Tuesday, 4 August 2020

Port of Steve Wozniak's "Little Brick Out"

I have ported Steve Wozniak's Apple II Integer BASIC source for a "Breakout" clone known as "Little Brick Out." This game was according to Wozniak, one of the first action games for a home computer. He had worked previously at Atari on the arcade cabinet version of Breakout. Part of his motivation in making the Apple I was to allow him to create such games not having to to use dedicated circuit boards but completely in software.  This would allow games to be easily changed and customized by users.  So it is interesting to note that in such a small game (it fits in less than 4K) the Woz provides the ability of the user to modify the screen colours. The second half of the video demonstrates this ability.


While I was at it, I added the ability to choose which keys to use for the up and down motion of the paddle.  I thought this would be useful as the game is very quick and very tricky. Also, the MC-10 doesn't have a paddle input device like the original Apple did. I chose to make the screen paddle move in jumps of two, which makes it quick enough to jump from top to bottom after the ball is served.  The paddle is 3 spaces tall so there is a little overlap for each move, but this can make it a little tricky to figure out how to best cover the space where the ball is likely heading on the left wall.  I have only managed to almost clear the board twice in many dozens of games.  Here is proof of one of these:


The game is very addictive, if only because the Woz has put in comments on your final score that range from "Terrible" to "Nearly Perfect".  However, since the bricks on the first rows are worth far fewer points than those on the far right near the wall, you seem to get a disproportionate number of "terrible", "lousy" and "poor" scores.  If you don't seriously whittle down those last two or three rows the "good and excellent" scores will likely remain out of reach.  If you clear all the bricks you "Win the game!"  There is no continuing to get the highest score possible.  This is probably a blessing as the random motion of the ball will make hitting those last few blocks an exercise in extreme patience.

Apparently Wozniak programmed the game in less than half an hour.  It was meant as a test for his Integer BASIC interpreter.  However, as the Apple community moved on to Applesoft BASIC with floating point integer BASIC games were largely left behind, and so it has been difficult finding copies of the source. I have yet to locate a place to allow the game to be easily played in an emulator or online.  Here is where I located the source in the 1978 "Apple II Redbook" reference Manual as an example program:

I have added the details of the game to my Type-In Mania website. You can't launch the code from there, as that is my faculty web space.  However, the game can also be played on GameJolt. Just select the "Play our Classic 8-bit Games" option from the first menu and then select "LITTLEBR" from the list of cassettes and type RUN.


Monday, 22 June 2020

A Gammaquest II-Like Game: MC-10 Port of VIC-20 Sword of Fargoal

My son Charlie and I have made a port of the Commodore VIC-20 Version of The Sword of Fargoal to TRS-80 MC-10. Because of the more limited nature of the graphic abilities of the MC-10 it renders its dungeons as ASCII text, which provides gameplay more like what Jeff McCord's unpublished forerunner game Gammaquest II on the Commodore PET might have been like.


It was quite a challenge to get the game working on the MC-10. I had to figure out how to use the BASIC's CLEAR command to allocate protected memory at the top of the memory map. The VIC version pokes the map for the current level into memory, and then just uses PEEK to plot that information back onto the text screen area as the player moves. One's surroundings are revealed only immediately around the player, which is what provides the "fog of war" view that has come to define the "rogue-like" genre of which Fargoal is one of the first.

A complexity that I had to deal with is that I also wanted to store a short M/L timer routine created by Darren Atkinson in higher memory.  I needed this routine because the game uses the TI function of the VIC to give you 33 minutes to get back to the top level after you recover the sword somewhere on level 15-20.  So I had to figure out how much memory I needed for both functions to fit.

I also had to work around the limitation of Darren's timer to only go for 15 minutes (or so) before it loops back to zero. So I changed the time keeping variables quite a bit.  Now every time the monster movement routine is initiated, the time since it was last run is added to a time-keeping variable (T). This along with the fact that  the timer must be turned off every time sounds (other than the step sound) occur means some time accuracy is lost.  However, Charlie and I worked in some fudge factors to offset for the time when sounds are being played.  On the whole our testing indicates that the program keeps a close approximation to the actual number of seconds passed.  We erred on the side of generosity (we think), so you should actually get a little more than the standard 33 minutes to get out after collecting the sword.


