![]() The compiler reported: Sketch uses 39314 bytes (15%) of program storage space. I moved the cave array into a text file called cave.txt and altered the code to use the text file as well as changing some variables from 16-bit integers to 8-bit integers. ![]() The text strings in advcave.h were first. So I moved away from the “all-in-one” option and looked into off loading game data onto the SD card. I had issues with that code as I discovered (after much searching) that storing data above the 64K barrier using PROGMEM was not advised as the C string handling routines didn't work on data above 64K. That resulted in 70-80K of downloadable code. The code used a pre-processor directive called BUILTIN to allow for a configuration where all the data was contained within the executable code. Global variables use 16256 bytes (198%) of dynamic memory, leaving -8064 bytes for local variables. Maximum is 253952 bytes.ĭata section exceeds available space in board I made some basic changes to read the game files from an SD card and disabled save and restore.Ī few tweaks and I got my first compilation without errors: Sketch uses 46488 bytes (18%) of program storage space. After some time I settled on the port that I found on Joachim Wiberg’s github page at GitHub - troglobit/advent4: Classic Colossal Cave Adventure I spent a bit of time searching for a port to C that would act as a suitable starting point for my attempt at an Arduino port. The original source code was written in ForTran of which I had a basic understanding of from my early days as a student. That got me thinking as to whether I could get Colossal Cave running on an Arduino. It will be available on the Quest 2, PC, and Mac, with additional platforms also in consideration.With the recent release of Colossal Cave 3D, it brought back memories of my early days in home computing and my first taste of interactive text adventures. Titled Cygnus Entertainment, the new studio is entirely self-funded.Ĭygnus is planning to release Colossal Cave 3D this summer. The pair announced their return to gaming last year, where they said they would be working on a "Sierra-flavored" game. IGN ranked the pair among the 25 greatest game developers ever in 2009. The couple married at 19 and went on to pioneering careers at Sierra On-line, where they were famous for their work on the King's Quest series and a host of other classic games, most of them point-and-click adventures. It has been more than two decades since Ken and Roberta Williams last made a game, but their reputations remain legendary in the games industry. It is really staggering when you enter the cave," the pair wrote. Was it worth it? YES! Anyone who plays the VR version will be blown away. Major design changes were required, and all graphics had to be thrown away and started over. "At first, we thought it would be a simple effort but quickly realized that VR is not as simple as just running the same old game on a new platform. They retired in 1999 but are now returning to games for the first time in more than 20 years.Ĭolossal Cave 3D Adventure will support VR via the standalone Quest 2 headset, which was suggested by one of the team's artists. This is truly a game that will delight a new generation, and 100% different than anything I've seen in the market today." Ken and Roberta Williams were pioneering adventure game developers in Sierra On-Line. It has action elements, humor, a scoring system, adventure elements, interesting characters, a huge world to explore and more. ![]() As we dug deeper and deeper into the game we discovered layers of complexity that explain why the game became such an industry phenomena. ![]() Roberta started to work adapting it to 3D, and I assembled a team. ![]() "I was looking for something interesting to code when Roberta suggested Colossal Cave. This led me to investigating how modern games are made and I just started coding using the Unity game engine for fun," Ken Williams said in a statement. Its success surprised me and brought back many memories of our days making games. "While locked down by the pandemic I wrote a book about the old Sierra days. The first teaser image for Colossal Cave 3D.Īccording to Ken Williams, the creation of Colossal Cave 3D was spurred by the boredom of quarantine during the COVID-19 pandemic. The quest, apparently, is to "find all the treasure." The reimagined adventure will be challenging and will feature a "wide variety of puzzles to overcome" in a "completely immersive 3D world" with more than 143 locations. Like the original, the underlying concept is relatively simple: players explore a cave seeking treasure, encountering characters along the way including a troll, a bear, a snake and a pirate. Titled Colossal Cave 3D Adventure, it is a first-person adventured designed in Unity for VR and PC. ![]()
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