Apple ][ "Peasant's Quest" Demake

This page is about an Apple II implementation of the Homestar Runner Flash "Peasant's Quest" Game.

This is very much a work in progress, but the full intro runs, and I am gradually adding gameplay. Only part of the game is currently playable.




Details

Taking something obsolete and making it even obsolete-er!

I was working on the hi-res version of Myst and thought it would be interesting seeing how hard it would be to do a more traditional adventure game.


Legal Note

This product contains trademarks and/or copyrighted works of homestarrunner.com. All rights reserved by homestarrunner.com. This product is not official and is not endorsed by homestarrunner.com.


Implementation Details

The Apple II hi-res graphics are a bit too complex to get into here.

For a more-than-you-probably-care-to-know detailed breakdown of the code in the intro, see this document describing the details.


Current Status

SegmentAmount Complete
Intro99%
Peasantry Backgrounds95%
Character Animations10%
Text interface95%
Archery Minigame10%
Rain Scenes0%
Night Backgrounds0%
Mountain Climb10%
Final Battle40%
End Credits99%
Points Possible129 / 150
Endings Possible8 / 12



Videos

Video recorded of the intro on an actual Apple IIe Platinum (no, not the Apple II+ in the video. That one runs the game fine, it's just my capture card is hooked up to the IIe):



A playlist of development milestones, recorded in an emulator.



A talk I gave at Demosplash 2021 giving a status update on the project as of November 2021:




Screenshots

Note: these were captured with the AppleWin emulator.



There are also some outtakes.


System Requirements


How can I play it?


Downloads

Disk Images

Source


Controls

The controls are similar to the real game, with arrow keys controlling the walking and typing text for commands.

Note on Apple II+ there are no up/down arrows. If playing on this machine use ; and / for up and down.

Correcting typing errors is a pain. On Apple IIe you can use the DELETE key to backspace. On Apple II+ use Control-B. You can't use left error as that makes you walk left. This might be a pain on some emulators, but that's not specific to this game, it's always a pain trying to backspace in an emulator because a modern keyboard doesn't match up well with the actual Apple II one.

Mini-faq


Strong Bad Endorsement

Or at least I think it's an endorsement, a bit hard to tell.


Development Notes

16 October 2024 -- Version 0.88

Working on the Keepers, as this is the last part of dialog not hooked up. There is so much going on there, but I at last got to the point you can get turned into Ron Cumberdale.

Really need to fix the sprite flicker problem. The real solution is to get page flipping going, but that takes 8k of valuable RAM that I currently can't spare.

10 October 2024 -- Version 0.87

A lot of changes, a lot of them in not really visible infrastructure and I haven't been taking the best notes.

The cliff climb sequence has been hooked up, so in theory you can maybe play straight through the game in the end, though a lot of animations are missing.

The random number generator was giving me a lot of trouble. During cliff climb it only wanted to return "0" and "17". I've moved to a 24-bit PRNG and now with the better numbers the cliff climb became impossibly hard. I've rebalanced things so hopefully it's beatable.

Re-wrote the LOAD game code, the saves now all live in one sector now (game state is only 32 bytes or so). This also makes things work properly on ProDOS as well as DOS3.3. SAVE support is still broken.

Trying to use the more accurate Redbook audio/speaker code, but its note range is slightly off so maybe broke some sound effects. Wasted a lot of time trying to write code to use sox/fft to downsample the sound effects automatically to 140Hz so I can use the commander-keen sound effect code to play them. Not sure if this is a winning strategy though.

Also working on lightning at Cliffland Heights and the sequence in the outer lair. Lots of sprite work (the keepers, various deaths, etc) and also three complete new peasant sprite sets (sword,shield,helm) that are literally only used for like 30 seconds unless you go out and hang out on the heights for a bit.

6 October 2024 -- Version 0.86

Lots of behind the scenes work moving over to the new sprite system. cliff_base has been directly connected to cliffland_heights until I can get the cliff climb integrated, so in theory you can play through the whole game now though chunks of the cliff-top plot are missing.

Be aware that since things are under construction the text input is slow in most of Peasantry so you'll have to type slowly there until I get all of that converted.

21 September 2024 -- Version 0.85

Work has resumed! Spent the summer finishing the cliff climb minigame. Currently you can find it in the Coach Z Collection and I am working on getting it hooked into the game. It features a total re-write of the sprite code to allow 3-column wide Dashing sprites that can be reloaded (needed for all the costume changes) as well as being on fire.

Also at the request of Videlectrix higher-ups spreading things across more disks, which might make things easier (but annoying if you are playing with real floppy disks). Also added hard-drive image support which is useful on emulators and gets rid of the need of disk swaps.