The VIC version uses a loader program to load some custom fonts, with certain uncommon punctuation characters redefined as small graphic images of the character, monsters, stairs and pits, etc.  Redefining the characters was not available on the MC-10 and since the punctuation characters used were somewhat arbitrarily assigned a fair bit of re-adjusting for aesthetic purposes had to occur.  Instead of square and round brackets for monsters I used some of the unique punctuation characters, such as right arrow, up arrow and hash symbols.  Instead of using the right and left slashes for gold, I assigned these to up and down staircases. Pits and ceiling holes became different round characters: O, 0, and @.  Gold became the dollar sign. Magic/trap squares became the question mark.  Each of these changes required careful searching and replacing of all the places in the code where the original character code was used.  Fiddly, but after much testing, I think it has been done thoroughly.

The most important part of the conversion was changing McCord's ingenious dungeon drawing routine from a 22 X 23 character VIC screen to a 32 X 16 MC6847 screen. Also, all the movements for drawing those maps and moving the characters had to be switched from +22 -22 for up and down movement to +32 -32. The re-dimensioning was something I had done for other conversions so it went pretty smoothly.

PRINT commands also had to be switched from using the VIC's embedded control codes in strings method to using PRINT@ commands. When VIC listings are printed from WinVice, these codes generally get converted to periods. They are most commonly used for clearing the screen and in this game repositioning the cursor to the top left for printing messages on the top line "window", so it was not too hard to figure out. Watching Youtube playthroughs provided information about what was going on, on screen.

Youtube was also very helpful for replacing the sounds from the original. The VIC, of course, as a Commodore machine, uses a ton of PEEKs and POKES for all its sounds. All these routines were neatly lined up (for the most part) in one section of the code.  By looking at which subroutine (death, theft, combat, pit falling, etc) one could guess what sounds were meant to be produced.  Charlie, as usual, used his wonderful musical ear to recreate the main game refrain from listening to playthrough videos. He also went through the VIC code for clues from the various POKE commands to try to decipher musical note information and possible note duration. Through this combination he got the refrain to his satisfaction. With my tin ear, I'll leave it to others to judge the quality of his work.

After I was finished the main part of the conversion, the biggest thing was trying to speed up the program execution. The VIC has the ability to declare certain variables as Integer variables, which helps speed execution. You just have to put a % symbol after the variable name. The MC-10 only uses floats, so it was important to make sure that variable names used for graphic intensive actions, like moving monsters around on screen and tracking the character should be switched to single letter variable names (e.g. T for treasure was switched to GP and E for experience was switched to EX freeing up T and E for other uses). Single letter variables are interpreted by Basic more quickly. Also, removing redundant variables and using scratch variables can help keep the variable lookup list shorter and speed up execution. Finally, I declared all the graphic intensive variables in the initial DIM statements to speedup their execution. Variables declared earlier are placed earlier in the variable lookup table and therefore can be found and operated on faster.

After I had a working copy I thought it would be good to shoot the project by the original author to see how he felt about us sharing it more widely. The wikipedia page for Fargoal indicated that McCord was still vitally involved in modern variations of his classic program, and had collaborated with some programmers who had created a modern iPhone version. So I looked up the page for the new app and left a message about my project. A few days later McCord got back to me. He asked some questions about the project and when he was sure that it was just a retrocomputing homage he generously gave his blessing to share the game with others. All he requested was that his copyright be updated (1982-2020) and a note be made of his permission.  So I replaced the "Epyx presents" part of the old title screen with a reference to McCord's permission to create the game as a retrocomputing "pet project."


He told me that he appreciated my enthusiasm for his original game and desire to bring it to the TRS-80. He also mentioned that he actually used a TRS-80 (Model 1 or 3 as it turned out) at school as one of his first computers to learn BASIC coding as a teenager in Lexington, KY.  But his dad bought a PET, which he ended up using to create the precursor to Sword of Fargoal,  Gammaquest II, while he was in high school.

That program was never published. It was my hope in pursuing this project that not only would I get another working program for my favourite orphan 8-bit system from the early 80s, but also a program that is somewhat evocative of that now missing classic precursor program to Fargoal. So if you have a hankering to relive what playing Gammaquest II might have been like you might find that our version fits the bill. It can be played at my website for early BASIC games from the 8-bt era. Select "FARGOAL" from the Cassette menu. Then type RUN and hit Enter. Enjoy.


