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Amiga computer related discussion => Amiga Gaming => Topic started by: Mike_UK on February 20, 2006, 03:54:18 AM

Title: Fairy Tale Adventure
Post by: Mike_UK on February 20, 2006, 03:54:18 AM
Hello All,
As some of you know I've just got my hands on a A1000 (taken me 20yrs lol to get one) :-D
Anyhow, one of the first games I ever played on my humble A500 was "The Fairy Tale Adventure"
Not haveing completed the game way back then I would love to endever on a quest to have another go!
The problem is not getting hold of the ADF image, but the first question the game asks for? :crazy:
If any Amiga game playing fans have played this in recent times and know of the nessary text to get me in, please post!
Although I have a fresh floppy made with the help of AmigaForever I would love to get the origional....yep I hear you say...like thats ever going to happen??? :lol:
Does anyone own the origional of this game?
It would be wonderfull to see pictures of the box and contents!
   
Title: Re: Fairy Tale Adventure
Post by: Mike_UK on February 20, 2006, 04:46:03 AM
Just been looking in the ADF Thanks to AmigaExplorer!

Look what I found hidden in there...

                        Scorn Murderous DEED
                        Summon The SIGHT
                        Wing Forth In FLIGHT
                        Hold Fast To Your CREED
                        From Illusion Be FREED
                        Defy Ye That BLIGHT
                        In Black Darker Than NIGHT
                        Need You Will More Than MIGHT
                        To Quest For The LIGHT
                        Make Haste But Take HEED

I hope this helps anyone else...
Title: Re: Fairy Tale Adventure
Post by: mr_a500 on February 20, 2006, 04:54:14 AM
I have an original copy of Faery Tale. It was the first Amiga game I ever saw and the second game I bought after getting my Amiga (Beast was my first game). It took me about 2 weeks of constant playing to complete it. Man, that game is HUGE!

About the codes: I was going to suggest you use the WHDload install to remove the protection, but I guess that's not an option on your A1000. The answer to the first game prompt is easy because it is always asked: "Make haste, but take HEED".

Other questions (I've memorized them by now):

Scorn murderous DEED
Summon the SIGHT
Wing forth in FLIGHT
Hold fast to your CREED
From illusion be FREED (never asked)
Defy ye that BLIGHT
In black darker than NIGHT
Need You'll more than MIGHT (never asked - and looks backwards!)
To quest for the LIGHT

I'd take pictures of the box (actually more of a flat record-style thing), but I don't have a digital camera. I could use my DCTV, but the quality would be low.

It is unbelievable that this huge game was written by one programmer back in 1986. David Joiner did the graphics, programming, music and everything! I'd say it is the greatest game ever written by a single programmer.
Title: Re: Fairy Tale Adventure
Post by: mr_a500 on February 20, 2006, 04:57:01 AM
Ah, damn it. You posted while I was typing - making my post useless. (..who will give me back those wasted minutes of my life....;-))
Title: Re: Fairy Tale Adventure
Post by: marauderII on February 20, 2006, 05:21:10 AM
I love That game. It had some great music too.
do a google search for the map. You will need it.
the game has a glitch sometimes if you press the space bar
before you take an item it will let you keep taking
the same item. you will need alot of bird totems
to find your way through Grim Woods.

Title: Re: Fairy Tale Adventure
Post by: mr_a500 on February 20, 2006, 05:37:16 AM
Yeah, you definitely need those bird totems for the woods. I never had that "glitch" you mention - it sounds handy.

One of the funniest things in the game: sometimes when you kill all your attackers and walk away a bit and come back, one of the guys you thought you killed was just injured and he just stands in the corner and tries to avoid you. He has no weapon and doesn't attack. You can kill him again or try to talk to him or (if you're feeling really generous) you can give him gold then kill him. Strangely, you can't get your gold back from his dead body.
Title: Re: Fairy Tale Adventure
Post by: Mike_UK on February 20, 2006, 05:41:42 AM
MAP???

