{"id":423,"date":"2026-08-14T22:31:16","date_gmt":"2026-08-14T12:31:16","guid":{"rendered":"https:\/\/www.amigaretro.com\/projects\/?p=423"},"modified":"2026-08-31T07:45:34","modified_gmt":"2026-08-30T21:45:34","slug":"blakes-7-beatle-quest","status":"publish","type":"post","link":"https:\/\/www.amigaretro.com\/projects\/blakes-7-beatle-quest\/","title":{"rendered":"Blake&#8217;s 7, Beatle Quest, and a Very Practical Text Adventure Path"},"content":{"rendered":"<h1>A project that changed course<\/h1>\n<p>One of the joys of retro projects is that they very rarely go in a straight line.<\/p>\n<p>This Blake&#8217;s 7 to NABU project has certainly not gone in a straight line.<\/p>\n<p>The original plan was simple enough on paper, at least over a year ago. Take the excellent Oric Blake&#8217;s 7 game by Chema Enguita, study the engine, understand the data, and work toward a proper NABU version. In practice, the graphics side became the first real wall.<\/p>\n<p>I could get some mock-up work going, but once it came to properly converting and mapping the Oric graphics to the NABU display hardware, progress slowed badly. I have never claimed to be strong on graphics work, and this project proved it. That part of the port did not really fail so much as grind to a halt while I tried to work out how to translate what the Oric was doing into something the NABU could display cleanly.<\/p>\n<p>That quickly raised a much bigger question:<\/p>\n<p>How do you keep proving the game logic, room flow, puzzle chain, and scene timing when the graphics conversion is the part holding everything up?<\/p>\n<p>That question is what led to the text adventure path.<\/p>\n<p>And, as it turns out, it became one of the most practical parts of the whole project.<\/p>\n<h2>First &#8211; the problem<\/h2>\n<p>The Blake&#8217;s 7 Oric game is not a simple text database with a few graphics hung off the side. It is a full adventure built on OASIS, with scripts, room data, puzzle logic, presentation timing, and a lot of machine-specific behaviour tied up in the original engine.<\/p>\n<p>At the same time, the NABU target is not an Oric.<\/p>\n<p>That sounds obvious, but it matters. A direct port is not really a port in the simple sense. It means understanding:<\/p>\n<ul>\n<li>what the original game is doing<\/li>\n<li>what part of that belongs to game data<\/li>\n<li>what part belongs to the original engine<\/li>\n<li>what must be recreated in a new engine<\/li>\n<\/ul>\n<p>If you get that wrong, you can end up building something that looks plausible, but is no longer really the same game.<\/p>\n<h2>Second &#8211; the unexpected helper: Beatle Quest<\/h2>\n<p>The project really changed pace when I started working with Beatle Quest.<\/p>\n<p>Beatle Quest is a C64 &amp; Spectrum Quill adventure, which made it a very useful research subject. Unlike the Blake&#8217;s 7 Oric game, it gave me a classic database-driven adventure format that could be extracted, inspected, replayed, tested, and gradually understood. I have wanted to finish this game for years, which gave the exercise a bit more personal interest as well.<\/p>\n<p>That was the real breakthrough.<\/p>\n<p>Instead of guessing how a future text layer might behave, I could build and test one properly against a real game.<\/p>\n<p>The Python work around Beatle Quest became a kind of live laboratory:<\/p>\n<ul>\n<li>extract the Quill database<\/li>\n<li>build a runner for it<\/li>\n<li>test vocabulary and rule handling<\/li>\n<li>recover replay paths<\/li>\n<li>expand the automated test coverage<\/li>\n<li>find out what the original engine features actually matter<\/li>\n<\/ul>\n<p>That alone turned into a sizeable project, but it paid off.