Here is the link for the iPhone version of the game:



Addendum:
Charlie and I think we have found a bug in the VIC code, or at least an anomaly.

220 IFD=1ANDT>0ORSF=1THENIFX1<.5ORX1>1ORC=42THEN225

This line is the one that initiates the sword (and gold) stealing routine. The first part of the IF seems to check for whether you are being attacked by a non-humanoid monster (D=0) or a humanoid monster (D=1). Then it checks whether you have gold (T>0) or you have found the sword (SF=1). But by not having brackets around the (T>0ORSF=1) it means that no matter whether a humanoid or non-humanoid monster attacks you, the sword can be stolen. We found that after collecting the sword (see last video below) it was very hard to make it to the top level without sometimes being attacked. Then if the monster is less than half as weak or is stronger than you, the sword will immediately be stolen. At the deepest levels, just after you have stolen the sword there will be many chances for strong monsters to jump you--They move fast and you will be struggling to make it to safety. As you go higher, you will start to encounter weaker monsters but you will also be feeling increasingly rushed as time runs out, so it is easy to rush to find stairs and end up being jumped by a weak beastie. Since the sword immediately goes all the way back to its original level, it's really game over, which seems unfair. So we changed it to:

220 IFD=1AND(T>0ORSF=1)THENIFX1<.5ORX1>1ORC=42THEN225

McCord seemed to intend that at higher levels, even weaker monsters could try to make a grab for the sword. This way those levels wouldn't just be a cake walk, but it seems excessive that if you stumble across *any* monster (especially unseen assassins or dimension spiders), it's game over. It makes more sense to us that you should certainly be wary of being jumped, but it shouldn't be an exercise in perfection. And there should be a real possibility to recover, so we changed it so that the sword is relocated on the current level. You will have to leave the level and return to it to make the sword reappear, so it represents a frustrating, possibly fatal, delay, but not instant failure. I'm not sure if we have disrupted some critical element of the game dynamic, but we will continue our testing and try to determine if it results in a slightly more enjoyable game.

We also considered nerfing the movement for monsters at levels below 15. At level 20 the monsters  have 1 to 1 movement turns with you, whereas at level 1 they move only every 19 turns.

2 GD=0:P1=0:L1=0:R1=50:S=20-L:IFS<1THENS=1

We thought it might be nice to change it to:

2 GD=0:P1=0:L1=0:R1=50:S=20-L:IFS<5THENS=RND(3)+1

It seemed to us that if you got stuck with the sword being on a lower level than 15, that should be enough of an increased challenge in itself. It didn't seem fair that the monsters should also become ludicrously difficult to avoid (and your movement excessively slow). But we tested playing it with one to one movement, and it wasn't impossibly slow, and there were some techniques for avoidance, so we decided to leave it. McCord seemed to want to allow players to also have other goals than simply getting the sword, such as testing themselves at going deeper.

We also ran across a bug in line 262 noticed by some of the early reviewers of the VIC version of the game.

260 FORJ=.TONN:IFM=N(J)THENV=J:J=NN
261 NEXT
262 SZ=T(V):IFSZ=.THENGOSUB233:K=Q(V):POKEM,K:N(V)=.:GOTO37

Line 262 would sometimes report an array out of bounds error for T(V), so we added a bounds check in line 261.

260 V=-1:FORJ=.TONN:IFM=N(J)THENV=J:J=NN
261 NEXT:IFV<.ORV>3THENV=3
262 SZ=T(V):IFSZ=.THENGOSUB233:K=Q(V):POKEM,K:N(V)=.:GOTO37

This error occurs if a currently searched monster (variable M) is not found among the list of monsters stored in N(J). This check occurs after combat has been initiated by you. For some reason no monster location M has been properly assigned yet if you jump on a monster immediately after level startup so we also initiate M to a monster location at level startup.

We added some instructions outlining the basic operations of the game that you can access at program startup by hitting the H key. We also highlighted the key letters used for the various spells on the Magic report screen. So now, anyone should have the basics in hand for playing our version of the game (such as online via the link above) without having to consult the manual. For example, the 8-way motion of the joystick is recreated using the keys:
QWE
 ASD
 ZXC
SPACE is the "panic button." The S key operates as down key so you can also use the WASD combination for basic motion. So we relocated the "S" for shield spell to the ENTER key.

