atwwong Posted August 27, 2004 Share Posted August 27, 2004 (edited) 8k Haunted Adventure II - Redemption A hack of 8kAdvent (Many thanks to Nukey Shay ) Explore the multi-story mansion of Old man Graves to find the magical urn and escape with your life. After accomplishing this, help Old man Graves to his redemption and save his spirit from a greater evil... Features: Unique objectives and rooms for all three games (hints in game) (Thanks to Nukey for helping me transform my horrendous code into tables) More new baddies New "portcullises" New objects (Thanks Nukey for the grave and shovel, and "Spirit" (WIP) artwork inspired by James Francis a.k.a. Out_of_Gas New sounds (Thanks Nukey for helping with coding) New death effect - lights out! New randomization routine for game three (Thanks Brian "Whipcrack" Wong) Coding ideas including help with bankswitching routines (Thanks to guess who - hint - N.S.) Storyline and manual TBA Comments: V.170 I'm still tweaking it (i.e., possibly change some colours, more sounds, and one more room) but it's getting closer to being finished. If you have time please give me feedback on gameplay (i.e., is it fun to play?) and aesthetics (does it look okay?). I'm also working on a manual. There is a slight tremor if you do a certain thing with some of the objects in game 1, but I'm going to work it into the storyline. Hints/Spoilers/Questions: * * * * * * * * * In game 1 in the house, the rooms that change colours are supposed to be staircases like in the original Haunted House game but with more control in the direction of which passage to take to the next floor up or down: grey=basement,blue=first,red=second,green=third,yellow=fourth,white=attic; due to my limited hacking skills I can't put in real Haunted House staircases with all the special effects. Should I make the passages in the staircase rooms very short, i.e., a small space so that you can only back out to the next floor? It might be less confusing... but I'll have to redo all the floor plans. Or leave them the way they are? Game 1's exit is where the exit in the Haunted House game is. Just shove the urn out the door! Object list: To open new areas: Mansion key Blue key Shovel ??? Portcullis: Mansion door Locked door Grave ??? Dra- I mean creatures: Spider Bat Spirit Eye Guy ??? ??? Tools: Sceptre (original Haunted House size) to take care of creatures Hand (slightly bigger than Haunted Adventure) to attract most objects Ladder (bigger and better) for climbing over obstacles Others: Urn ??? Objectives: For you to discover * * * * * * * * * End of spoilers I hope you have fun with this and let me know what you think! Cheers, Tony 8kha2170.zip Edited April 19, 2005 by atwwong Quote Link to comment Share on other sites More sharing options...
StanJr Posted August 30, 2004 Share Posted August 30, 2004 Can the sequel be better than the original? You tell me, the first one was pretty darn good, and I've been playing this one a lot lately as well. The nice thing here is, he has merged the cool thing about Haunted House, the multi-floored house, and translated it extremely well to the Adventure "engine" as it were. You get a much better sense of being in different parts of the house with the different colored floors. All of the monsters look great (eyes that wield a sword? look out!). This is really coming along! I can't wait to see the manual and find out what the story is! Quote Link to comment Share on other sites More sharing options...
atwwong Posted August 31, 2004 Author Share Posted August 31, 2004 I can't wait to see the manual and find out what the story is!I've got the story worked out but I'm not sure about all the features yet. I'm testing a "Darkness" version right now. Here's a small update where you can use the fire button to reset the game when you are in the number room or when you are dead. 8kha2175.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2004 Share Posted August 31, 2004 What's missing is the sound of footsteps. Adventure virtually leaves the second sound channel untouched (I think that it's only cleared in the MakeSound routine...just comment off the STA AUDV1 instruction). What you can do is edit the joystick routine to play the sound when any movement occurs...if so, grab a bit off the frame counter via AND. if the bit is not set, load a zero and send it to all 3 registers in the second sound channel (AUDV1, AUDC1, and AUDF1). If it's set, load in other values and put them there. