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Although hardly a solution, I V}feel it is time to present some work I did a long while ago: An Atari 8-bit version of 2600 Adventure. Don't get too excitedW}: there's no sound, lots of things are broken or just plain unfinished, and on a good day it's maybe 1/3 the speed of the reaX}l thing. However, I did manage to get the graphics and movement dynamics pixel- and frame- perfect, and even made room and dY}ata editors for constructing new worlds. First, some background info: I'll try to keep this short. I had my first encounterZ} with the Atari VCS when I was perhaps 12 or 13 years old, and my mother visited a friend of hers whose children had one. On[}e of the games they had was Adventure, which made such an impression on me I became fascinated with the possibilities of crea\}ting environments using computers. 14 years later, in 1986, I had just finished Parrot, a digital sound sampler for the Atar]}i 8-bit, and was beginning the first year of my computer science degree. As a programming challenge, and in tribute to Warre^}n Robinett's amazing work, I attempted to re-create 2600 Adventure on my Atari 8-bit computer. I videotaped several game ses_}sions, digitized and slowed down the sound effects, and made many charts and graphs. Unfortuately my programming expertise w`}as limited to Atari BASIC and simple assembly language routines. Here are the unfinished results of that effort. The executaa}ble, ADVNTRE1.COM, is Atari BASIC with M/L subroutines, compiled using A Basic Compiler. It loads the data file ORIGINAL.ADb}V, which contains all the room, object, and linking data for the kingdom. Also included are ROOMMAKE.BAS, a room editor; TABc}LMAKE.BAS, a room link editor; and LUMP.BAS, MAKE.BAS, etc. which build the final data file. Here is some more info about ead}ch program: ADVNTRE1.COM ------------ When the program starts a ? prompt appears, requesting the number of jiffies to spend e}on each 'frame' of action. Entering a number between 8 and 12 works reasonably well; faster causes the game to pause and resf}ume intermittently. Option is Color-B/W toggle, Select is Game Select, and Start is Game Reset. The lower-case b's above thg}e screen are the two difficulty switches. Pressing '1' and '2' toggle them between b and a. ROOMMAKE.BAS ------------ This h}is the room editor, which creates the file SCREENS.DAT. Screens are drawn using a joystick in port one. Holding the fire bui}tton erases blocks. Pressing 'R' doubles the width of the cursor, 'M' toggles the mirroring feature, and 'S' saves the changej}s and quits. Typing two numeric digits, i.e. '01', '02' etc. switches to different rooms. TABLMAKE.BAS ------------ This edk}itor creates the room attributes and links the rooms together. Type the number of a line, 0-6, to choose a parameter, then tyl}pe a new value and press . This editor creates the data file for level 1; TABLMAK2.BAS creates level 2. DATMAKE.BASm} ----------- Contains all object bitmaps and color information; loads room and link data and writes the complete '*.ADV' gamen} file. The editors were written quick-and-dirty; any similarity to my idea of good interface design is entirely coincidentao}l ;-) With the source code for the original cart floating around, it shouldn't be too long before we have a proper port; andp} now that we have a good 8-bit emulator, a 2600->8-bit conversion makes sense too. Have fun picking this apart...don't be toq}o hard on me, I program much better now...honest. -Tony R. Tony Ramos : inter\active 286 E.13r}th Ave : ramos.15@osu.edu, tony_ramos@fitch.com Columbus, OH 43201 : *** computer-mediated environments *** s} (614)299-9529 : *** interface ** image synthesis *** 43201 : *** computer-mediated environments *** F&Z<7ZYK&&L&M&N& + 5J&&&© M2 -L*J&˜ ' 5&0& M2& u}& $+L*& & M2 H-ƅ& & M2 H- 1- *`RUNTIME ERROR AT LINE &&L*, ,L& v}` '' &L&PROGRAM STOPPED&&Ńł ȱ`iL 'HH Z*L/ * . M2 + Q. . w} @. 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