Here's Shot97 having trouble trying to win the original Fargoal. Hopefully my edits might resolve some such frustrations:


Addendum to the Addendum

We think we found another bug in the following routine (this is the original VIC source):
282 d=1:m2=1:forj=0tonm:m%=m%(j):ifm%=0thennext:goto286
283 p=p%(j):c=a(j):fl=0:gosub293:iffl=1then52
285 p%(j)=p:m%(j)=m%:next
286 m2=0:forj=0tonn:m%=n%(j):ifm%=0thennext:goto37
287 d=d%(j):p=q%(j):c=b(j):ifc=40andl1=1thenc=41
288 gosub293:iffl=1then52
290 d%(j)=d:q%(j)=p:n%(j)=m%:next:goto37
The fl variable is initialized to zero, but only at line 283 inside the loop processing the movement of the non-humanoid monsters on a level. A similar loop begins at line 286 for the humanoid monsters. However, it doesn't initialize the fl variable to zero. This variable is the trigger for the teleport routine being jumped to if player hits the panic button while being attacked by a monster. This jump to the teleport occurs in the IF commands at lines 283 and 288 for the non-human and humanoid monsters respectively. Everything is fine if there are at least some non-humanoid monsters to process on a map. That means the fl variable gets reset to 0. But the "goto286" in line 282 can lead to the entire non-humanoid monster processing routine being skipped. In that case, the fl variable never gets reset. So in the rare occurrence where you initiate a panic teleport when attacked, and there happens to be no non-human monsters left on a level, you can end up automatically teleporting again and again every time the monster movement routine is processed. And don't try to get out of the problem by trying to take a stairway and go to another level, because that will lead to a NF (next without for) error in line 12. The reason for that is that the "if fl=1 then 52" command sequence is a jump back up to line 52 (the main loop) from within a FOR/NEXT loop for processing each of the monster types. In other words, the FOR/NEXT loop is never formally completed/properly exited, which can lead to all sorts of confusion in the interpreter about how to process subsequent NEXTs, as one can see here in this test worked out by Charlie on the Vic emulator:

Never reinit a FOR loop inside other FOR loops!
This is likely a very rare occurrence and it is possible that something in the original code that we somehow messed up prevented it from occurring. But we fixed it in our version by properly shutting down the FOR/NEXT loop before jumping back to the main loop. We also initialize the fl variable at the top of the monster movement routine (line 282) before either the monster-type loops are entered. This is okay since any panic button aborts the entire routine (282-290), so it really only needs to be initialized once. This will also mean a speedup of the first loop as fl will not be reinitialized each time that loop is run.

We also fixed a minor error with the win messages which can flash by too quickly. As the CRPG addict notes in his post on the game:
If you make it, you get a message that says "Your quest is complete!" and then a screen of your overall statistics. If the clock runs out, next time you change levels, you get a message that says "out of time!" but then it takes you to the same statistics screen. Except for that brief flash of "Out of time!" or "Your quest is complete!" you wouldn't really be able to tell if someone won the game or not.
In our version if time runs out that message will stay at the top of the statistics screen. If you win a little refrain will play before you are taken to the stats screen. You can see this in the video of my son Charlie actually winning the game. Thanks to Charlie and his patience and dexterity, I think I can know call this project complete. The Sword has been recovered! Peace is returned to the Great Forest lands.

Charlie for the Win!

Friday, 22 May 2020

RetroChallenge April/May 2020: New Mahjong


I decided to take advantage of my son Charlie's newly minted Mathematics and Computer Science BSc from Dalhousie and the fact that he is trapped in the house because of Covid-19 to attempt to fix an old game of mine.  I made Mahjong many years ago, but all it did was throw the tiles into the traditional "turtle" format at random.  This meant that winning was a very rare occurrence.  Most computer versions of the game have an algorithm to ensure that there is at least one way to solve every puzzle from the beginning.  Then when you lose, you know it is because you somehow screwed up in removing the tiles.  This provides a much more rewarding play experience because you can typically play longer before running into dead ends and you know the puzzle is solvable (in principle).