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2004 Share Posted August 31, 2004 Try this... Change this... ; using BIT to check the two most significant bytes: BIT CXBLPF ;3 Get ball-playfield collision BMI PlayerCollision;2 Branch if collision (Player-Wall) ...to this... ; using BIT to check the two most significant bytes: LDA #$00 ;2 no "thud" STA FootStep ;3 BIT CXBLPF ;3 Get ball-playfield collision BMI WallCollision ;2 Branch if collision (Player-Wall) Add this just above PlayerCollision: WallCollision: LDA #$10 ;2 "thud" value STA FootStep ;3 That will set any "thud" value if we are hitting a wall. You'll also need to account for the bridge tho: In the bridge routine, change this... CMP #$FC ;2 BCS NoCollision ;2 If more than &FC, going thru bridge CMP #$19 ;2 If more than &19 then forget it BCS ReadStick ;2 ...to this... CMP #$FC ;2 BCS NoThud ;2 If more than &FC, going thru bridge CMP #$19 ;2 If more than &19 then forget it BCS ReadStick ;2 NoThud: LDA #$00 ;2 clear off "thud" value STA FootStep ;3 That clears off the value if we are travelling through the bridge. Then, you'll need to code in the footstep routine itself... In the ReadStick routine, change this... LDA SWCHA ;4 Read joysticks STA $99 ;3 and store value ...to this... LDA SWCHA ;4 Read joysticks STA $99 ;3 and store value CMP OldStick ;3 compare with previous frame BEQ NoSound ;2 branch if no movement STA OldStick ;3 otherwise, save the new value LDA Framecounter ;3 load the frame counter AND #$10 ;2 use 1/6th of a second BEQ NoSound ;2 branch if no sound for this frame ;here's the sound that is saved LSR ;2 otherwise, shift it a bit lower ADC FootStep ;3 and add the "thud" value (if any) STA AUDF1 ;3 save the new pitch LDA #$06 ;2 load a distortion/volume BNE SaveSound ;2 (always) branch to save those NoSound: LDA #$00 ;2 load a zero to clear the sound STA AUDF1 ;3 save the pitch SaveSound: STA AUDV1 ;3 save the volume STA AUDC1 ;3 save the distortion That routine will grab the previously-saved "thud" and add it to the footstep. If the stick is not being moved, the sound registers are cleared. This example uses 2 bytes that you'll need to provide in ram. The ram location "Footstep" is temporary...you can reuse a temp variable that is not being corrupted between these lines of code. "Oldstick" must be kept uncorrupted. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2004 Share Posted August 31, 2004 Oops... In the Framecounter ($E5 in the original game), $AND #$10 is 1/4 second (16/60) #$08 would be an 8th, and #$04 would be a 16th. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2004 Share Posted August 31, 2004 Damn. I can't get the thud to work (sometimes it does if you try to push into both a horizontal and a vertical pixel). OldStick is irrelivant. I took it out, so the only ram location you need is just one to hold the thud value (if I could get the blasted thing to work right). Regular foosteps sound OK... ;Read Sticks ReadStick: TYA ;2 ???Is game in first phase? BNE ReadStick_2 ;2 If not, don't bother with read LDA SWCHA ;4 Read joysticks STA $99 ;3 and store value CMP #$FF ;2 If any movement then branch BEQ NoSound ;2 branch if no movement LDA $E5 ;3 load the frame counter AND #$01 ;2 use 1/6th of a second BEQ NoSound ;2 branch if no sound for this frame ;here's the sound that is saved ASL ;2 otherwise, shift it a bit higher ADC FootStep ;3 and add the "thud" value (if any) STA AUDF1 ;3 save the new pitch LDA #$03 ;2 load a distortion/volume BNE SaveSound ;2 (always) branch to save those NoSound: LDA #$00 ;2 load a zero to clear the sound STA FootStep ;3 STA AUDF1 ;3 save the pitch SaveSound: STA AUDV1 ;3 save the volume STA AUDC1 ;3 save the distortion Note: changed AND value to 1, LSR to ASL, and distortion to 3 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2004 Share Posted August 31, 2004 Also I vote that the staircases be left as-is. It's not too confusing once you get the hang of it. BTW I really like the detail of starting the player in different areas (mansion, river, forest). Extremely challenging Quote Link to comment Share on other sites More sharing options...
atwwong Posted August 31, 2004 Author Share Posted August 31, 2004 Also I vote that the staircases be left as-is. It's not too confusing once you get the hang of it. BTW I really like the detail of starting the player in different areas (mansion, river, forest). Extremely challenging Nukey, I'm glad you can figure out the staircases, otherwise I'd have to remap a lot of the interiors! Thanks for the whole footstep routine ; I'll have to try it out in the morning - my brain is kinda fried right now. Also, I'm almost finished the "dark" version... I'll post what I have in the morning. I'm going to have to make some cuts or figure out some fancy bankswitching (I only bankswitched the randomization routine to the first bank) to fit everything in. Quote Link to comment Share on other sites More sharing options...
