Jump to content
IGNORED

8k Haunted Adventure II - Redemption


atwwong

Recommended Posts

V.190 - possible final bin

 

-added OMGbat sound to avoid confusion between the ghosts (thanks Nukey)

-re-added *** key properties to matrices because of spare cycles

-optimized some routines to save bytes and cycles

-optimized surround lighting

 

I have 40 bytes left - enough for 5 rooms with gfx's from the first bank but I don't see a need to really put them in unless I do a Burma Shave type effect.

 

Label art and manual coming soon! :)

8kha2190.zip

Link to comment
Share on other sites

Cybergoth alluded to more pixs being posted in this forum, so I'll post a couple (to shamelessly plug my hack).

 

Nukey's 8k code allows for more room to add additional details to all the rooms (pun unintentional) if the resolution is increased. Doubling the vertical resolution of Adventure rooms makes these scenes look better IMO and the floor scenes look just like those in Haunted House. Compare these posted below to the ones from the original Haunted Adventure from here:

http://atariage.com/forums/viewtopic.php?p...p=622581#622581

post-32-1095542183_thumb.jpg

post-32-1095542184_thumb.jpg

Link to comment
Share on other sites

V.193 Speedy

 

Nukey's brillant skills enabled me to change the slow 8kAdvent speed to the normal Adventure speed, so now in Haunted Adventure II the character doesn't seem so slow. This also speeds up the creatures as well, so I'm going to think about this one for a bit (I'm also open to suggestions!). I got used to the slower speed; it was more of a cerebral-type game (the new speed should make EarthQuake happy ;) ).

 

BTW, if anyone's interested in a limited edition cart and manual, PM me!

8kha2193.zip

Link to comment
Share on other sites

Here's the final draft of the Haunted Adventure II text manual. I've tried to credit everyone who helped out; give me a yell if I've missed you.

 

I've finished the cart and end labels, and completed a 20 page coloured manual. I'm planning to have 20 carts with manuals available and will post more information soon, after I finish testing release candidate 1.

ha2manual.zip

Link to comment
Share on other sites

  • 2 weeks later...

8k Haunted Adventure II - Redemption FINAL BIN, LABEL ART, CART, and MANUAL

 

It's finally done!

Believe it, or not!

 

changes:

V.199 Final

-added bin messages

-cart & manual completed

 

V.198

-added extra room :)

-added bin messages

-0 bytes free in second bank!

 

V.197 RC02

-fixed BNE bug in mainloop2

-re-added boat wreck from pre-release

-playtested all games

 

V.196a Speedy - one thing more...

-DoVSYNC changed to add one more author object

-use Nukey's newest MoveObjectDelta

-checked flipping on game select

 

V.195b RC01

-OMG cannot pickup House key - games 2 and 3 now always winnable

 

V.195 Speedy Knights Eyes Random RC

-Release Candidate

-readded knight decor from pre-release versions

-Brian's full random code allow for a ridiculously high number of object placement variations in game 3 (stable - problem was z26 running with other programs)

-Eye Guy afraid of all other creatures

 

Below is the label design that my wife helped me to create. It's really nice that she has put up with me doing this project for the past half year and then design the label for me. :D

 

I have also posted the final binary and text manual. The printed manual is slightly different. ;)

 

If you are interested in a preorder for a cart and manual, please send me a private message.

 

More Haunted Adventure II info!

 

Cheers!

atwwong

8kha2manual_v1.zip

8kha2bin.zip

post-32-1097555425_thumb.jpg

Link to comment
Share on other sites

Quick note:

Be sure and check out this post...

http://atariage.com/forums/viewtopic.php?t=58667

I had problems getting binaries to work on the actual eproms using that F8 method I'd cobbled together. To insure that it always boots, you might want to change it to the following...

 

* $D000

Start1: LDA $1FF9

       JMP StartGame



* $DFFC

        .word Start1





* $F000

Start2: JMP StartGame

       NOP

       NOP

       NOP



* $FFFC

       .word Start2

 

This does 2 things: it keeps the start vector identical in each bank, plus insures that a misread will still end up at the correct point in bank2 to initialize the cart (the JMP in bank 1 might not ever be read...but a split-second delay might garble it as it bankswitches to bank 2).

Link to comment
Share on other sites

Grr...damn edit...

 

* $D000

Start1: LDA $1FF9

       JMP StartGame



* $DFFC

        .word Start1





* $F000

Start2: NOP

       NOP

       NOP

       JMP StartGame



* $FFFC

       .word Start2

 

This does 2 things: it keeps the start vector identical in each bank, plus insures that a misread will still end up at the correct point in bank2 to initialize the cart (the JMP in bank 1 might not ever be read...but a split-second delay might garble it as it bankswitches to bank 2).