I had vague ideas about how to implement such an algorithm, but they were really vague and all involved starting with a blank sheet and then placing pairs of tiles until the 3D turtle shape was built up of the stacked tiles.  So I set Charlie to the task of thinking about how to solve the problem of finding a solution. Next morning he presents me with the idea that it would be better to play the game forwards rather than backwards.  That is to say, start with the turtle populated somehow, have the computer play the game by removing sets of tiles randomly until none were left, then using that configuration.  He had a simple method worked out for mutating the values of the positions of tiles to map their "openness" or "closedness."  You can only remove a tile if it is free on one side, left or right, and not covered by a tile above.

Basically Charlie's method starts with a coding system for the original positions:
3-Win Graphic
1=open left and right
2=open left or right
3=not open left and right, but open above
4=not open left or right and above
5=not open left and right and above
Then whenever you remove a tile you subtract one from the positions left or right and 2 from the position below to adjust their values. Then just solve the puzzle forward using blank tiles. You randomly select two free tiles (<3 tiles) and assign them a pair of tiles (1-36), then "remove" as per above.  Repeat until you get to 0. If it runs into a block (which is relatively rare) where it can't find a final pair-- Restart. See lines 20-74 and 2000-2045: https://github.com/jggames/trs80mc10/blob/master/quicktype/Puzzle/Mahjong/NEWMAHJ12.TXT

I had done some research of my own and had come across a similar tip originally from the Stack Overflow coding site. Basically the author, Merlyn Morgan-Graham, suggested the same idea as Charlie, but he made it clear that what you do is start with a blank set of tiles in the turtle shape. He also provided insight into the problems you will face with this method, as occasionally you can end up with an odd number of tiles that are free (i.e. 1) and you will have to restart.  His estimates for how often this happened were very helpful and encouraging.

Long story short, we got the algorithm to work and the initial version timed to just under 2 minutes for program setup and algorithm completion. Obviously, it took a little longer if the algorithm hit an uneven completion and had to restart. Just running the algorithm (not including program initialization) timed to just over a minute, but in subsequent re-writes I think I have got this down to just under a minute.

Lots of data had to be stored, including a 3 dimensional array (15 X 9 X 5) to store all the initial position data and openness data. Other info was also required such as top tile, and the current height of each stack. We made use of many 144 element long 2-dimensional arrays to store pointers to the x, y and z of the valid positions and the current tile type in those positions. 144 represents the total number of tiles (i.e. 4 of the 36 types of tile, or two sets of every tile type). Processing these 2-dimensional arrays was great for speed, but we did have some difficulties moving back and forth between references to these lists and the 3-dimensional space with the info about each tiles' openness.

So I had to really streamline and pare down my initial routines for generating the unique low res tile set I had worked out for the original game. I was able to store all the tile info in strings and then just use MID$ to get to any particular tile I needed.  This was much better than my old version which stored tile detail in data statements and then constructed the strings in string memory.

I also added an undo feature that was lacking from the original, and since everything was pretty much stored in arrays already, a game save feature using the MC-10's CSAVE* command which allows you to easily save arrays to tape. Charlie's system of coding the open tile info also really sped up the searches for possible moves for the HELP/GAME OVER feature. In my old version every search required determining whether a tile was free by consulting its neighbours, instead of just storing this info permanently (and "mutate" the array every time you remove a tile as per Charlie's method).  The help feature simply presents the open tile pairs a set at a time.  If no such tiles exist, it presents the game over prompt.

So here's a video of me playing the new version:


As I mentioned, the algorithm has been speed up even further from this initial release. Here is a video of a speed test that indicates that even with initial program initialization you can be playing in just over a minute and a half:


Enjoy!  The game can be played here. Choose the "Play Our Original Micro Color Basic Games" option, then select "MAHJONG" from the Cassette menu and type RUN:

Monday, 4 May 2020

RetroChallenge April/May 2020: Golden Flutes and Great Escapes


I've ported the code of a game for the TRS-80 Model 1/3 from the Book Golden Flutes and Great Escapes: How to Write Adventure Games by Delton T. Horn. The game "The Golden Flute" is a simple adventure game with CRPG elements. The action takes place on a 10 X 10 grid. I added a nifty title screen graphic of  some of the members of the whimsical party of adventurers in the game.