Looked on net , haveing trouble finding one! :-?

Do you have a scan of the map??

Please email it if possible..

Cheers Mike (Listening to that MAGICAL MUSIC..) :lol:  
Title: Re: Fairy Tale Adventure
Post by: mr_a500 on February 20, 2006, 05:51:36 AM
I just found a map here:

http://eager.back2roots.org/CHEAT/f/faerta.htm
Title: Re: Fairy Tale Adventure
Post by: koaftder on February 20, 2006, 06:24:32 AM
The author (David Joyner) has a blog:

http://viridia.org/

He doesnt update often, but i check it out every once and a while, Faery Tale Adventure was pretty infulential to me. The a1000 and that game montivated me when i was a little kid to persue the career i'm in now ( sadly i'm not a game programmer though... But according to stuff this guy has wrote in the past about the industry, i'm glad )

Title: Re: Fairy Tale Adventure
Post by: CodyJ on February 20, 2006, 09:48:07 PM
This map may help: http://hol.abime.net/485/gamemap
Title: Re: Fairy Tale Adventure
Post by: koaftder on February 20, 2006, 11:50:22 PM
wow, looks like somebody got on the swan and did a lot of save/bird totem action.

Ive been working off and on on getting the tile data out of that game. Ive been able to read/modify the map. The DOS and amiga vesions are very similar. The dos version has a map file, and each byte represents each tile. (one char per title) Tiles are twice as tall as they are wide.

On the dos version, the tile graphic data is in one file per spite... Ive tried and tried to extract the graphics data, no luck. Couldnt figure out how to do it with the amiga disc either.

USE on linux lets you pop up a debugger, now if i can figure out what addresses to dump, i might get that raster data yet...

Title: Re: Fairy Tale Adventure
Post by: mr_a500 on February 20, 2006, 11:52:52 PM
Quote
This map may help: http://hol.abime.net/485/gamemap


That image is the equivalent of something like 250 bird totems! The game would have been a hell of a lot easier for me to complete if I had something like that years ago. That's not fair.

Actually it's better not to see the whole "world" like that. Part of the fun of the game was exploring - not knowing what you'd find. (except the few occasions when you had a bird totem)

The image is huge - 2048x2048. I had to break it into 4 chunks of 1024x1024 and reduce it from 24bit to the original 32 colours just to be able to view it on my Amiga.
Title: Re: Fairy Tale Adventure
Post by: Mike_UK on February 21, 2006, 12:15:16 AM
HOL what a great site...even has Box and Disk Scans..COOL  :-D

Still working, need to take a days leave to begin my game!

Thanks to everyone who posted...I'll let you know when it's "Happy ever after"!!!!
Title: Re: Fairy Tale Adventure
Post by: buzz on February 21, 2006, 01:15:57 AM
If you want a really nice quality box scan you can find one here on my site:

http://exotica.fix.no/gallery/games/images/f/FaeryTaleAdventureThe.jpg
Title: Re: Fairy Tale Adventure
Post by: Mike_UK on February 21, 2006, 06:04:48 PM
Cheers..Cool site...and Nice Tatoo by the way.. :-o
Nice to know someone else into amiga's not to far from home!
Title: Re: Fairy Tale Adventure
Post by: motorollin on February 21, 2006, 06:50:12 PM
I think I remember this game. Was it the one where you were on a quest to find a magical talisman or something?

