Amiga.org
Amiga computer related discussion => Amiga Gaming => Topic started by: yakumo9275 on May 11, 2012, 03:30:10 AM
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Been sitting on this a while, dont really feel like sitting on it any more.
its a retro adventure interpreter. I designed it for the c64, and this is the amiga interpreter.
(there is a readme.txt in the sources that explains a lot more).
amiga 68k binary with test/demo games (Its not for wb1.3, I tested on 2.0 + 3.1 in euae, seems to be ok).
http://mega-tokyo.com/rai68k.lha
run it from shell, "rai gamefile", edit ini file to set topaz font size..
c64/c128/cplus4
http://mega-tokyo.com/diskall.d64
source for interpreter for amiga, pc (glk), 8bit commodores, game compiler + sources
http://mega-tokyo.com/rai-source.zip
The amiga port is a little rough but seems to work for me in euae. Now I'm moving on to rai2 which is a full VM design. vm is written, its more writing the game compiler right now (I have a test compiler converting rai1 game sources into rai2 vm asm....) building my pinball machine so not sure how much time I'll be working on rai2, which is why I'm releasing rai1 now.. time to concentrate on building my playfield then back to adventureing in amiga software! :)
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Nice!
There were a handful of Amiga adventuring utilities back in the day and one of my long-term projects is building a website dedicated to them and Amiga homebrew adventure-related software in general. If I ever do it, this "retro adventure interpreter"l will be, of course, mentioned.
Any chance we'll be seeing a guide or a tool to build adventures in your "rai" format any time in the future?
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Any chance we'll be seeing a guide or a tool to build adventures in your "rai" format any time in the future?--
well the game compiler is in the source archive, its a ruby script. so I build the games on my pc and just transfer them to my c128dcr using uiec or test in euae since I dont have a physical amiga.
the source for the games is also in the source archive, plain text files with the extension .gs
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Aha, I see the basics of the format are easy to guess taking a look into the gs source files, cool! 8-)
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I wonder if it works on OS4? But running on C64 and also +4. Well done. Never seen that since some Meastermind BASIC source I typed in ages ago. I guess C16 is too small?
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if I were doing an os4/morphos/aros port I'd probably work on proting one of the GLK libraries (that would open up HEAPS of interpreters) then just compile rai against the pc port which uses glk for input/output.
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If you have it running on a 68k emulated system then I may give it a whirl on my 600. Also willing to try experimental stuff lol. ;P
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Any screenshots... Im sure to expect a text adventure or gfx one.
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text adventure