[Coco] How I "Ported" Planet of Death to Coco
jimgerrie at ns.sympatico.ca
jimgerrie at ns.sympatico.ca
Tue Apr 14 10:31:03 EDT 2015
Steve,
I don't work from binaries only text source (BASIC,JAVA,C, etc.)
scavenged from the Net or magazines (if you know of any good prospects
let me know). In the case of POD, someone had ported the original game
to C so it could be run on one of the old TI calculators (or something
like that). I came across it while researching POD. It had all the
objects, messages, locations, and responses nicely typed out in neat
strings and a numeric table of the room motions (luckily in a pretty
standard format of room numbers for N,S,E,W,U,D for every room). I just
plucked these, and then plunk them into a pretty flexible BASIC
two-word parser engine from Compute magazine (I think), called "Tower
of Mystery "(which Neil Morrison of the Yahoo group sent me and which I
have tweaked with a 32 character word wrap routine, so it fits
everything neatly onto an MC-10/Coco screen). Then it was just reading
and watching various walk-throughs to tweak the "Tower of Mystery
engine to provide the right responses to all the verb object
combinations needed.
I forgot to mention, another ZX derived game of mine is FESQUEST (which
is a homage to the Coco Fest Chicago events). It is a rehash of a port
to the MC-10 of "Pit with Monsters" by Jim Enness for either the ZX81
or Spectrum (can't recall which), which I typed in from a Brit computer
mag many years ago.
If you look at my
http://faculty.cbu.ca/jgerrie/Home/jgames.html
programs marked with * are completely new programs. Ones marked with +
are either remakes (drawing inspiration from or possibly code as in the
above case) or more straightforward ports of BASIC source modified to
run on the MC-10 (and then later further modified to work in Color
BASIC for the Coco and Dragon).
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