Thank you so much Taciano!! You are amazing. I never expected you to do this for us so quickly. Bless you brother🙏 ❤️ ps I am Sandy from Australia. Transylvania was my favourite adventure back in the old school days 😊 you have inspired me to make one now and I will share my crude attempt at it when it’s done
Thanks for the feedback and for the idea! In order to produce meaningful sounds in the Apple II, we need Assembly. I have introduced the topic on a previous video (th-cam.com/video/ZcxYbyvap-4/w-d-xo.html), and my next planned video on that series is about calling Assembly routines from BASIC, which could tie nicely into a adding sound to the GetLamp text adventure.
So cool checking out the magic behind the scenes of my first computer! Also seeing the primitives of programming in action; assignments, arrays, subroutines...👾👾👾
It's like magic, isn't it? You spell the right words, and stuff happens in the physical, observable world... after programming almost daily over more than 30 years, it still feels that way.
@@TacianoPerez I've been really reflecting upon that aspect (code in)--> physical (visible by electronics feedback mechanisms (led display in this case:P) manifestations in reality. it really is a kick!
12:12 Replace lines 1942 to 1944 with: 1942 HPLOT 1,160 TO 50,110 TO 230,110 TO 279,160 There's also clearly missing HPLOT 229,1 TO 229,110 and RETURN which must've been lines 1946 - 1947. And type GOSUB 1940 instead of RUN 1940 and you won't get those annoying errors.
This is very excellent. There is still a missing piece of the puzzle however. I spoke with Rebecca Heineman a couple of years ago about how the graphics were done for two of her graphical text adventures, The Tracer Sanction and Mindshadow. She said, "The art was drawn by David Lowry (Now a storyboard artist for major motion pictures). The art was drawn first on paper, and then traced on an Apple Graphics Tablet. The software was a program I wrote called QuickDraw which was made into a commercial product in 1984." So what I surmise from her answer is that the software generated plotting code from the graphics tablet, rather than bitmap images. With that code edited in the desired order, you could draw the edges of a road (for example) and then call the routine that fills it in with color. Thus avoiding having to manually type in thousands of plotting instructions and also (to your point) not using huge bitmap files. Seems like a lost art form that should be revisited. I wonder if QuickDraw is on an archive somewhere?
Hey m p, thanks for sharing! I've done some due diligence (i.e., googled around) and found an interview where she states that QuickDraw was released commercially as "Graphics Master" for the Apple II in 1987. Unfortunately, I couldn't find disk images anywhere. However, I've found copies and manuals for "The Graphics Magician" by Mark Pelczarski and Jon Niedfeldt, which also stores vector images as a set of drawing steps (used for Antonio Antiochia's Transylvania among other games). That may be an interesting idea for a new video...
@@mp-kq3vc I think you are mostly right. Looking at what Graphics Magician does, they store drawing actions (lines, fills, etc.) as data, and then provide you with a binary subroutine that knows how to draw an image from these data, repeating every drawing action in sequence, essentially redistributable a graphics engine. They could save a file with both engine + data, but when you have multiple images on the same disk (which is almost always the case) then you'd be wasting precious memory space with duplicate code. But indeed drawing consists of (redistributed) code rendering a sequence of strokes. I bet Koala Micro Illustrator and Becky's QuickDraw used the same principle.
@@TacianoPerez So if you had a box-drawing object stored as library, you could call it again and again to make doors, windows, desks, etc... and if that box-object could take a fill-color parameter, you could draw a whole room scene with very little code. Circle objects, triangle objects, etc... Mix that together with auto-generated code from a tablet and you can fit dozens of scenes on a floppy. This must be why the only image you can extract form those older games is the title screen which was likely a compressed bitmap. It's a lot of fun thinking about this!
Hi, that's indeed another way to do it, with the advantage that we can then scale the objects. Another alternative for the background images is using a drawing program (such as The Graphics Magician) which generates a drawing routine that can be BLOAD'ed. I intend to make a video about these alternatives. Still in the works...
This is an awesome video! Thanks for making this. This really brings back memories for me playing Apple II games in school as a kid.
