Thread View: net.micro.atari
14 messages
14 total messages
Started by The Last Bugfighter
Mon, 11 Mar 1985 20:06
Rogue and Empire for Atari
Author: The Last Bugfighter
Date: Mon, 11 Mar 1985 20:06
Date: Mon, 11 Mar 1985 20:06
12 lines
1107 bytes
1107 bytes
*** The Atari scores an excellent hit...you feel delighted! ***
Epyx, a computer game company, now has both Rogue and Empire available
for Atari computers. They were announced at the Las Vegas CES show and
are adaptations of their mainframe origins.
---
Kevin Thompson {ucbvax,ihnp4!nsc}!voder!kevin
"It's sort of a threat, you see. I've never been very good at them
myself but I'm told they can be very effective."
Re: Rogue and Empire for Atari
Author: c e malloy
Date: Wed, 20 Mar 1985 23:28
Date: Wed, 20 Mar 1985 23:28
33 lines
2234 bytes
2234 bytes
> Epyx, a computer game company, now has both Rogue and Empire available > for Atari computers. They were announced at the Las Vegas CES show and > are adaptations of their mainframe origins. While I enjoy playing Rogue, and I enjoyed (past tense [we don't have it anymore]) playing Empire, two questions come to mind. 1) Will the Epyx versions be *just* like the main-frame versions? I think not. There is not enough memory on the Atari computers to run a program as complex as Rogue or Empire. The code for Rogue is over 250K. There are over 80 monsters in the version that I play. Add to that: various weapons, armor, potions, scrolls, wands staffs, rings, etc. And don't forget about the randomly generated rooms, halls, traps, and other things. It just won't fit in 48K, 64K or even in the 160K (you can get that high if you have a 128K RamPower). 2) Which version of Rogue and Empire will be released? There are as many versions of Rogue as there are machines that it runs on. There are two versions on this machine alone. And what about Empire? Which version will that be? Will they release the original (where you play against the machine) or the version that we had here (where different players played against each other)? One final comment. When I read the article in Antic about the release of both Rogue and Empire, I called 10 different places that carry Atari software. Everyone said the same thing: "Never heard of it." They may both turn out to be like BallBlaster. Lots of copies exist, but you can't buy one to save your soul. From inside the Tesseract of Clancy Malloy
Re: Rogue and Empire for Atari
Author: Ray Roux
Date: Fri, 22 Mar 1985 00:12
Date: Fri, 22 Mar 1985 00:12
28 lines
1553 bytes
1553 bytes
>
> *** The Atari scores an excellent hit...you feel delighted! ***
>
> Epyx, a computer game company, now has both Rogue and Empire available
> for Atari computers. They were announced at the Las Vegas CES show and
> are adaptations of their mainframe origins.
>
> ---
> Kevin Thompson {ucbvax,ihnp4!nsc}!voder!kevin
>
Don't get your hopes up, I talked to the Epyx people at the CES show
and they have no current plans to port these to the Atari. They, like
many others, are taking a "wait and see" attitude. I just got a
retailers information sheet from Epyx and the only new games they show
available for the Atari are the two Lucas games.
Hopefully Atari will be able to convince software developers that the
machine isn't dead and that we users are hungry for new, GOOD,
software.
Has anyone seen Alternate Reality on the shelves yet?
