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How to Build a Wall Hugger

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Thread replies: 60
Thread images: 49

Here it is in all its glory, straight from the netlist of the original chip itself. A lot of layout work went into this. Enjoy!
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>>3653000
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>>3653001
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>>3653000

>How to Build a Wall

>>>/pol/
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>>3653003
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>>3653007
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>>3653009
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>>3653012
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>>3653014
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>>3653016
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>>3653021
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>>3653000
Am I supposed to know what this shit is?
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>>3653005

>>>/b/
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Holy shit is this Robot Oddysey
This game literally got me into electronics.
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File: Master Computer Freed.jpg (30KB, 640x480px) Image search: [Google]
Master Computer Freed.jpg
30KB, 640x480px
>>3653050
Me too.
I've been playing it since the mid 80s.
This is just a small taste of the guide I am half way done putting together.
Complete walkthrough with schematics and maps for all 5 levels.
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>>3653050
>>3653000
I never heard of this game before. Apparently it's by the same dude who made Adventure? Which is really fucking cool.

I wonder - is this the first programming game ever? That's really neat.
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>>3653000
So like what does this actually do
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File: Form-12 Turn In.jpg (60KB, 640x480px) Image search: [Google]
Form-12 Turn In.jpg
60KB, 640x480px
>>3653070
You are correct.

The predecessor to this was Rocky's Boots, another logic-based graphical puzzle game.

This was the first one I've ever came across where it acted as a functional logic simulator. It was released for the Tandy and Apple II in 3 different versions.

>>3653075
It propels a robot until it makes contact with a wall, and continues to follow the wall using its bumpers as sensors.
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My younger brothers told me about Rocky's Boots when they were in elementary school but the school didn't have it when I was there a year prior so I missed it. Always sounded interesting.
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>>3653050
THAT'S what this fucking shit is called I'd thought about it for years
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>>3653027
No. And a thread full of hipstershit won't change that.
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UPDATE:

Revised the nested chip schematic to eliminate the crossed gate, and added in OR16 which seemed to have been left out.

A few minor graphical glitches touched up also.
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Updating with some revised pages. (Page 1, no changes)
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>>3656576
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>>3656583
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>>3656585
Added labels.
(Pages 5 & 6, no changes)
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>>3656586
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>>3656591
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>>3656597
Last page, minor graphical glitches fixed.
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This is fascinating to me, but i'm old enough that gravediggers keep scowling at me and poniting at their watches.
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UPDATE:

Was able to get the IBM version of the game (v1.1) patched to remove copy protection & configured to run under MS-DOS 3.3 on a 1.44MB floppy disk image under DOSBox.

The game can be run right from the disk image, or you can boot to a HDD image and start the program on the floppy image from the command prompt (recommended).

The only (very minor) quirk with this is, the setup program fixes Drive A to load/save all Innovation Lab and Chip Library files, and Drive B for all saved game files - Pressing ESC to change disks does nothing.

While the extra space on the 1.44MB disks is useful, there are only so many saved files that can appear on the menu so the use of a small HDD image as a swap drive gets around this limitation for those with large libraries.
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File: boot_004.png (3KB, 320x200px) Image search: [Google]
boot_004.png
3KB, 320x200px
TLC logo splash screen
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File: boot_001.png (3KB, 320x200px) Image search: [Google]
boot_001.png
3KB, 320x200px
Game title screen
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File: boot_002.png (3KB, 320x200px) Image search: [Google]
boot_002.png
3KB, 320x200px
Menu
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File: boot_010.png (2KB, 320x200px) Image search: [Google]
boot_010.png
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Game - opening animation
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File: boot_011.png (3KB, 320x200px) Image search: [Google]
boot_011.png
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Game - start room in the sewers
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File: boot_012.png (2KB, 320x200px) Image search: [Google]
boot_012.png
2KB, 320x200px
Innovation Lab
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File: boot_013.png (3KB, 320x200px) Image search: [Google]
boot_013.png
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Tutorial -
Robot Anatomy
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File: boot_014.png (2KB, 320x200px) Image search: [Google]
boot_014.png
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Tutorial -
Robot Wiring
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File: boot_015.png (3KB, 320x200px) Image search: [Google]
boot_015.png
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Tutorial -
Sensors
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File: boot_016.png (3KB, 320x200px) Image search: [Google]
boot_016.png
3KB, 320x200px
Tutorial -
The Toolkit
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File: boot_017.png (2KB, 320x200px) Image search: [Google]
boot_017.png
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Tutorial -
Robot Circuits
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File: boot_018.png (2KB, 320x200px) Image search: [Google]
boot_018.png
2KB, 320x200px
Tutorial -
Robot Teamwork
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File: boot_020.png (3KB, 320x200px) Image search: [Google]
boot_020.png
3KB, 320x200px
Tutorial -
Chip Design
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File: boot_005.png (1KB, 320x200px) Image search: [Google]
boot_005.png
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Load screen -
Game files

(Note: Fixed to Drive B)

The screen for saving game files is similar
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File: boot_006.png (2KB, 320x200px) Image search: [Google]
boot_006.png
2KB, 320x200px
Game Directory - Load
Drive B data disk

The screen for saving game files is similar
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File: boot_008.png (1KB, 320x200px) Image search: [Google]
boot_008.png
1KB, 320x200px
Load screen -
Lab files

(Note: Fixed to Drive A)

The screen for saving lab files is similar
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File: boot_009.png (2KB, 320x200px) Image search: [Google]
boot_009.png
2KB, 320x200px
Lab Directory - Load
Drive A game disk

The screen for saving lab files is similar
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File: boot_021.png (2KB, 320x200px) Image search: [Google]
boot_021.png
2KB, 320x200px
Load screen -
Chip files

(Note: Fixed to Drive A)

The screen for saving chip files is similar
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File: boot_022.png (2KB, 320x200px) Image search: [Google]
boot_022.png
2KB, 320x200px
Chip Directory - Load
Drive A game disk

The screen for saving chip files is similar
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File: boot_000.png (6KB, 640x400px) Image search: [Google]
boot_000.png
6KB, 640x400px
DOSBox startup screen
Command prompt in MS-DOS 3.3

Game disk in Drive A
Data disk in Drive B
Small 10MB HDD image Boot Drive C
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File: boot_003.png (7KB, 640x400px) Image search: [Google]
boot_003.png
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Directory of all files on the game disk in Drive A with patches applied and system files transferred.

Setup utility needs to be run first before playing the game for the first time (or after any configuration changes) if you are putting this together yourself.
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File: boot_023.png (6KB, 320x200px) Image search: [Google]
boot_023.png
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Nested Chip -
IBM Version
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File: boot_028.png (5KB, 320x200px) Image search: [Google]
boot_028.png
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Outer Chip Build -
IBM Version
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File: boot_029.png (2KB, 320x200px) Image search: [Google]
boot_029.png
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Prototype Chip wired in -
IBM Version
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File: boot_031.png (1KB, 320x200px) Image search: [Google]
boot_031.png
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Successful test -
IBM Version
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File: boot_032.png (1KB, 320x200px) Image search: [Google]
boot_032.png
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Red robot (Sparky) - Prototype Chip
Blue robot (Scanner) - Library Chip

Both run through the test room exactly the same -
IBM Version
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File: boot_033.png (2KB, 320x200px) Image search: [Google]
boot_033.png
2KB, 320x200px
Saved Lab files -
IBM Version
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File: boot_026.png (2KB, 320x200px) Image search: [Google]
boot_026.png
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Saved Chip (WHNESTED) -
IBM Version
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File: Python Game Patching.png (2KB, 589x236px) Image search: [Google]
Python Game Patching.png
2KB, 589x236px
Modified code (Python) taking into account the difference in length of Short JMP and Near JMP instructions (one byte) - without this modification the patcher would fail with an Assertion Error:

def asmPadToLength(str, length):
padLen = length - len(str)

if padLen < 0:
raise ValueError("Code block is too long (%d bytes), must fit in %d bytes!"
% (len(str), length))

elif padLen <= 3:
# Short JMP (EB) impractical - just fill with NOPs (90)
result = str + asm("nop") * padLen

elif padLen <= 127:
# Fill with NOPs (90) using Short JMP (EB) - 2 bytes
result = str + asm("jmp end\n" +
"nop\n" * (padLen - 2) +
"end:\n")

else:
# Fill with NOPs (90) using Near JMP (E9) - 3 bytes
result = str + asm("jmp end\n" +
"nop\n" * (padLen - 3) +
"end:\n")

assert len(result) == length
return result
Thread posts: 60
Thread images: 49


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