26:10 To get the PRINTed text to a visible line during HGR mode, simply include VTAB 21 once before PRINT
Thank you so much Taciano!! You are amazing. I never expected you to do this for us so quickly. Bless you brother🙏 ❤️ ps I am Sandy from Australia. Transylvania was my favourite adventure back in the old school days 😊 you have inspired me to make one now and I will share my crude attempt at it when it’s done
That's great to hear, Sandy. Nostalgy knows no borders! I'm looking forward to play your game 🤓🕹
Amazing videos! Really inspires me to program on my Apple 2e. Now that we have graphics we need sound...
Thanks for the feedback and for the idea! In order to produce meaningful sounds in the Apple II, we need Assembly. I have introduced the topic on a previous video (th-cam.com/video/ZcxYbyvap-4/w-d-xo.html), and my next planned video on that series is about calling Assembly routines from BASIC, which could tie nicely into a adding sound to the GetLamp text adventure.
So cool checking out the magic behind the scenes of my first computer!
Also seeing the primitives of programming in action; assignments, arrays, subroutines...👾👾👾
It's like magic, isn't it? You spell the right words, and stuff happens in the physical, observable world... after programming almost daily over more than 30 years, it still feels that way.
@@TacianoPerez I've been really reflecting upon that aspect (code in)--> physical (visible by electronics feedback mechanisms (led display in this case:P) manifestations in reality.
it really is a kick!
Cool stuff Taciano!
12:12 Replace lines 1942 to 1944 with:
1942 HPLOT 1,160 TO 50,110 TO 230,110 TO 279,160
There's also clearly missing HPLOT 229,1 TO 229,110 and RETURN which must've been lines 1946 - 1947.
And type GOSUB 1940 instead of RUN 1940 and you won't get those annoying errors.
This is very excellent. There is still a missing piece of the puzzle however. I spoke with Rebecca Heineman a couple of years ago about how the graphics were done for two of her graphical text adventures, The Tracer Sanction and Mindshadow. She said,
"The art was drawn by David Lowry (Now a storyboard artist for major motion pictures). The art was drawn first on paper, and then traced on an Apple Graphics Tablet. The software was a program I wrote called QuickDraw which was made into a commercial product in 1984."
So what I surmise from her answer is that the software generated plotting code from the graphics tablet, rather than bitmap images. With that code edited in the desired order, you could draw the edges of a road (for example) and then call the routine that fills it in with color. Thus avoiding having to manually type in thousands of plotting instructions and also (to your point) not using huge bitmap files.
Seems like a lost art form that should be revisited. I wonder if QuickDraw is on an archive somewhere?
Hey m p, thanks for sharing! I've done some due diligence (i.e., googled around) and found an interview where she states that QuickDraw was released commercially as "Graphics Master" for the Apple II in 1987. Unfortunately, I couldn't find disk images anywhere. However, I've found copies and manuals for "The Graphics Magician" by Mark Pelczarski and Jon Niedfeldt, which also stores vector images as a set of drawing steps (used for Antonio Antiochia's Transylvania among other games). That may be an interesting idea for a new video...
@@mp-kq3vc I think you are mostly right. Looking at what Graphics Magician does, they store drawing actions (lines, fills, etc.) as data, and then provide you with a binary subroutine that knows how to draw an image from these data, repeating every drawing action in sequence, essentially redistributable a graphics engine. They could save a file with both engine + data, but when you have multiple images on the same disk (which is almost always the case) then you'd be wasting precious memory space with duplicate code. But indeed drawing consists of (redistributed) code rendering a sequence of strokes. I bet Koala Micro Illustrator and Becky's QuickDraw used the same principle.
@@TacianoPerez So if you had a box-drawing object stored as library, you could call it again and again to make doors, windows, desks, etc... and if that box-object could take a fill-color parameter, you could draw a whole room scene with very little code. Circle objects, triangle objects, etc... Mix that together with auto-generated code from a tablet and you can fit dozens of scenes on a floppy. This must be why the only image you can extract form those older games is the title screen which was likely a compressed bitmap. It's a lot of fun thinking about this!
For the objects use shape tabele with draw and xdraw and for the backround load an image using bload file youbsaved in advanced
Hi, that's indeed another way to do it, with the advantage that we can then scale the objects. Another alternative for the background images is using a drawing program (such as The Graphics Magician) which generates a drawing routine that can be BLOAD'ed. I intend to make a video about these alternatives. Still in the works...
trasister_A = int(input("transister A: "))
trasister_B = int(input("transister B: "))
if trasister_A and trasister_B == 1:
print(1)
else:
print(0)
A2E 4ever!!