--
Ray Roux
{ucbvax|decvax}!trwrb!trwspp!spp3!rroux
Re: Rogue and Empire for Atari
Author: Kit Kimes
Date: Fri, 22 Mar 1985 18:08
Date: Fri, 22 Mar 1985 18:08
15 lines
1355 bytes
1355 bytes
Just because a software product is announced at the CES show, doesn't mean it is immediately available. Many of the games announced at the Summer CES that I attended last year were not available until almost Christmas time. I wasn't able to get Spy-vs-Spy until late November. In addition, many of the programs will be available mail order before they are available in your local store. Many of the owners of these places are real fans and make an effort to get the newest programs as soon as they are available. When did EPYX say these games would ship? They usually announce availability at the same time. Kit Kimes AT&T Consumer Products Montgomery Works Montgomery, Il. 60538-0305 ..!ihnp4!mgweed!kek
Re: Rogue and Empire for Atari
Author: Peter Williams
Date: Sun, 24 Mar 1985 03:48
Date: Sun, 24 Mar 1985 03:48
19 lines
1668 bytes
1668 bytes
In article <212@ihu1n.UUCP> freak@ihu1n.UUCP (c e malloy) writes: >1) Will the Epyx versions be *just* like the main-frame versions? > I think not. There is not enough memory on the Atari computers > to run a program as complex as Rogue or Empire. The code for Rogue > is over 250K. There are over 80 monsters in the version that I > play. Add to that: various weapons, armor, potions, scrolls, wands > staffs, rings, etc. And don't forget about the randomly generated > rooms, halls, traps, and other things. It just won't fit in 48K, > 64K or even in the 160K (you can get that high if you have a 128K > RamPower). I wrote a version of rogue 5.2 w/52 monsters and more armor/weapons/stuff, and it fit (tightly) on one sssd disk. I wrote it in 6502 assembly, and with a little disk action for the map generator, and the not-so-often used strings, it worked fine. I even had about 3-4k left over for other stuff I might add. Peter Williams tektronix!reed!peterw
Re: Rogue and Empire for Atari
Author: c e malloy
Date: Tue, 26 Mar 1985 22:26
Date: Tue, 26 Mar 1985 22:26
12 lines
1151 bytes
1151 bytes
> I wrote a version of rogue 5.2 w/52 monsters and more armor/weapons/stuff, > and it fit (tightly) on one sssd disk. I wrote it in 6502 assembly, and > with a little disk action for the map generator, and the not-so-often used > strings, it worked fine. I even had about 3-4k left over for other stuff I > might add. I did not mean to infer that it couldn't be done, only that it could not be as complex as the version that I use on that Unix machine that it runs on where I work. From inside the Tesseract of Clancy Malloy
Re: Rogue and Empire for Atari
Author: Keith Doyle
Date: Wed, 27 Mar 1985 00:23
Date: Wed, 27 Mar 1985 00:23
13 lines
1203 bytes
1203 bytes
[,............]
>I wrote a version of rogue 5.2 w/52 monsters and more armor/weapons/stuff,
>and it fit (tightly) on one sssd disk. I wrote it in 6502 assembly, and
>with a little disk action for the map generator, and the not-so-often used
>strings, it worked fine. I even had about 3-4k left over for other stuff I
>might add.
> Peter Williams
What does it run on? Are you marketing it or giving it away? Is
the source available?
Keith Doyle
# {ucbvax,ihnp4,decvax}!trwrb!cadovax!keithd
Re: Rogue and Empire for Atari
Author: Ken Arnold%CGL
Date: Wed, 27 Mar 1985 02:07
Date: Wed, 27 Mar 1985 02:07
13 lines
1418 bytes
1418 bytes
In article <212@ihu1n.UUCP> freak@ihu1n.UUCP (c e malloy) writes: >1) Will the Epyx versions be *just* like the main-frame versions? > I think not. There is not enough memory on the Atari computers > to run a program as complex as Rogue or Empire. The code for Rogue > is over 250K. There are over 80 monsters in the version that I > play. Add to that: various weapons, armor, potions, scrolls, wands > staffs, rings, etc. And don't forget about the randomly generated > rooms, halls, traps, and other things. It just won't fit in 48K, > 64K or even in the 160K (you can get that high if you have a 128K > RamPower). The Epyx versions will be virtually identical to 5.3 rogue, distributed with 4.2bsd.
Re: Rogue and Empire for Atari
Author: Michael Zvi Krumbein Consultant
Date: Wed, 27 Mar 1985 23:39
Date: Wed, 27 Mar 1985 23:39
8 lines
992 bytes
992 bytes
> I wrote a version of rogue ... 6502 machine lang. Um .. for what machine? You wouldn't be interested in selling it (is that legal ? ) for a , um, nominal cost so that we can, um, get some work done, would you ? BTW, does anyone know how or if one can get the Tech. Ref. Manual (ATARI). (& the 1200XL supplement) -- I haven't yet managed to get through to ATARI.
Re: Rogue and Empire for Atari
Author: >> Alex Kriger <<
Date: Wed, 03 Apr 1985 01:00
Date: Wed, 03 Apr 1985 01:00
30 lines
2206 bytes
2206 bytes
/* acf4:net.micro.atari / peterw@reed.UUCP (Peter Williams) / 10:48 pm Mar 23, 1985 */
In article <212@ihu1n.UUCP> freak@ihu1n.UUCP (c e malloy) writes:
>1) Will the Epyx versions be *just* like the main-frame versions?
