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Forum Index : Microcontroller and PC projects : Colossal Cave Adventure Preview/Test Version
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| Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 5394 |
Triggered by Tay's adventure, I found a book online with type-in text adventures. But this book is in electronic format, and you can simply copy the text, and paste it in MMedit.... The book was written for the Atari 800. And Atari basic resembles MMBasic very much. After making a few changes (Atari basic allows different variable types to have the same name such as M$ and M%) and adaptation for the speed (they create delays using FOR-NEXT loops) it runs. Despite the old commands such as GOSUB, GOTO and multibranch GOTO. MMBasic still kept the old commands .. Even IF ... THEN 1000 without GOTO. Atari_Chateau_Adventure.zip Have fun.. Tested (not fully) on picomite and MMB4DOS. PicomiteVGA PETSCII ROBOTS |
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| Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1301 |
Nice 405 aa$=ucase$(aa$) to avoid the ">>> CAPITAL LETTERS, PLEASE" message :-) 'no comment |
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| Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 5394 |
Hi Martin, I knew, and left it since it represents the time this was written. And it is kind of special, since many 70's and early 80's systems did not even have lower case characters as the Atari had. Fixed 2 bugs. Atari_Chateau_Adventure_BF.zip Volhout Edited 2025-10-17 23:15 by Volhout PicomiteVGA PETSCII ROBOTS |
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| zeitfest Guru Joined: 31/07/2019 Location: AustraliaPosts: 612 |
The version I remember playing, had a slightly different intro, ending with a line about a bird singing in the distance (?). That would be f77 versions though.. complete with COMMONs.. not sure I want to go there |
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| Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1301 |
Hi Volhout Exactly, you could paint over the source image, as the current point is no longer taken into account. It is only ever inherited by pixels before and below the current pixel. ..,x,+1,+2 -1,0,+1 ..,0, I do this for each color channel, i.e., 3 measurements per pixel. I determine the original value and compare it with the most similar value I can set (for red and blue, it's either all or nothing). The difference from the original value is then divided by 8 and distributed to the neighboring points in the 3 lines of the “ring buffer.” When measuring the points, this value is added to the actual value with the correct sign. It's a bit like Game of Life. Simple arithmetic operations for each pixel result in the entire processing. cheers Martin Edited 2025-10-22 02:22 by Martin H. 'no comment |
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