I've also been engaged in some other hi-jinks. The winner of this year's Type-in Mania cup was Darren Ottery of Australia. Darren wrote a prominent early game in the MC-10 community, "Micomania." I remember playing this game as one of my first programs obtained through the Internet. Darren played it recently and posted a video of it online, because he couldn't get my game Miner running on MCX.  So I fixed Miner to work on the MCX and then I tried Micomania again myself just for the nostalgia of it. Well, I couldn't resist trying some of my speedup techniques on it. This morphed into making a better tracking algorithm for the enemy. Finally I did a little graphic editing using SKETCH to spiff-up the title page. In the end I sent it to Darren and he made a few more edits including putting me on the title page, which led to "Micomania 2."


Finally I have worked on some programs from a book for the Dick SMith VZ-200 computer, VZ200 Giant Book of Games by Tim Hartnell. One of the games I have got running on the MC-10 and (hopefully) fully debugged is "Rural Pursuits." Another one I am working on currently is "Chairman of the Board."

Rural Pursuits
There are just so many type-in programs out there it is hard to figure out which one to work on next. Some other folks have also been getting into the Basic program business. I was made aware of the Hartnell VZ-stuff by Mike Hawkey and David Maunder, who are trying to get the programs running on the VZ-200. Fabrizio Caruso posted a completely new puzzle game (with some arcade elements) in the MC-10 Facebook called "Mines Plus."  It's for next year's 10 liner, but although a small program, it is very addictive.  Curtis F. Kaylor posted a math skills game for kids on the MC-10 called "MathCom."  Darren Ottery added to MMania with TypeAttk, which is a typing skills testing program (made even more challenging on a real MC-10 I'm sure).  I have added these folks programs to the "Programmers" directory in my distro of the VMC10 Emulator.

Chairman of the Board by Tim Hartnell

Sunday, 19 April 2020

RetroChallenge April/May 2020: Mazies & Crazies Boss Fight


Here is the (somewhat sinister) map of the game Mazies & Crazies. In this update of my hand drawn map of my last post you can really discern the coherence of the underlying structure of DaCosta's game. This structure repeats itself 3 times. The map restarts at rooms 31 and 61, which are cognates of room 1.

Since room 1 doesn't allow a return through the top door because it has a pit trap going in that direction (i.e. the door is only one way from room 90), you can only get to room 90 by traversing the 3 levels. That makes room 90 an ideal place for a final boss battle.  So I have modified the program a little to provide this.  I have renamed the "DemiLich" monster I had been using to simply "Lich".  But in room 90 this character gets renamed "Demilich" and gets a bonus on its strength.  I also made the program put its highest ranked treasure in room 90. All other treasures and monsters only get distributed to rooms 4-89.

So now, you must seek the Demilich in its lair. This makes the game somewhat like the classic D&D dungeon adventure "The Tomb of Horrors" created by the legendary Gary Gygax. In keeping with ambiance of that adventure (if not its actual limited set of monsters), I have renamed the monsters yet again.  Here's  the current list in my version of Mazies:

  1. Asp
  2. Evil Dust
  3. Live Axe
  4. Skel-eton
  5. Mum-my
  6. Gray Ooze
  7. Ogre
  8. Lich
  9. Demi-Lich
For those who don't know, a lich is an undead corpse of a powerful wizard. A demilich is the animated skull of an extremely powerful undead wizard who has gone beyond the need for the rest of his body. Great wizards usually became liches in order to continue their pursuit of magic and power beyond death. The boss of Tomb of Horrors is the Arch Demilich Acererak. He's pretty powerful, so you'll need to marshall your powers to be able to kill him in MC-10 Mazies. You'll need the shield (at least) to have a chance. Don't think the arrow will help, although it can't hurt. You might try getting the bomb and then try to lure him onto it, if you want to ensure victory.

I have also added a few more fixes and speedups to the program. The victory sound and the sound for the magic portal and pit trap have been improved. I fixed a bug that made the portal only take you to room 11. Now it will take you anywhere in dungeon except room 90.

I'm pretty sure that this program is pretty obscure, if not completely missing from the Net, by which I mean it doesn't have any playable copy available that I can find. My version of it is even more obscure again. But in case there are any hardcore fans of 8-bit BASIC RPG's out there, this is an adventure for you.


