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8k Haunted Adventure II - Redemption


atwwong

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8k Haunted Adventure II - Redemption

A hack of 8kAdvent (Many thanks to Nukey Shay 8) )

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) :D

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 by atwwong
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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!

 

:) :) :) :) :) :)

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 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

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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.

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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.

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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

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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 :thumbsup: :o :o :o :thumbsup: ; 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.
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Haunted Adventure II - Redemption "Darkness" :twisted:

 

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

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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 :P

ANDing the framecounter to the existing thud value allows you to have a different speed between the footsteps and rapping walls

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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 :P

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! :thumbsup: :thumbsup: :thumbsup: I really like the thud sound! 8) 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. :P :)

 

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 by atwwong
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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? :twisted: 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.)

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Major bugfix where OMGBat was entering rooms from game 1 while playing game 2 and 3. This is a possible final release. :D

 

 

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

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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

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