atwwong Posted August 31, 2004 Author Share Posted August 31, 2004 Haunted Adventure II - Redemption "Darkness" Binary attached. Here are the differences/additions: Pressing the fire button turns on and off the flashlight almost everywhere. When creatures contact the player, the flashlight goes out. (Used Sound to control flashlight on and off) Flashlight and spider colours same as Haunted House; 28 to 36. Modified crypt room to work with "Darkness" version. Move centred objects to right or left to avoid being completely hidden by walls (I hope...). Fixed doors graphics to match keys. All keys invisible (black). Sceptre changed to flashing (CB). Notes: After dropping an object, the button must be pressed twice to turn off the light (unless the light goes out because of a creature attack). In rare circumstances, the fire button will not reset the game when the player is dead. This version is difficult because the light is an extra object and four objects on screen cause tremendous flashing (black keys become invisible on black backgrounds, doors don't open, and creatures cannot be immobilized). Jitter in game 1 slightly more obvious if found. I am going to look at Nukey's awesome sound coding and try to fit it in; I'm already very low in free bytes but I'll give it a try. If the dark version is too frustrating for everyone, I'll go back to the normal version. 8kha2d19.zip Quote Link to comment Share on other sites More sharing options...
atwwong Posted August 31, 2004 Author Share Posted August 31, 2004 What's missing is the sound of footsteps. Thanks to Nukey, here's the sound of footsteps in the normal version (not dark). 8kha2176.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 31, 2004 Share Posted August 31, 2004 Can't seem to get good footstep sounds So instead, I altered it to play the sound a bit quieter. I also fixed the thud when bumping into walls. Changes... Get rid of the 1 being saved initially... ; using BIT to check the two most significant bytes: BIT CXBLPF ;3 Get ball-playfield collision BMI WallCollision ;2 Branch if collision (Player-Wall) Change the value of thud... WallCollision: LDA #$03 ;2 "thud" value STA FootStep ;3;Player collided (with something) This remains the same... CMP #$FC ;2 BCS NoThud ;2 If more than &FC, going thru bridge CMP #$19 ;2 If more than &19 then forget it BCS ReadStick ;2 NoThud: LDA #$00 ;2 clear off "thud" value STA FootStep ;3 And an altered sound routine...using X for the distortion NOTE: X can be used...Y must remain untouched ;Read Sticks ReadStick: TYA ;2 ???Is game in first phase? BNE ReadStick_2 ;2 If not, don't bother with read LDA SWCHA ;4 Read joysticks STA $99 ;3 and store value CMP #$FF ;2 If any movement then branch BEQ NoSound ;2 branch if no movement LDA #$01 ;2 "thud" value CLC ;2 ADC FootStep ;3 ;i.e. 0 becomes 1 (footstep)...3 becomes 4 (thud) AND $E5 ;3 AND the frame counter BEQ NoSound ;2 branch if no sound for this frame ;here's the sound that is saved CLC ;2 ADC FootStep ;3 and add the "thud" value (if any) ;i.e. 1 remains same (footstep)...4 becomes 7 (thud) ASL ;2 otherwise, shift it a bit higher ;i.e. 1 becomes 2 (footstep)...7 becomes $0E (thud) ORA #$03 ;2 ;i.e. 2 becomes 3 (footstep)...$0E becomes $0F (thud) STA AUDF1 ;3 save the new pitch LDX #$00 ;2 STX FootStep ;3;clear off the previous thud LSR ;2 shift it quieter for volume ;remove this instruction if you want it louder LDX #$02 ;2 load a distortion BNE SaveSound ;2 (always) branch to save those NoSound: LDA #$00 ;2 load a zero to clear the sound TAX ;2 distortion STA FootStep ;3 STA AUDF1 ;3 save the pitch SaveSound: STA AUDV1 ;3 save the volume STX AUDC1 ;3 save the distortion That's a bit less annoying IMO...but it's still not quite the same as HH's footsteps ANDing the framecounter to the existing thud value allows you to have a different speed between the footsteps and rapping walls Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 1, 2004 Author Share Posted September 1, 2004 (edited) Can't seem to get good footstep sounds So instead, I altered it to play the sound a bit quieter. I also fixed the thud when bumping into walls. *** That's a bit less annoying IMO...but it's still not quite the same as HH's footsteps ANDing the framecounter to the existing thud value allows you to have a different speed between the footsteps and rapping walls Thanks for all your efforts, Nukey! I really like the thud sound! I tried adding to the second sound channel a while ago and should have figured out that the variables missing were staring at me in the face, so to speak. I'm still a newbie at this. Here are the changes for version V.178 (binary attached): -walking effects fix by Nukey Shay - quieter and thumping fixed! -changed light and spider colours from 36 to 28 like Haunted House (spider from level 5+) -added flashlight flicker (thanks to Nukey's routine which didn't fit in the original Haunted Adventure; I added slightly to it ) -fixed crypt tomb like dark version so the *** is not frustrating to get -made sceptre flashing (CB) colour -removed colour background feature to add more bytes to fit in the sound and flicker routines - not sure about this... but I really only used it for 7 rooms and only really need it in one (where it still is ). In the Dark version it is used as a flag to turn on and off the light in both lightened and darkened rooms (so I really should have called it the Flashlight version). I'm still deciding on Nukey's added walking sound effects (it's definitely better; I like the thumping!) I'd rather remove special effects fluff to make more space rather than alter the gameplay (i.e., not remove rooms), so unless there is a showstopper, gameplay will generally stay the same. I may have room now to make game 2 slightly easier than game 3 using roomdiffs, but this will take away gameplay from game 2, so I might not bother to do it. Oh, one more thing, a spoiler but necessary: Do NOT bring the ladder into the tombs under the cemetery!!! (Unless you are playing with Stella and have a saved state, then go ahead...) 