--
moto
Title: Re: Fairy Tale Adventure
Post by: JLF65 on February 22, 2006, 06:36:53 AM
There are a number of things you need to do, but the ultimate goal is to save the Princess. I got it when it first came out to play on my A500. It was awesome. My brother and I hacked the heck out of that game. I've still got an AmigaBasic save file editor on a disk somewhere. We also made maps of the continent, indoor areas, and underground areas using the data from the game. We also made a table of where all the magic circles take you. That table is VERY handy for getting around.
Title: Re: Fairy Tale Adventure
Post by: Mike_UK on February 22, 2006, 02:00:06 PM
WOW sounds like you played the game to death and back again! :lol:
I'm still at the beginging as I can't get any time to myself! lol
Will have to make time ASAP!
Title: Re: Fairy Tale Adventure
Post by: JLF65 on February 23, 2006, 05:39:52 AM
Yeah, I spent many fun hours playing it. The best advice I give folks is build your bravery before venturing out. Stay close to home, lure some bad guys into the town, kill them, go inside, then come out and kill them again. Repeat until they finally all get away, then lure some more in. Repeat until you have enough bravery to win your fights without much trouble. Then head south to the graveyard.

I'd really love to see a 3D version of The Faery Tale Adventure. That would be really cool. I saw that screenshot of the mod for Neverwinter Night. Looked interesting. Anyone have more info on that?
Title: Re: Fairy Tale Adventure
Post by: mr_a500 on February 23, 2006, 07:39:26 AM
Quote
The best advice I give folks is build your bravery before venturing out.


I've learned best way to build bravery is to head to the cemetary right away (after getting the hidden stuff in town of course). Stay inside the cemetary fence at the top by the gate. Once you kill one guy who has a sword or mace, you'll be able to stab them through the fence with it without getting hurt. Don't go too far from the entrance or you won't be able to search their bodies after killing them (bodies disappear if you move too far away). After you've killed about 30 guys, you'll be ready to leave the cemetary and kick some ass.

Quote
I'd really love to see a 3D version of The Faery Tale Adventure.


In Peter McGavin's Faery Tale HD patch readme, he mentions something about something about a Faery Tale sequel in development, but the link in the readme doesn't work anymore. I guess the development was cancelled.

Title: Re: Fairy Tale Adventure
Post by: koaftder on February 23, 2006, 07:56:48 AM
Quote

mr_a500 wrote:
Quote
The best advice I give folks is build your bravery before venturing out.


I've learned best way to build bravery is to head to the cemetary right away (after getting the hidden stuff in town of course). Stay inside the cemetary fence at the top by the gate. Once you kill one guy who has a sword or mace, you'll be able to stab them through the fence with it without getting hurt. Don't go too far from the entrance or you won't be able to search their bodies after killing them (bodies disappear if you move too far away). After you've killed about 30 guys, you'll be ready to leave the cemetary and kick some ass.

Quote
I'd really love to see a 3D version of The Faery Tale Adventure.


In Peter McGavin's Faery Tale HD patch readme, he mentions something about something about a Faery Tale sequel in development, but the link in the readme doesn't work anymore. I guess the development was cancelled.



There is some trick too about keys, which comes in handy in the underground mazes. Something like pause, then multiple takes.

There was a Faery 2, halls of the dead, i never saw it though.

Ive been wanting to do a 3d port of faery tale, thats what got me started extracting the map, got that down. Still havent gotten the tile graphics out though. OpenGL ive found is frustrating. Ive finally gotten to the point where i can draw triangles and stuff. Theres a ton i have to learn.

Id like to get to the point where i can take the mapdata, draw the landscape as flat surface, draw the mountains and stuff with simple poygons, etc, and use 2d bitmaps in the scene for the characters and plants and rocks and stuff. Somthing pretty simple on a wolf3d/doom level would still be pretty cool, and hopefully not to terribly hard to code.

Projects like these never get done. I saw a pretty good port of ultima underworld stygian abyss but it's like 95% done, and been at that level for years(to be fair, the guys did a wonderful job though)

The game sure was mezmorising though. I'll never forget the sounds the disk drive made in the different parts of the game. 20 years later and i still cant get the daytime sound track out of my head.

Ive beat the game in UAE, and the scrolling is btter in UAE and much less disk lag. Emulation is perfect as far as i can tell. It's not much fun on the a1000 anymore, guess i'm ruined.
Title: Re: Fairy Tale Adventure
Post by: JLF65 on February 23, 2006, 06:30:03 PM
Just a few notes from my brother about the data layout:

The outside map is at 0x14000 and is 128x128 bytes. Each byte defines one of 256 blocks.

