alfredtdk Posted November 11 Share Posted November 11 Who isn’t curious about making their own version of Adventure? Changing the story, gameplay and new characters? This is just a proof of concept. MyCastleAdventure.bas.bin 5 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 11 Share Posted November 11 Looks cool! I never played the original but I'm always fascinated about bringing a Zelda style game to the 2600. I haven't started (even learning!) to code but I've done up the world map in 2600 graphics/colors and created a bunch of sprites. Personally, I think the game would benefit if you turned off the playfield lines but you'd lose access to a missile. 1 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 12 Author Share Posted November 12 Touch the key and... My_Castle_Adventure_121123.bas.bin 2 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 13 Author Share Posted November 13 Inside the castle, the exit to the next stage. For now they are just individual concepts, but perhaps it could become a unique game, with a beginning, middle and end. What do you think? MyCastleAdventure_Level2.bas.bin Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 15 Author Share Posted November 15 Here I changed the concept of the first screen, instead of taking the key and opening the castle door, in this modification you must activate the detonator to release the exit blocked by stones. Detonator.bin 2 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 15 Author Share Posted November 15 SnakeSSSS There is no sound activated at the moment. SnakeSSSS.bin 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 15 Author Share Posted November 15 EXIT These are random screens that I intend to combine into just one game in the future. It will be a very simple game, whose objective is just to escape and perhaps rescue some unfortunate person who also ended up trapped in the castle's labyrinth. Exit.bin 2 Quote Link to comment Share on other sites More sharing options...
+ls650 Posted November 15 Share Posted November 15 On 11/11/2023 at 2:24 PM, LatchKeyKid said: Looks cool! I never played the original Ohhh, dude... you have to at least give Adventure a try. 2 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 15 Share Posted November 15 I was going to suggest RevEngs modified standard kernel that lets you have no_blank_lines and multi colored players but my searches turn up nothing or I get that "Sorry. Something happened error" Anyone else know where that batari BASIC topic went? 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 17 Author Share Posted November 17 Would a sprite castle for more graphic details be a good idea? Or is it better to use the classic playfield? Concept_of_a_New_Adventure_Castle.bin 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 17 Share Posted November 17 I think it looks very nice for a tower. I could see it being a great addition to the playfield for a full castle as well. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 17 Share Posted November 17 10 hours ago, alfredtdk said: Would a sprite castle for more graphic details be a good idea? Or is it better to use the classic playfield? Whenever I try to use sprites like that by the end of the project I'm running out of resources. THAT becomes a real bummer. I don't know if that's the natural order of things or just what happens due to my own habits. Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 18 Share Posted November 18 13 hours ago, Gemintronic said: Whenever I try to use sprites like that by the end of the project I'm running out of resources. THAT becomes a real bummer. I don't know if that's the natural order of things or just what happens due to my own habits. Out of curiosity, which resource(s)? RAM? ROM space? Something else? I don't really have a frame of reference myself to know. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 18 Share Posted November 18 12 hours ago, LatchKeyKid said: Out of curiosity, which resource(s)? RAM? ROM space? Something else? I don't really have a frame of reference myself to know. batari BASIC puts playfields and sprites into the last bank. Somehow I always end up running out of room for sprites by the end of my project. I wonder if bb could be modded to put playfields in a bank separate from sprites. 2 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted November 18 Share Posted November 18 My book Programming Games for Atari 2600 shows how to create an Adventure-esque game in assembler. Plenty of space remains to extend the game. 3 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 18 Share Posted November 18 3 hours ago, Gemintronic said: batari BASIC puts playfields and sprites into the last bank. Somehow I always end up running out of room for sprites by the end of my project. I wonder if bb could be modded to put playfields in a bank separate from sprites. Thanks. Is that for all the kernels or just the DPC+ one? I remember reading about that type of restriction for that most advanced kernel but I wasn't aware (admittedly in my very limited knowledge) that it might apply elsewhere. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 18 Share Posted November 18 4 minutes ago, LatchKeyKid said: Thanks. Is that for all the kernels or just the DPC+ one? I remember reading about that type of restriction for that most advanced kernel but I wasn't aware (admittedly in my very limited knowledge) that it might apply elsewhere. Pretty sure it's been this way for every kernel since the very beginning. It works around the fact EVERYTHING gets cleared away when you switch banks. Sorry to go so far off topic alfredtdk :) 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 18 Author Share Posted November 18 4 hours ago, Gemintronic said: Pretty sure it's been this way for every kernel since the very beginning. It works around the fact EVERYTHING gets cleared away when you switch banks. Sorry to go so far off topic alfredtdk :) I do not mind. Feel free to ask questions in the topic, I'm also learning. For now, these are ideas, concepts. If I make this a full game I will open a new topic to introduce it. Thanks 2 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 18 Share Posted November 18 I managed to find the altered kernel I was talking about. You get no_blank_lines and player1colors BUT missiles are gone and the playfield is mirrored: 1 1 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted November 19 Share Posted November 19 9 hours ago, Gemintronic said: batari BASIC puts playfields and sprites into the last bank. Somehow I always end up running out of room for sprites by the end of my project. I wonder if bb could be modded to put playfields in a bank separate from sprites. Probably not. The sprite and playfield data is in the last bank because that is where the display data is located, and the kernel needs to access it when drawing the screen. 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 19 Author Share Posted November 19 This modified kernel is very good, I liked it. Thanks Gemintronic . Activate the black and white switch and touch any part of the playing field, collide with the Gate. Classic_Castle_BB.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 21 Share Posted November 21 One thing I miss about the standard kernel (as opposed to the multi sprite kernel) is the ability to modify playfields. In a prototype called Destiny I broke the playfield up into 3 sections. I "printed" a section out then scrolled it out of the way for another.. then another. So, mazes could be randomly made out of 3 different parts: 1 Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted November 24 Author Share Posted November 24 The Castle, now with sound. Ad_Castle_Sound.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 24 Share Posted November 24 It definitely sounds authentic to the original and you're steadily progressing in adding features. Have you decided whether you'll include the playfield lines or not? I see you went back so figured I'd ask. One thing that I never considered (with bB) until looking at your project is that the choice of using the ball as the player lets you put two independent (non-doubled or tripled) enemies on screen at one time with just the basic kernel; while I love the idea of a zelda style game where all of them are full sprites, this is a huge benefit to calling back to the classic adventure game instead. Quote Link to comment Share on other sites More sharing options...
LatchKeyKid Posted November 24 Share Posted November 24 On 11/18/2023 at 6:35 PM, Gemintronic said: I managed to find the altered kernel I was talking about. You get no_blank_lines and player1colors BUT missiles are gone and the playfield is mirrored: So in that kernel mod, only the PF2 is symmetric, correct? That's an interesting trade-off and one I suspect people can work around potentially when converting fully asymmetrical maps especially given the benefits (no lines and two full color full detail enemy sprites). 1 Quote Link to comment Share on other sites More sharing options...
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