8kha2178.zip Edited November 30, 2005 by atwwong Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted September 3, 2004 Share Posted September 3, 2004 This sequal rocks....thanks for posting! Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 3, 2004 Author Share Posted September 3, 2004 I'm trying to fix up gameplay to make this possibly more fun and less frustrating. Any input would be greatly appreciated concerning the following or other matters: Questions re: gameplay (SPOILERS): Old man Graves Ghost-Bat =OMGBat Do you find that OMGBat is taking the bridge too much and making the game impossible to win in game 2? Is it better to limit his freedom (less challenging vs. less frustrating)? Is it bad to have the rare non-winnable game 2? OMGBat seems to be able to sneek past locked areas that aren't connected to other rooms, but I will recheck the room exits. Do I need to change OMGBat's colour to avoid confusing him with Spirit Ghost? I actually like this... Does the forest maze need widening? Is it too difficult/frustrating to get away from creatures chasing you in there? Is the tomb maze too difficult to navigate (don't think in 2d terms)? Are the tombs blocking the passages too frustrating? Are the objectives in game 2 and 3 clear once you SEE them? Does this play in other formats, i.e., Cuttlecart, etc.? How are the footstep sounds? (I'm growing to like the quiet footsteps.) Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 6, 2004 Author Share Posted September 6, 2004 This sequal rocks....thanks for posting! Thanks, you're welcome, and welcome back, ATARI TROLL! Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 6, 2004 Author Share Posted September 6, 2004 Major bugfix where OMGBat was entering rooms from game 1 while playing game 2 and 3. This is a possible final release. V.182 (binary attached) changed attack sound minor gfx changes set OMGBat so that it can't pick up urn - fixes slim chance of objects becoming lost in game 1 rooms turned off walking sounds when dead and checked console and button switches when dead changed setting in ***Rm so that OMGBat does not get stuck in there with anything removed *** key from hand and OMGBat matrices to remove jitter and improve gameplay added Nukey Shay's "unpredictable bat" routine with value $79 fixed errors in RoomDiffs causing OMGBat to disappear into game 1 and ***Rm 8kha2182.zip Quote Link to comment Share on other sites More sharing options...
StanJr Posted September 7, 2004 Share Posted September 7, 2004 this is great. Its like getting three games in one! Each game moves the story line along. This is a truly advanced hack, if you're not playing this you need to be! Exceptionally well done! Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 8, 2004 Author Share Posted September 8, 2004 Exceptionally well done! Thanks for the compliment, StanJr! Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 8, 2004 Author Share Posted September 8, 2004 V.183 Bugfix that prevents player from becoming stuck between "certain" rooms. If I don't find any more bugs, I'll start work on the manual. I'll keep looking for gameplay issues, though... 8kha2183.zip Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 9, 2004 Author Share Posted September 9, 2004 V.184 Sorry, another bugfix for room exits. I'd rather do one big update, but might as well do a small one if it's the last bug I find and I don't redo the forest. 8kha2184.zip Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 15, 2004 Author Share Posted September 15, 2004 V.186 - All sounds now changed from original Adventure Added short intro/select sound (hope it's not irritating) Changed pickup/putdown sound to two notes - similar to (but not the same as) Haunted House When time permits, I'll probably work on finishing off the manual. The label art is completed. 8kha2186.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted September 15, 2004 Share Posted September 15, 2004 It's hard to stop once you get on a roll...isn't it? Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 16, 2004 Author Share Posted September 16, 2004 It's hard to stop once you get on a roll...isn't it? Yes, there's many things I should be doing but I keep getting drawn back to hacking! After I think I'm finished, more ideas keep springing into my head! Which reminds me of something else... Quote Link to comment Share on other sites More sharing options...
atwwong Posted September 16, 2004 Author Share Posted September 16, 2004 V.187 - All jitters appear to be gone!!! -rumbles/jitters/screen flips fixed thanks to Nukey's new DoVSYNC routine see here: http://www.atariage.com/forums/viewtopic.p...p=700221#700221 8kha2187.zip Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.