Yoho - Scott Adams interpreter
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- Kweepa
- Vic 20 Scientist
- Posts: 1302
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
I still haven't finalized any of these - I'll add them to the releases thread when done.
Oregon Trail just needs packaged up again.
I went deep into the weeds on this making the actions table 50% the size.
I removed the secret in Doom that was screwing up a level, but I haven't integrated the loading screen that Mike sent me. I need to make it load the game when you press a key.
Yoho is something you say in #2 Pirate Adventure. I might rename everything if I can come up with something better...
As for the Fantastic Four game, a z5 wouldn't be much use. I need the original dat file. I can't find a disk image that I can extract this from.
Oregon Trail just needs packaged up again.
I went deep into the weeds on this making the actions table 50% the size.
I removed the secret in Doom that was screwing up a level, but I haven't integrated the loading screen that Mike sent me. I need to make it load the game when you press a key.
Yoho is something you say in #2 Pirate Adventure. I might rename everything if I can come up with something better...
As for the Fantastic Four game, a z5 wouldn't be much use. I need the original dat file. I can't find a disk image that I can extract this from.
- Kweepa
- Vic 20 Scientist
- Posts: 1302
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Just looked at Questprobe 3: Fantastic Four on C64 (via youtube).
It doesn't appear to be in classic database format, since it accepts more than VERB/NOUN and has varying prompt text.
Also, I didn't see anything like the database on the d64 at csdb.
So that's out.
Currently I use my own print routines rather than hooking into the OS.
I can supply the minimum source to set up the screen, define the characters, scroll the screen, print a string etc. if someone else wants to wrap it up into a 'driver'.
There's also this:
http://search.cpan.org/~mirk/Games-ScottAdams-0.04/
In case someone was interested in making Scott Adams style adventures for the VIC. The output of this would need to be passed through my compressor first (which I'll release when I'm done...)
It doesn't appear to be in classic database format, since it accepts more than VERB/NOUN and has varying prompt text.
Also, I didn't see anything like the database on the d64 at csdb.
So that's out.
I have no idea how to make this freely available to BASIC games.tokra wrote:Very nice! I love the proportional font introduced with Cometfall. Would love to see this released separately so other games can use it as well.
Currently I use my own print routines rather than hooking into the OS.
I can supply the minimum source to set up the screen, define the characters, scroll the screen, print a string etc. if someone else wants to wrap it up into a 'driver'.
There's also this:
http://search.cpan.org/~mirk/Games-ScottAdams-0.04/
In case someone was interested in making Scott Adams style adventures for the VIC. The output of this would need to be passed through my compressor first (which I'll release when I'm done...)
Definitely agree - 'Yoho' is the perfect name. It has a magical quality to it..
My first games for the Vic included Pirate's Cove. It was such a thrill when I finally got it out!
The 6-point proportional font is the perfect text format for the Vic - I wouldn't even mind if it were fixed-space 32 column.
My first games for the Vic included Pirate's Cove. It was such a thrill when I finally got it out!
The 6-point proportional font is the perfect text format for the Vic - I wouldn't even mind if it were fixed-space 32 column.
3^4 is 81.0000001
- Kweepa
- Vic 20 Scientist
- Posts: 1302
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Bit of a rewrite to fit into 24k VIC.
Also, I added all classic adventures to the disk.
http://www.kweepa.com/step/vic20/yoho.d64
Let me know if there are problems... I haven't played through any of them yet
Also, I added all classic adventures to the disk.
http://www.kweepa.com/step/vic20/yoho.d64
Let me know if there are problems... I haven't played through any of them yet
- orion70
- VICtalian
- Posts: 4272
- Joined: Thu Feb 02, 2006 4:45 am
- Location: Piacenza, Italy
- Occupation: Biologist
Also, YOHO has been in the Geek vocabulary ever since then
- joshuadenmark
- Big Mover
- Posts: 1178
- Joined: Sat Oct 23, 2010 11:32 am
- Location: Fr-Havn, Denmark
- Occupation: Service engineer
- Kweepa
- Vic 20 Scientist
- Posts: 1302
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
New version.
Made some fixes for the Brian Howarth games, and later Scott Adams games.
http://www.kweepa.com/step/vic20/yoho.d64
http://www.kweepa.com/step/vic20/howay.d64
The PRG is the same on each disk; it's just the data that changes
Made some fixes for the Brian Howarth games, and later Scott Adams games.
http://www.kweepa.com/step/vic20/yoho.d64
http://www.kweepa.com/step/vic20/howay.d64
The PRG is the same on each disk; it's just the data that changes
I tried playing Strange Odyssey.
Trying to change the setting on the phaser doesn't work.
I think you should be able to do something like this:
What should I do?
>SET PHASER
What next?
>TO DESTROY
but instead of setting the phaser, it doesn't understand your command.
Trying to change the setting on the phaser doesn't work.
I think you should be able to do something like this:
What should I do?
>SET PHASER
What next?
>TO DESTROY
but instead of setting the phaser, it doesn't understand your command.
Music I've made with 1980s electronics, synths and other retro-instruments: http://theovoids.bandcamp.com
The game and the hint book says you should be able to change the phaser settings the way I described in my message above.
Music I've made with 1980s electronics, synths and other retro-instruments: http://theovoids.bandcamp.com
- Kweepa
- Vic 20 Scientist
- Posts: 1302
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Sorry about that!
Stupid bug... if there was a noun called "" (which happened when the author deleted a noun from the database) my code would think that all subsequent nouns were that one.
Fixed in the latest update.
I also removed some accidental automatic string 'tolower'ing.
[EDIT] BUG: numbers (eg turns in Impossible Mission) don't print out properly. [EDIT2] FIXED in latest versions.
Stupid bug... if there was a noun called "" (which happened when the author deleted a noun from the database) my code would think that all subsequent nouns were that one.
Fixed in the latest update.
I also removed some accidental automatic string 'tolower'ing.
[EDIT] BUG: numbers (eg turns in Impossible Mission) don't print out properly. [EDIT2] FIXED in latest versions.