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 Post subject: Re: Another Classic Ported to TRS-80 MC-10
PostPosted: Sat Mar 11, 2017 3:57 am 
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Joined: Sat Aug 17, 2013 1:25 pm
Posts: 112
Location: Nova Scotia
I've finished porting the last of the CLOAD Magazine/Microdeal Text Adventure Series:
1: Mansion, 2: Jerusalem, 3: Williamsburg, 4: Ultimate, 5: Castle
Dracula

Here's Mansion
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 Post subject: Re: Another Classic Ported to TRS-80 MC-10
PostPosted: Mon Mar 13, 2017 6:42 pm 
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Joined: Thu Jan 21, 2016 12:55 am
Posts: 6
Jim,

You are a legend. I will download and get playing!

Thanks

Chris


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 Post subject: Re: Another Classic Ported to TRS-80 MC-10
PostPosted: Sun Apr 16, 2017 6:37 pm 
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Joined: Sat Aug 17, 2013 1:25 pm
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Location: Nova Scotia
I've ported Dr. Livingston to MC-10. New animation. Fully bug tested.
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 Post subject: Re: Another Classic Ported to TRS-80 MC-10
PostPosted: Sun Apr 23, 2017 1:55 am 
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Joined: Sat Aug 17, 2013 1:25 pm
Posts: 112
Location: Nova Scotia
I've ported Greg Hassett's Atlantis and Enchanted Island. Also "4 Mile Island" by Owl's Nest Software. Anyone solve 4 Mile Island Adventure? I'm working on it.


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 Post subject: Re: Another Classic Ported to TRS-80 MC-10
PostPosted: Sun May 14, 2017 8:38 pm 
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Location: Nova Scotia
Ported 4 Mile Island Adventure from Owls Nest Software. Added some fixes to the Save/Load routine (and few other minor tweaks).
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 Post subject: Re: Another Classic Ported to TRS-80 MC-10
PostPosted: Mon May 22, 2017 3:03 pm 
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Location: Nova Scotia
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I have already ported the second of Howard Batie's Star Trek themed text adventures for the Coco to the MC-10. The Coco program, which can be found in Hot Coco Magazine August 1983, was based on an original game for the TRS-80 16K by Randy Hawkins in 80 Micro (August 1982, pp. 174-184). In fact, the version I ported might be more akin to Mr. Hawkins' original, as I based it on some source code that I found for the TRS-80 Model 100, which might have come from the Model I version of the game rather than the Coco version. I have rough source for the Hot Coco magazine version, but it is from OCR text of a scan of the article, and it was very tedious to get it into running form, so I switched to the source for the TRS-80 Model 100. I might still plunk away at the Hot Coco source, because Mr. Batie suggests that there are some differences between his version and the original, which might be nice to uncover. Also, the Coco version uses the technique of encoding all of the messages, so you can't cheat by looking at the source code. In any case it is nice to have a clean working version for the comparison.

There were a number of errors in the Model 100 source. Some of these problems are outlined in a Gaming After 40 blog post. I found others and corrected them. There was a big problem with how the game handled the button pushing for the impulse engines, that essentially allowed you to correct the orbit without having to solve the puzzle. GamingAfter40 suggests that the way to get rid of the Klingon guarding the Tribble on level 2 is to get the phaser, but really it was because he pushed the button for the engines on level 1 and triggered the bug (which moves the guards to the planet). The real way to get rid of the guards is to shoot all of them with the phaser. The phaser only self-destructs on the planet after you've done all the necessary shooting on the ship. There were also problems with beaming routines, that allowed you to beam down without Spock being present, but which indicate that his is present by the messages presented. There were also some problems with how the score was accumulated.

I have bug tested the program pretty extensively and played it to completion.


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