The inside map is at 0x18000 and is 128x32 bytes.

The definition of the outside blocks starts at 0x4000 and is 256 blocks of 16x8 bytes. Each byte selects a graphics set.

The definition of the inside blocks starts at 0xc000 and is 256 blocks of 16x8 bytes.

The graphics sets are 64 blocks of 5 bitplanes of 16bits wide by 32 lines tall. Graphics set code bytes are broken into four ranges: I = 0 to 63, II = 64 to 127, III = 128 to 191, and IV = 192 to 255.

If you plug in the above values, you find the world map is 32768 pixels by 32768 lines!

The various graphics sets are:

0x19000 - graphics set A (IV) = southeast mountains
0x1e000 - graphics set B (III) = graveyard area
0x23000 - graphics set C (II) = Marheim/Castle tiles
0x28000 - graphics set D (I) = basic terrain
0x2d000 - graphics set E (II) = basic buildings
0x32000 - graphics set F (III) = petrified forest
0x37000 - graphics set G (IV) = witch's castle
0x3c000 - graphics set H (II) = crystal palace/Azal/tombs
0x41000 - graphics set I (III) = snow/plains/misc terrain
0x46000 - graphics set J (IV) = north mountains
0x4b000 - graphics set K (IV) = southwest mountains
0x50000 - graphics set L (II) = citadel
0x55000 - graphics set M (I) = dungeon walls
0x5a000 - graphics set N (II) = basic indoors
0x5f000 - graphics set O (II) = caves
0x64000 - graphics set P (III) = castle/inn
0x69000 - graphics set Q (IV) = misc tiles

Using this info, you can render the nice maps you see around the net.
Title: Re: Fairy Tale Adventure
Post by: koaftder on February 24, 2006, 12:48:24 AM
Quote

JLF65 wrote:
Just a few notes from my brother about the data layout:

The outside map is at 0x14000 and is 128x128 bytes. Each byte defines one of 256 blocks.

The inside map is at 0x18000 and is 128x32 bytes.

The definition of the outside blocks starts at 0x4000 and is 256 blocks of 16x8 bytes. Each byte selects a graphics set.

The definition of the inside blocks starts at 0xc000 and is 256 blocks of 16x8 bytes.

The graphics sets are 64 blocks of 5 bitplanes of 16bits wide by 32 lines tall. Graphics set code bytes are broken into four ranges: I = 0 to 63, II = 64 to 127, III = 128 to 191, and IV = 192 to 255.

If you plug in the above values, you find the world map is 32768 pixels by 32768 lines!

The various graphics sets are:

0x19000 - graphics set A (IV) = southeast mountains
0x1e000 - graphics set B (III) = graveyard area
0x23000 - graphics set C (II) = Marheim/Castle tiles
0x28000 - graphics set D (I) = basic terrain
0x2d000 - graphics set E (II) = basic buildings
0x32000 - graphics set F (III) = petrified forest
0x37000 - graphics set G (IV) = witch's castle
0x3c000 - graphics set H (II) = crystal palace/Azal/tombs
0x41000 - graphics set I (III) = snow/plains/misc terrain
0x46000 - graphics set J (IV) = north mountains
0x4b000 - graphics set K (IV) = southwest mountains
0x50000 - graphics set L (II) = citadel
0x55000 - graphics set M (I) = dungeon walls
0x5a000 - graphics set N (II) = basic indoors
0x5f000 - graphics set O (II) = caves
0x64000 - graphics set P (III) = castle/inn
0x69000 - graphics set Q (IV) = misc tiles

Using this info, you can render the nice maps you see around the net.


