Yes, I'm a distant relative to Weird Ed in Maniac Mansion.
Thanks go to Floyd for providing web space!
The web site was last updated 8/7/2007.
My baby: Totally
Awesome Dungeon Adventure - TADA for short
This is an archive of my Commodore 64 game project, started some time
in early 1994. It is a port of "The Land of Spur" by Greg
W. Davis -- later updated by Skip "Trajan" Thompson -- from
the Apple // bulletin board system "Dura-Europos," running
GBBS Pro.
The archive was last updated 7/11/2007.
(Dates are in month/day/year format).
TADA-7-11-2007.zip (4.32 MB)
(Yes, this is a big archive. There's a lot of stuff in it, some of
which is redundant, repeated and redundant. If you should find
anything which matches this description, let me know as I probably
just go right past it without thinkiing 'cause I'm so brain-dead
er, close to the project - yeah, that's it, that's the ticket.) \o/
Previous updates: 6/26/2007, 6/1/2007, 4/15/2007, 2/11/2007,
1/24/2007, 10/23/2006, 7/24/2006.
Detailed instructions on how to run the game (which is very much
alpha status) will be provided soon when I get around to it.
I've added a file, "latest-files.txt", to describe which
programs are runnable.
For now:
Notes:
-
The game is hard-coded to load in the player named PINACOLADA right
now. If you change the character name, the startup process may or may
not crash, trying to load the "new player" routine, but at
this point in time it is too large for the framework. Obviously in
the future this will be more flexible. You can peek at/edit the
character stats using "tep79" (the latest on "module-work-disk.d81").
- Any questions, comments or criticism? Want to help? Please
email me at sym (underscore) rsherwood (at) yahoo (dot) com, or join
the Yahoo group TLOS_TADA (admittedly, not much traffic, but that's okay).
Other projects on the back burner:
- An idea for a front end to Jim Brain's TCPser program. This may
or may not be useful. If nothing else, it was practice at uising
TrollTech's Linux-based GUI designer. :)
-
I would like an archive of every single program I (and others) have
for version 1.2a, which I've put in years of work on. A web page with
a database of plus files would be cool, but it's beyond my meager web
design abilities.
- Where the heck are the hundreds of former Image BBS sysops hiding
these days? C'mon, let's get networked via telnet! :D
- Eventually I'll start putting more work in on v2.0. I've fixed a
few small miscellaneous bugs, and will be able to put lots more into
it after I get my hands on the programmer's reference guide. I
re-designed the intro screen, and would like to post screenshots (and
disk images) as I've gotten it to run in VICE, finally!
- At some point it might be cool to register the domain
imagebbs.net, similar to what CNet for the Amiga has done with cnetbbs.net.
- Source code to v2.0 was kindly provided by Jack "Rascal"
Followay.
- Hearsay 1000 speech synthesizer
- Scanning in the manual, dumping ROMs, and getting schematics in
an attempt to learn more about the device and how to program/use it
more efficiently.
- Star Trek modem-to-modem game
- I took one look at a modem battleship game and immediately
thought of a Star Trek: The Next Generation game in which two
players could play against each other. No real details about this
one, except I valiantly tried to program a poor imitation of the
Enterprise's LCARS wherein one uses a joystick to maneuver a pointer
to "click" on items. I also had the beginnings of some sort
of music entry system; I figure I would have allowed players to
create background music (not that I had any idea how to let it be
played back, not knowing then [and only barely now] about
IRQ-controlled players...) during gameplay.
So,
that ought to cover the next 25 years of programming projects, huh?
Why do some people use too many commas and others too few? The law of
supply and demand, apparently.
-- Pinacolada |