accousticguitar Posted February 13, 2008 Share Posted February 13, 2008 (edited) Based on Nukey Shay's 8K Adventure ASM. Thanks! I call this Adventure Country. The map is a 9 x 9 grid making 81 rooms plus 10 rooms in the castles for 91 rooms total in the game. The grid is divided into 9 squares containing 9 rooms each with a unique color. If you go off the grid to the right, you move to the left side of the grid and visa versa. If you go off the grid moving up, you move to the bottom of the grid and visa versa. Adcntry2.bin Edited October 17, 2008 by accousticguitar Quote Link to comment Share on other sites More sharing options...
gambler172 Posted February 14, 2008 Share Posted February 14, 2008 Hi Not bad..... greetings gambler172 Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted February 14, 2008 Share Posted February 14, 2008 It's a nice start, i like the forest-playfields but for my taste you have to walk through too many empty areas. And how about changing the dragons into something else? Maybe bears...? Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted February 14, 2008 Author Share Posted February 14, 2008 It's a nice start, i like the forest-playfields but for my taste you have to walk through too many empty areas. That was kind of the feeling I got about the whole game. It's more or less a boring search of a grid. I'm not sure what to do about it though. And how about changing the dragons into something else? Maybe bears...? I haven't learned how to change sprites yet. Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted February 15, 2008 Share Posted February 15, 2008 And how about changing the dragons into something else? Maybe bears...? I haven't learned how to change sprites yet. What about Hack-O-Matic? Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted February 15, 2008 Author Share Posted February 15, 2008 Might be worth a try. I think the graphics are the least of my problems right now though. Quote Link to comment Share on other sites More sharing options...
cosmosiss Posted April 3, 2008 Share Posted April 3, 2008 Looking good! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 3, 2008 Share Posted April 3, 2008 (edited) I haven't learned how to change sprites yet. The GFX sprites are all tagged in the assembly. If you don't like working with hex values, you can just use binary values instead. Where it says .byte $00 for example, change it to .byte %00000000 instead ($ = hex, % = binary, neither = decimal) and then use 1's in the 8-digit %number where you want pixels to go. No need to use HOM at all. The only thing that Adventure requires for all sprite bitmaps is that no blank lines are used in any of them (a blank line signifies that it's the end of that bitmap...and the kernal bumps the counter for the next frame). That's why there's all those dashes and dots mixed in with WR's sprite. Edited April 3, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted April 4, 2008 Author Share Posted April 4, 2008 I haven't learned how to change sprites yet. The GFX sprites are all tagged in the assembly. If you don't like working with hex values, you can just use binary values instead. Where it says .byte $00 for example, change it to .byte %00000000 instead ($ = hex, % = binary, neither = decimal) and then use 1's in the 8-digit %number where you want pixels to go. No need to use HOM at all. The only thing that Adventure requires for all sprite bitmaps is that no blank lines are used in any of them (a blank line signifies that it's the end of that bitmap...and the kernal bumps the counter for the next frame). That's why there's all those dashes and dots mixed in with WR's sprite. I used hex values when designing the rooms; I just don't know how they work with sprites. I don't know how binary values work with sprites either. I would probably try working with hex values first since I am a little more familiar with them. Concerning this hack, it was worth trying, but I wasn't happy with how it worked out. I have another idea for a general maze design, but it will be a while before I can work on it. I have some college classes to work on and firewood season is fast approaching as well. Quote Link to comment Share on other sites More sharing options...
NeitherSparky Posted May 4, 2008 Share Posted May 4, 2008 ...What's the thing that looks like a crucifix? Does it repel the bat? Because that'd be awesome. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted May 4, 2008 Author Share Posted May 4, 2008 I borrowed that from "Missadventure Revised." I don't believe it does anything in Adventure Country, but it does do something in Missadventure Revised. It won't take you long to figure out what it does once you find it. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted October 17, 2008 Author Share Posted October 17, 2008 I put the final version of Adventure Country in post #1. Many thanks to Nukey Shay and Earthquake for all their help! This version clears up a couple bugs and has many new sprite graphics. Quote Link to comment Share on other sites More sharing options...
EarthQuake Posted October 17, 2008 Share Posted October 17, 2008 I'm not quite sure what changes you made to the hack, but I seem to like it more than the original. I like some of the screens like the ones with the lake (that was brilliant), and the different types of trees you came up with. Some were just too abstract I think, but it didn't turn out that bad. Just think of the type of detail you could get if you doubled the vertical resolution. I think this hack's best quality is the open-endedness of it. It's hard to find items, yet the openness of the screens balance this out. I would really like to see what you can do with this using Nukey's high-res bitmap code. Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted October 17, 2008 Author Share Posted October 17, 2008 I would really like to see what you can do with this using Nukey's high-res bitmap code. You have high hopes, my friend. I can't even keep the graphics from crossing page boundaries. In general, I tried to make the graphics more original; bears instead of dragons, a bluebird instead of a bat, houses instead of castles, different shapes for the chalice, sword, and bridge, no more corridors, and I thinned out some of the trees for easier navigation. Quote Link to comment Share on other sites More sharing options...
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