Link to comment
Share on other sites

Quick note:

Be sure and check out this post...

http://atariage.com/forums/viewtopic.php?t=58667

I had problems getting binaries to work on the actual eproms using that F8 method I'd cobbled together.  

***code***

This does 2 things: it keeps the start vector identical in each bank, plus insures that a misread will still end up at the correct point in bank2 to initialize the cart (the JMP in bank 1 might not ever be read...but a split-second delay might garble it as it bankswitches to bank 2).

It took me awhile to make the changes in the second bank. I had to squeeze 3 bytes into 0 bytes free. :P :D I sent the changes off to be burned on to the cart EPROMS, so I will be sending out info to everyone who has preordered so far once I hear everything is ready to go! :)

 

Here is the binary with the bankswitch changes : FINAL V1.02a (V202a)

8kha2bin102a.zip

Link to comment
Share on other sites

By the way, thanks for the support, everyone. This is very exciting for me - I'm getting goosebumps! :)

 

Funny we are getting Part II...first :P
Yes, I'm waiting for a certain red dragon to finish off Part I's label art and manual... ;)

 

It looks great, can't wait to get this on a cart!  :)
Me too! Thanks AM, that means a lot, coming from the "Father" of all Adventure hacks!

 

If anyone has time to test this on a Krokocart prototype or Supercharger/Cuttlecart, please let me know if it works.

Link to comment
Share on other sites

By the way, thanks for the support, everyone. This is very exciting for me - I'm getting goosebumps!  :)

 

Funny we are getting Part II...first :P
Yes, I'm waiting for a certain red dragon to finish off Part I's label art and manual... ;)

 

Cliff Note Version: What is the difference between the two?

Link to comment
Share on other sites

By the way, thanks for the support, everyone. This is very exciting for me - I'm getting goosebumps!  :)

 

Funny we are getting Part II...first :P
Yes, I'm waiting for a certain red dragon to finish off Part I's label art and manual... ;)

 

Cliff Note Version: What is the difference between the two?

Haunted Adventure Series Cliff/Coles Notes Version:

 

Haunted Adventure - Boo! : 4k bin

The object of the game Haunted Adventure - Boo! is to find the skull of old man Graves and return it to the crypt under the cemetery by utilizing various keys and tools to explore the house and avoid the three ghosts.

 

Haunted Adventure II - Redemption : 8k bin

The sequel to Haunted Adventure has 3 separate stories and objectives for each game. Areas to explore extend to inside, around, and under the mansion. There are objects to be discovered to help you complete your journey, but six deadly creatures will try to hinder you.

Link to comment
Share on other sites

It's okay, Nukey! I wouldn't have gotten so far without your advice! :)

 

I apologize that I jumped the gun when I heard the EPROM burned correctly, and didn't hear about the problem until later. I should have gotten an EPROM burner, some know-how, and tested it first. If the latest bin doesn't work, I'm thinking of sponsoring a programming contest to find the solution, as I mentioned in the programming forum.

Link to comment
Share on other sites

I'm just waiting to hear back from the latest bin testing...

 

"I think that we have our problem solved. V17 seems to be just fine. I

have been able to make it crash, but it has taken A LOT of effort to do

so, and only on my six-switcher. I can't make it crash on my

four-switcher. The few times that I have been able to make it crash on the

six-switcher, the cart stays in the rut and won't start again. I take the

chip out, let the system sit for about a minute, and the cart starts up

just fine again. It's rather strange, but this leads me to believe

that this random crashing is a hardware problem, not a programming problem

at this point. I'm going to make three actual carts right now for

final testing."

Link to comment
Share on other sites

Good news and bad news (for six-switcher owners):

 

Here's the scoop, albeit depressing.  V17 works fine (title screen  

doesn't crash), except on the six-switcher, sometimes the dot won't move.  

I didn't realize this until just a little bit ago.  I thought that  

maybe it was a problem with the VG Wiz PCB's or maybe my EPROMs, so I made  

a copy of v17 with a Chris Wilkson board and a 16K EPROM with the bin  

mirrored.  I get the same results.

 

So I tried v21 and v22.  Same thing.  The title screen very rarely  

crashes anymore on the six-switcher, but occasionally the dot won't move at  

all.  All three of the bins work just fine on the four-switcher.

 

I'm not quite sure where to go from here.  We have both put a ton of  

time into this and we seem to keep ending up at square one.  Maybe you  

should ask in the programming forum about the dot not moving and that  

should be the last possible revision.  Otherwise, we may just have to give  

a warning that the cart is recommended for four-switchers and jr's  

only.

 

Ideas? :?

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...