New AGD converted games - Pack #52
Posted: Fri Feb 25, 2022 10:45 am
Intro to AGD converted games Pack #52
about the game MIREMARE by Luca Bordoni
-----------------------------------------------------
Hello,
This message is dedicated to a very special AGD game in many senses. It is not a std AGD game, but a very much elaborated one.
It has thirty five assembly subroutines called from the AGD file. Usually, we have rejected games with more than 3 assembly subroutines.
The game I am talking about is simply put of another league! It is good enough to accept the challenge of converting all of these
z80 assembler routines, it really deserved that!
These subroutines in 6809 code use 2,185 bytes of memory. The source file with these routines has more than 1500 code lines!
Luca Bordoni, the developper of the game, decided to create sound effects instead of using the std BEEP function. So there are 7 of these.
Then he added SBRs to allow the game map to wrap horizontally and vertically so getting to a border will make you appear at the opposite
side of the map making it easy to move around. Besides there are some more to deal with attribute changes and special events ...
Finally, there are four tunes, created by Rich Hollins, for events like the Intro Menu, Start game, Winning and Losing
Fortunately both Luca and Rich have been very kind and shared with me the source code (z80) for the ASM routines and the files for
the app Beepola to know what musical notes should be played in each tune.
I must admit that this conversion could not have been done without their unvaluable help!
I decided to create a single player that accepts a pointer to the song data to be played and so use it for all of the tunes.
Beepola exports a song with an embedded player (z80 of course) but this means a separate player for each tune ... I needed to save RAM!
You will find attached the author's manual, the game map and an instruction sheetlet.
I just have to add a few comments about the functions I have added to the game. Despite our AGD engine only accepts two choices as
controls and so we cannot redefine the keys for the game, this time I have worked on that constraint and now we can redefine the keys at will.
While playing, if you press '3' the room number will appear at the bottom left of the screen (game gets paused for a little while).
Great to consult map. Pressing '4' will pause the game so you can attend other tasks ...
When the game is first started, you will have to listen to the Menu Tune, but after winning/losing and so beginning a new game,
you will be allowed to choose the tune to be played again or skipped
I hope you will enjoy it
Pere
about the game MIREMARE by Luca Bordoni
-----------------------------------------------------
Hello,
This message is dedicated to a very special AGD game in many senses. It is not a std AGD game, but a very much elaborated one.
It has thirty five assembly subroutines called from the AGD file. Usually, we have rejected games with more than 3 assembly subroutines.
The game I am talking about is simply put of another league! It is good enough to accept the challenge of converting all of these
z80 assembler routines, it really deserved that!
These subroutines in 6809 code use 2,185 bytes of memory. The source file with these routines has more than 1500 code lines!
Luca Bordoni, the developper of the game, decided to create sound effects instead of using the std BEEP function. So there are 7 of these.
Then he added SBRs to allow the game map to wrap horizontally and vertically so getting to a border will make you appear at the opposite
side of the map making it easy to move around. Besides there are some more to deal with attribute changes and special events ...
Finally, there are four tunes, created by Rich Hollins, for events like the Intro Menu, Start game, Winning and Losing
Fortunately both Luca and Rich have been very kind and shared with me the source code (z80) for the ASM routines and the files for
the app Beepola to know what musical notes should be played in each tune.
I must admit that this conversion could not have been done without their unvaluable help!
I decided to create a single player that accepts a pointer to the song data to be played and so use it for all of the tunes.
Beepola exports a song with an embedded player (z80 of course) but this means a separate player for each tune ... I needed to save RAM!
You will find attached the author's manual, the game map and an instruction sheetlet.
I just have to add a few comments about the functions I have added to the game. Despite our AGD engine only accepts two choices as
controls and so we cannot redefine the keys for the game, this time I have worked on that constraint and now we can redefine the keys at will.
While playing, if you press '3' the room number will appear at the bottom left of the screen (game gets paused for a little while).
Great to consult map. Pressing '4' will pause the game so you can attend other tasks ...
When the game is first started, you will have to listen to the Menu Tune, but after winning/losing and so beginning a new game,
you will be allowed to choose the tune to be played again or skipped
I hope you will enjoy it
Pere