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Eichel rel.ver.1/1/90OS.SYShh =L4,  VLT :C :CS2600 Adventure for the Atari 8-bit computer, by Tony Ramos With interest in Atari emulators now growing, and the progress ma^}de on emulating the Atari 2600 (Activision's upcoming product) and the 8-bit computer (Darek Mihocka's XFormer 3.0 for IBM co_}mpatibles), many people are hoping to see at long last an Atari 2600 emulator for the IBM PC. Although hardly a solution, I `}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 exciteda}: 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 reab}l thing. However, I did manage to get the graphics and movement dynamics pixel- and frame- perfect, and even made room and dc}ata editors for constructing new worlds. First, some background info: I'll try to keep this short. I had my first encounterd} 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. One}e of the games they had was Adventure, which made such an impression on me I became fascinated with the possibilities of creaf}ting environments using computers. 14 years later, in 1986, I had just finished Parrot, a digital sound sampler for the Atarg}i 8-bit, and was beginning the first year of my computer science degree. As a programming challenge, and in tribute to Warreh}n Robinett's amazing work, I attempted to re-create 2600 Adventure on my Atari 8-bit computer. I videotaped several game sesi}sions, digitized and slowed down the sound effects, and made many charts and graphs. Unfortuately my programming expertise wj}as limited to Atari BASIC and simple assembly language routines. Here are the unfinished results of that effort. The executak}ble, ADVNTRE1.COM, is Atari BASIC with M/L subroutines, compiled using A Basic Compiler. It loads the data file ORIGINAL.ADl}V, which contains all the room, object, and linking data for the kingdom. Also included are ROOMMAKE.BAS, a room editor; TABm}LMAKE.BAS, a room link editor; and LUMP.BAS, MAKE.BAS, etc. which build the final data file. Here is some more info about ean}ch program: ADVNTRE1.COM ------------ When the program starts a ? prompt appears, requesting the number of jiffies to spend o}on each 'frame' of action. Entering a number between 8 and 12 works reasonably well; faster causes the game to pause and resp}ume intermittently. Option is Color-B/W toggle, Select is Game Select, and Start is Game Reset. The lower-case b's above thq}e screen are the two difficulty switches. Pressing '1' and '2' toggle them between b and a. ROOMMAKE.BAS ------------ This r}is the room editor, which creates the file SCREENS.DAT. Screens are drawn using a joystick in port one. Holding the fire bus}tton erases blocks. Pressing 'R' doubles the width of the cursor, 'M' toggles the mirroring feature, and 'S' saves the changet}s and quits. Typing two numeric digits, i.e. '01', '02' etc. switches to different rooms. TABLMAKE.BAS ------------ This edu}itor creates the room attributes and links the rooms together. Type the number of a line, 0-6, to choose a parameter, then tyv}pe a new value and press . This editor creates the data file for level 1; TABLMAK2.BAS creates level 2. DATMAKE.BASw} ----------- Contains all object bitmaps and color information; loads room and link data and writes the complete '*.ADV' gamex} file. The editors were written quick-and-dirty; any similarity to my idea of good interface design is entirely coincidentay}l ;-) With the source code for the original cart floating around, it shouldn't be too long before we have a proper port; andz} now that we have a good 8-bit emulator, a 2600->8-bit conversion makes sense too. 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