P.S. Added a listing for this game to the Wikipedia's List of role-playing video games: 1975 to 1985
P.S.S. I final read other chapters of the book, and discovered that DaCosta actually presents the map of the layout, so all my careful mapping was unnecessary.  Lesson: Don't just read the chapter about the source code.
High score of 744 After Boss Fight (and a few deaths)

Saturday, 18 April 2020

RetroChallenge April 2020: Mazies & Crazies Map

I have been able to clean up the map I made last night (and wrote about in my prior post). There is definately a coherent structure, which my poor sketching skills pobably obscures a little.


The other levels just repeat this basic map, with their "Room One" occuring at 31 and 61. Each of these can be looked at as different levels of the dungeon. So You could say that DaCosta has constructed a 3 level dungeon.  Room like room 30 on this first level leads back to Room One, but you cannot go back to room 90 because of the "pit trap" which prevents going that direction.

I think another line of possible improvement of the game would be to make each level's monsters harder than the prvious. Perhaps, this could be done simply by adding a number of more powerful monsters unique to succeeding levels and with a boss fight in room 90.  At the very least, I think I will add a "Lich King" to room 90.  Or perhaps I will change all the demilich's to just "lich"s and put the demilich as the final boss. This will make DaCosta's game a little more like one of the most famous dungeon campaigns (modules) of the classic game D&D, the infamous "Tomb of Horrors".

Cool.

P.S. Corrected a bug today in the MC-10 version. I had used the "I" variable in the FOR/NEXT for my sound routine for the magic portal, that was also used by the portal routine for the room number of the random location you were to be sent to-- Result, you were always being sent to the same room number (the last number of the FOR/NEXT). Fixed it to use another "scratch" variable C.  Now you will be sent to a random location anywhere in the dungeon. I have uploaded a new version to all my storage locations.




Friday, 17 April 2020

RetroChallenge April 2020: Mazies & Crazies Gameplay

I've moved to real MC-10 hardware and finally started to seriously play the game now that I've got (I hope) all the bugs out. I've been trying to apply some technique to play so that I don't just end up being killed. I have managed to penetrate all the way to the "end" of the dungeon. The room layout is not completely linear and is a bit convoluted, as you can see. Don't think this is from errors on my part.  There is a basic coherence.


In brief, I think the maze consists of a basic plan of 1-30 rooms, which is repeated again 31-60 and 61 to 90.  I have made it to room 90 and returned to Room One, although I didn't explore most of the rooms in the 31-89 range.  As I noted in prior posts, I "corrected" the program so you can't go back from Room One to Room 90.  Don't know if that is another "error" introduced into the code on my part, but I don't think so, since the "pitfall" routine is called nowhere else, and its use makes the most sense in Room One.  It makes the game more exciting trying to figure out how to get to the higher numbered rooms and ultimately to Room 90. It is just silly to have room 90 accessible to Room One.

Made it to Room 90

Checking my Score

Step through bottom door and I'm back to Room 1
Perhaps DaCosta corrects the Room One-Room 90 bug somewhere in the text of the book as he discusses the program. Perhaps, he suggests that you correct it after having tested the higher levels by jumping to them directly from Room One. I don't know. I've only skimmed the chapter.  I'll go back and read it in more detail now. Perhaps, he wanted to give people a way to create a boss fight in room 90, and to be able to get there quickly for testing purposes. It's an example program afterall, so there are bound to be rough edges and opportunities designed to be filled in by the reader.

I can certainly think of some nice features to add.  Like I said, a boss fight of some kind in room 90 would be nice.  Some additional monsters from the core 8 would be nice too.  Different rooms for the levels 31-91 would be a possibility too, as there is no obvious technical reason for why they should repeat. It's certainly not to save memory, since they have their own data lines in the source code. One thing that would be really nice would be a game save feature. I think this should actually not be hard to implement since, almost everything of importance is held in one numeric array, and so should be able to be saved using CSAVE*L,"FILENAME" command of the MC-10.  Such possibilities are what I will explore next for RetroChallenge, if I have time.

I felt a little like a real pioneer exploring the Mazies maze.  It was a virtual space that possibly hasn't been explored by anyone in over 30 years.  Or maybe never, at least by anyone else than DaCosta.  If no one ever actually bothered to type the whole thing in, who knows, I might be the only one besides Da Costa, to have traversed it.