Updated the input code to more closely match that of the original game.

2 August 2022

Started looking into finishing things. Have moved to ZX02 compression from LZSA and it has freed up some space which will help.

15 January 2022 -- Version 0.84

A long adventure trying to get two-drive support working. The "seek" that came with qboot ended up not working if you switched active disks, and then somehow after using the PRORWTS seek instead it turned up a possible long-standing bug in qboot when loading partial tracks. Finally though you can run things in two-drive mode w/o swapping disks (I was mostly doing this so internet archive support) but I made the code the mess and I should take some time to straighten it out.

7 January 2022 -- Version 0.83

I should have had some interim releases here, I don't remember all the changes. Most of the remaining text was hooked up, but the cave with the keepers still isn't. The final scene with Trogdor is more complete, including full speech. Initial animations for the Kerrek, and various background animations are hooked up. End credits music should be working again.

5 December 2021 -- Version 0.82

Can now catch yourself on fire, so all three tasks can be completed. This includes all of the inn-at-night dialog.

28 November 2021 -- Version 0.81

Can now get the robe. This includes all of the baby nonsense. So you can now get all the inventory items from peasantry. Also some minor work getting the last backgrounds in better shape.

21 November 2021 -- Version 0.80

Finally have the whole way through the end of the Kerrek battle implemented (no animations still though). Also added a 256 byte word dictionary used to compress the text, this helps a lot with the uncompressed text size and makes things fit again.

12 November 2021 -- Version 0.79

Was hoping to get more done before the Demosplash talk, but guess I should make a release. I really wanted to get up to the Kerrek battle but not quite there. You can now get and view the map and there's a barebones stub for the archery minigame. I'm going to have to optimize the text printing a bit, the peasant1 file (the top row of the map) is now just slightly too big to fit in the 7.5k available, mostly due to adding Kerrek related text that wasn't in the wiki. There are a few things I can do to help with this.

1 November 2021 -- Version 0.78

Have hooked up a lot more of the plot-driven events. You can now in theory get 50 out of the 150 points, and hit game over 5 different ways. Added a random number generator for random events, and enhanced the text parser in the Well level so you can have more complex sentances (such as PUT PEBBLES IN WELL).

24 October 2021 -- Version 0.77

Have hooked up a lot of the text parsing for the overworld. You do need 64k of RAM now to hold all the text. Still working on the more complex interactions and animations though so the best score you can currently get is 4.

13 October 2021 -- Version 0.76

All peasantry backgrounds now have priorities (can walk behind things). Much more text hooked up (though only common things, nothing room specific yet). Added animated GAME OVER screen.

3 October 2021 -- Version 0.75

Working on a lot of minor things. Got load/save game support going. Added initial cliff background (though need to work on colors). Added electric-duet version of the title if you don't have a Mockingboard (still not 100% satisfied with the quality, also it can't do the flame animation while it's playing music). Added some more priority backgrounds. Moved Mockingboard sound support to Language Card (upper 16k) to free up some desperately needed RAM. Added proper Mockingboard/Language-card/SSI detection code.

17 September 2021 -- Version 0.7

Got the full end sequence more or less going. Though not the demoscene-esque multilevel panning that Videlectrix put in. This took a while, partly because there was a sidequest where I was learning how to use the SSI-263 speech chip.

4 September 2021 -- Version 0.6

Have the inventory screen more or less working. It's just over 3k, even though I used fairly tiny item sprites. It's hard getting recognizable items in 14x16 sprite form, especially with the weird hi-res color issues. Couldn't really come up with a good way to grey-out lost items, so xor-ed a delete char instead which is not ideal.

24 August 2021 -- Version 0.5

Added AGI-style priority mapping. You can add collision areas and depth to the scenery so you can walk behind things. So far only have this for the lady's cottage. We store the priority info in the LORES page so it's sort of granular, but this saves 7k of valuable RAM which we're going to need as we add text parsing.

23 August 2021 -- Version 0.4

You can walk around most of Peasantry now.

15 August 2021 -- Version 0.3

You can walk around more of the map now.

14 August 2021 -- Version 0.2

Cleaned up the code. Added the start of gameplay, you can sort of walk around a bit and also enter commands.

13 August 2021 -- Version 0.1

Finally got the intro done! The sprites look horrible but that possibly can't be helped. Sound turned out better than I hoped.

12 August 2021

This was a crazy undertaking but I did want to play around more with Apple II Hi-res. Have most of the graphics done, as well as the intro animation. Need to get sprites going.

9 August 2021

Somehow the idea for this project got into my head and I started working on it.


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