Insane! Thanks man, that covers loads of ground work. Farthest i got was the offset to the start location outside, and that each tile was one byte. I then i modified the map a million times to figure out what each tiles # was.
Title: Re: Fairy Tale Adventure
Post by: x_to79 on March 04, 2006, 04:31:43 PM
thanks JLF65 for the great infos... :-)

but i´ve got some troubles...there are 17 different tilesets but only 4 will be used at the same time..

how did we know which tileset is currently used..??

and:

imagine you would create a BMP with the sizes 32768 * 32768 pixel..with a depth of 8 bit (256 colors)

you will get exacly a file with a size of 1 GByte without the fileheader...phew...really big...

does your brother already started to create the map...maybe i can help him... :roll:
Title: Re: Fairy Tale Adventure
Post by: Mike_UK on March 05, 2006, 02:39:50 AM
"Faery Tale Adventure Floppy Label" has been up-loaded as of NOW!! :-)
This image has the "HOL Disk scan" and my "cleaned up version"
Just have to wait for it to be released to the image gallery
Enjoy!!!!!!!
 :-)  :-)  :-)  
Title: Re: Fairy Tale Adventure
Post by: marauderII on March 07, 2006, 11:40:35 PM
Theres a FTA character editor on this site.
http://www.users.bigpond.com/james.jacobs/amigan.html
Thanks wwonka. I didn't try to save a character, But I tryed
the editor and it looks real nice.


Title: Re: Fairy Tale Adventure
Post by: mr_a500 on March 08, 2006, 12:22:20 AM
Quote
Theres a FTA character editor on this site.
http://www.users.bigpond.com/james.jacobs/amigan.html
Thanks wwonka. I didn't try to save a character, But I tryed the editor and it looks real nice.


Sadly, that program is written with the damn 3.5/3.9 Reaction GUI, so I can't use it. :-( This is the only program I wanted to use that requires Reaction.

I have 3.9, but hated it and went back to 3.1 - and I don't feel like reinstalling 3.9 just to use this program.
Title: Re: Fairy Tale Adventure
Post by: JLF65 on March 08, 2006, 12:34:04 AM
Quote

x_to79 wrote:
thanks JLF65 for the great infos... :-)

but i´ve got some troubles...there are 17 different tilesets but only 4 will be used at the same time..

how did we know which tileset is currently used..??


That wasn't in his notes. :-D  You derive it from the list and looking at the map. For example, you'll notice that basic terrain and dungeon walls are both group I tiles. They can't both be loaded at the same time. That's why the game always loads when you enter and exit the dungeon areas.

The 128x128 map is broken into equal 4x4 regions of 32x32. Each time you cross from one region to the next, the game loads the tile set needed for stuff in that region (unless it conflicts like the dungeon tile set). For example, tile set G is needed for the witch's castle, so it loads for region 3,1 where the witch's castle is. You'll notice no other group IV tile sets conflict within that region.


Quote
and:

imagine you would create a BMP with the sizes 32768 * 32768 pixel..with a depth of 8 bit (256 colors)

you will get exacly a file with a size of 1 GByte without the fileheader...phew...really big...

does your brother already started to create the map...maybe i can help him... :roll:


He has a HUGE TIFF on a disc somewhere he generated from the data. He said he'd keep an eye out for it. Some of the earlier posts in this thread give the same kind of map. You might check them.
Title: Re: Fairy Tale Adventure
Post by: marauderII on March 08, 2006, 02:23:47 AM
I Can't get the FTACE (faery tale character editor) to work.
I cant find the files A.faery b.faery ect on my disk(adf)
I've loaded the game and saved in different places A,B,C ect

Help any clues.

Thanks
Title: Re: Fairy Tale Adventure
Post by: mr_a500 on March 11, 2006, 05:46:30 PM
If you really want the game spoiled for you, then check out the PDF: http://eab.abime.net/showthread.php?t=22284

The game is basically done for you and you just have to go to the spots marked with an "x".

It's a great document if you've already completed the game, then forgot, but don't want to spend 2 weeks to complete it again. (like me)