> I think not. There is not enough memory on the Atari computers
> to run a program as complex as Rogue or Empire. The code for Rogue
> is over 250K. There are over 80 monsters in the version that I
> play. Add to that: various weapons, armor, potions, scrolls, wands
> staffs, rings, etc. And don't forget about the randomly generated
> rooms, halls, traps, and other things. It just won't fit in 48K,
> 64K or even in the 160K (you can get that high if you have a 128K
> RamPower).
I wrote a version of rogue 5.2 w/52 monsters and more armor/weapons/stuff,
and it fit (tightly) on one sssd disk. I wrote it in 6502 assembly, and
with a little disk action for the map generator, and the not-so-often used
strings, it worked fine. I even had about 3-4k left over for other stuff I
might add.
Peter Williams
tektronix!reed!peterw
/* ---------- */
When I noticed your note and a question whether you market it, or give it
away, I eagerly looked through the rest of responces, but there was no answer
Please answer. I would love to get a copy (trade?)
Alex Kriger.
axk8358@acf4 (sorry, I do not know the whole path) but maybe my consequent notes would
help!)
I hope you do respond.
Re: Rogue and Empire for Atari
Author: >> Alex Kriger <<
Date: Wed, 03 Apr 1985 01:02
Date: Wed, 03 Apr 1985 01:02
32 lines
2299 bytes
2299 bytes
/* acf4:net.micro.atari / axk8358@acf4.UUCP (>> Alex Kriger <<) / 8:00 pm Apr 2, 1985 */
/* acf4:net.micro.atari / peterw@reed.UUCP (Peter Williams) / 10:48 pm Mar 23, 1985 */
In article <212@ihu1n.UUCP> freak@ihu1n.UUCP (c e malloy) writes:
>1) Will the Epyx versions be *just* like the main-frame versions?
> I think not. There is not enough memory on the Atari computers
> to run a program as complex as Rogue or Empire. The code for Rogue
> is over 250K. There are over 80 monsters in the version that I
> play. Add to that: various weapons, armor, potions, scrolls, wands
> staffs, rings, etc. And don't forget about the randomly generated
> rooms, halls, traps, and other things. It just won't fit in 48K,
> 64K or even in the 160K (you can get that high if you have a 128K
> RamPower).
I wrote a version of rogue 5.2 w/52 monsters and more armor/weapons/stuff,
and it fit (tightly) on one sssd disk. I wrote it in 6502 assembly, and
with a little disk action for the map generator, and the not-so-often used
strings, it worked fine. I even had about 3-4k left over for other stuff I
might add.
Peter Williams
tektronix!reed!peterw
/* ---------- */
When I noticed your note and a question whether you market it, or give it
away, I eagerly looked through the rest of responces, but there was no answer
Please answer. I would love to get a copy (trade?)
Alex Kriger.
axk8358@acf4 (sorry, I do not know the whole path)
but maybe my consequent notes would
help!)
I hope you do respond.
Re: Rogue and Empire for Atari
Author: mike b
Date: Tue, 09 Apr 1985 20:55
Date: Tue, 09 Apr 1985 20:55
5 lines
713 bytes
713 bytes
hello there.... i dont know if you saw the earlier note i left you,
but i would be interested in buying a copy. Would love to have rogue
at home. Thnx.
Mike Bassman
Adding hit points on new levels.
Author: Andre Guirard
Date: Sun, 06 Oct 1985 16:27
Date: Sun, 06 Oct 1985 16:27
4 lines
928 bytes
928 bytes
Please advise: when attaining a new level, how is the number of hit points added determined? Is it totally random, or does it depend on other factors (such as how much magic apparatus you're carrying or how many points you are over the required amount to reach that level)?
Re: Adding hit points on new levels.
Author: Carl Greenberg
Date: Thu, 10 Oct 1985 23:08
Date: Thu, 10 Oct 1985 23:08
14 lines
1505 bytes
1505 bytes
In article <> cipher@mmm.UUCP (Andre Guirard) writes: >Please advise: when attaining a new level, how is the number of hit >points added determined? Is it totally random, or does it depend on >other factors (such as how much magic apparatus you're carrying or how >many points you are over the required amount to reach that level)? Well, in AD&D, you get a die rolled according to class. Fighters are a 10-sider, so they get from 1 to 10 new HP, magic users 4-siders, thieves 6-siders, clerics get d8's, and monks get d4's. This is modified by the constitution of the character, adding new hit points per level- up to 4 per level if you're a fighter with an 18 constitution (sorry, only strength gets to be exceptional and I don't know if there are any other stats in the various rogue games- 3.6.1 doesn't have others...). Carl Greenberg
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads