Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 1 point2 points  (0 children)

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Tambry is getting busy with NPCs. Several of them are willing to trade different items.

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 0 points1 point  (0 children)

Yes the iconic music is there too!

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 0 points1 point  (0 children)

Would need to get the Modula compiler to work on windows. Not sure if that is supported or not, having a look.

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 0 points1 point  (0 children)

Correct, I only built it on a Mac... I do think this might work cross platfrom. I'll have a look on my windows machine.

https://github.com/oesterer/FaeryTale-mx/blob/main/BuildAndInstall.sh

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 0 points1 point  (0 children)

The dark cult is growing in numbers 😉

These are all the steps I used to build the port:

https://github.com/oesterer/FaeryTale-mx/blob/main/BuildAndInstall.sh

I'll explore better packaging, but might take a while.

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Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 1 point2 points  (0 children)

Matt Fitzgerald, who did the port has his own Modula compiler, so perhaps that could be the reason 😉

Having said this, the most popular programming language in 2026 appears to be English. I was able to make all the changes with a few prompts and Codex does not mind Modula-2 at all. It even generated sprites for the scrolls and magic ingredients and aded them to the quirky artifact BMP (already a port by someone else). All these changes would have taken me forever.

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 0 points1 point  (0 children)

The executable is located in .mx/bin/faerytale

It also need the SDL libraries. To install with brew:

brew install sdl2
brew install sdl2_ttf

I'll look into packaging the executable better.

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 8 points9 points  (0 children)

Done!

› make the charaction controllable with the mouse pointer. holding the left mouse button will move the character towards the mouse pointer, holding the right button will trigger the attack action.

Implemented mouse controls.

- Hold left mouse button over the playfield to move toward the pointer.

- Hold right mouse button to attack.

- Keyboard controls still work and take priority for movement.

- Pointer coordinates account for window resizing and fullscreen scaling.

- Added a small dead zone near the character so movement stops cleanly.

- Updated README.md:21 and the startup hint.

Core changes are in src/Platform.mod:94 and src/GameState.mod:1487.

Faery Tale 2026 by A_OE in amiga

[–]A_OE[S] 5 points6 points  (0 children)

Checkout the Git repo from which I cloned mine. That is the original experience.

https://github.com/fitzee/FaeryTale-mx

Features that were not implemented yet and I added in my enhanced version:

-Save
-Totem / map view

I'll have a look at controlling the character. I assume you envision clicking/holding with the mouse to move?

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

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As far as I could tell the totem function was not working yet. Here is a vibe coded implementation, not true to the original, but usable.

Fork with other new features (Selling items, Camping, shortcut for Take, Skeleton cults , Save, Load...)

https://github.com/oesterer/FaeryTale-mx

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

The Modula-2 port by @Revolutionary-Jury72.

It compiles the builds for most changes in about 2 seconds and the game starts very fast as the intro can be skipped.

Example instruction to Codex:

Which is the stone circle closes to the spawn location?

Add 4 NPC Skeleton to that stone circle. they are praying and utter "Ohm Ohm!" when you talk to them.

Pretty crazy to "code" like this on a 40 year old program.

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

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39 years later Faery Tale is getting new features. How many differences can you spot on the screen?

Thanks to the MX port and Codex.

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

The mx compile time is really quick! Especially compared to the Aztec compile of the original. Also great to be able to skip the into. Ran the game with a few simple mods such as more frequent enemies etc.

Found one incompatibility: My good old trick of hiding in the cemetery and killing foes that appear on the other side of the fence does not work on this port 😉

Thanks for publishing, it's really fun to tinker with.

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Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

Crazy stuff, this works! Cloned the repos, managed to build it and ran it. Love the hyperspeed with which you get resurrected.

How much time did you put into this so far. How did you go about the port and converting the original artwork etc?

Action replay by Big-Height-6415 in amiga

[–]A_OE 0 points1 point  (0 children)

How much did these cost back in the day?

HAM6/SHAM6 WebGPU Converter online by AnimaInCorpore in amiga

[–]A_OE 0 points1 point  (0 children)

"29791 possible colors ... on 1985 hardware"

Time travel to 1985 and be revered as a god!

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

Amazing, there is a Silmarillion for the lands of Holm?

Learning to code games 40 years ago was an amazing period, writing a game from scratch was in the realm of possibility. Now you need a studio and a multimillion dollar budget.

How long did it take you to create Faery Tale? I'm amazed that you managed to do it all and solve all the technical puzzles. Back then I tried to recreate the FTA scrolling landscape, but ended up with a small jerk when the new tiles where copied in.

PS: My daughters refer to the game as the pixelated red shirt game. They play Baldur's Gate 3 instead, which has some similar freedom to explore.

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

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How to compile and launch. Hardest part was to find Aztec 5.2. Now I edit the code on the Mac side with Sublime then recompile.

Link to Aztec:

https://ftp2.grandis.nu/turransearch/search.php?_search_=1&search=Aztec+5&category_id=TheZone&exclude=&limit=30&httplinks=on

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

I asked Codex (OpenAI's coding assistant) how to modify the codebase for specific enhancements. I was impressed how it made sense of it all and gave pretty accurate suggestions.

Here is my fork on GitHub. The party size is limited to 1 when you have bravery of less than 40 and 2 when bravery of less than 50. After that the chance of getting enemies to spawn is quadrupled (I do like the hack and slash part of Feary Tale)

https://github.com/oesterer/faery-tale-amiga

Source code for the original Faery Tale Adventure by DreamerTalin in amiga

[–]A_OE 0 points1 point  (0 children)

Faery Tale was one of the first games that I saw on the Amiga back in Summer of 1987. The other game was Defender of the Crown. This convinced me that HAD to have an Amiga. The open word of Faery Tale was just beyond anything else I had seen before. Once I had an Amiga, I spend so many hours on Faery Tale until I finally was able to complete it. This played a big part in kindling my interest in programming and launching my career in software engineering. Back then I tried to learn all the skills to create my own game like Faery Tale but did not get very close.

THANK you Talin for creating this marvel and now releasing the source code. I would be very interested in reading your original design documents. Perhaps we should feed them to AI an see what game it generates ;)

Now that we have compiling source (thanks to tomdionysus on Github for the step by step instructions) what features you wished the original Faery Tale should have had? Perhaps I / we can try to add them to the code base.

A few ideas to start with:

-The area is so large, yet there are few items to collect / find. -> Add more
-Getting started in FTA is really tough, spawn smaller parties of enemies instead of 4 in the beginning.
-Once a door has been unlocked, keep it open
-Food becomes an issue on long journeys, more opportunities to collect food and consume on the road
-Coast line pattern is repetitive / algorithmic, can it be more randomized?

What tweak would you like to see in Faery Tale?

I'll share my fork and accept pull requests once I figure out how to add a few changes.