<\/p>\n<h2>What came out of the Beatle Quest work<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" width=\"890\" height=\"294\" class=\"wp-image-424\" src=\"https:\/\/www.amigaretro.com\/projects\/wp-content\/uploads\/2026\/08\/word-image-423-1.png\" srcset=\"https:\/\/www.amigaretro.com\/projects\/wp-content\/uploads\/2026\/08\/word-image-423-1.png 890w, https:\/\/www.amigaretro.com\/projects\/wp-content\/uploads\/2026\/08\/word-image-423-1-300x99.png 300w, https:\/\/www.amigaretro.com\/projects\/wp-content\/uploads\/2026\/08\/word-image-423-1-768x254.png 768w\" sizes=\"auto, (max-width: 890px) 100vw, 890px\" \/><\/p>\n<p>The Beatle Quest side is now much more than a proof-of-concept.<\/p>\n<p>The Python Quill runner can now:<\/p>\n<ul>\n<li>load the extracted game database<\/li>\n<li>run the imported rule tables<\/li>\n<li>save and load state<\/li>\n<li>handle presentation actions such as PAUSE and CLS<\/li>\n<li>support wider late-Quill actions like BEEP and DROPALL<\/li>\n<li>run a large automated test suite<\/li>\n<\/ul>\n<p>At the time of writing, the Beatle Quest automated test suite sits at:<\/p>\n<ul>\n<li>207 test cases<\/li>\n<li>289\/289 imported response rules covered<\/li>\n<li>20\/21 imported process rules covered<\/li>\n<\/ul>\n<p>That is not just &#8220;it seems to work&#8221;. That is the kind of coverage that starts to make the engine trustworthy.<\/p>\n<p>Just as importantly, the audit work has shown that the current Beatle Quest import is not missing some secret pile of unhandled text-rule instructions. The biggest remaining general Quill questions are now more about broader engine completeness and graphics playback than hidden logic gaps in this specific game.<\/p>\n<p>That is a very good place to be.<\/p>\n<h2>Third &#8211; back to Blake&#8217;s 7<\/h2>\n<p>Once the text engine work on Beatle Quest became solid, it made sense to use the same approach on Blake&#8217;s 7, which was my original hope.<\/p>\n<p>The catch &#8211; Blake&#8217;s 7 is not Quill.<\/p>\n<p>So the Blake&#8217;s 7 text prototype had to be treated differently. It was not an import in the same sense. It became a careful authored adaptation built from the Oric scripts, room flow, object logic, and puzzle chain, with one hard rule:<\/p>\n<p>The Oric game is the authority.<\/p>\n<h2>The Blake&#8217;s 7 correction<\/h2>\n<p>The Blake&#8217;s 7 Python version is being built directly against the Oric path.<\/p>\n<p>That has meant checking the actual source route and then building the text flow around the right sequence of events:<\/p>\n<ul>\n<li>Blake&#8217;s room<\/li>\n<li>the early prison block<\/li>\n<li>key character encounters<\/li>\n<li>access and inventory puzzles<\/li>\n<li>the escape route<\/li>\n<li>the closing Episode 1 scene<\/li>\n<\/ul>\n<p>The late Episode 1 path now follows the Oric structure much more faithfully, including the transition into the final Sentence scene.<\/p>\n<p>On top of that, the text-only format has gained a lot of practical support:<\/p>\n<ul>\n<li>explicit LOOK coverage<\/li>\n<li>hidden-but-lookable room details shown as notable items<\/li>\n<li>stronger room and object text for testing without graphics<\/li>\n<li>source-attribution in the banner<\/li>\n<li>support for presentation pacing in the final scenes<\/li>\n<\/ul>\n<p>At the time of writing, the Blake&#8217;s 7 text side is covered by:<\/p>\n<ul>\n<li>24 authored test cases<\/li>\n<li>a dedicated LOOK audit covering 158 targets<\/li>\n<\/ul>\n<p>That has made it possible to test not just the main route, but also a lot of the small details that would otherwise be easy to miss in a text-only adaptation.<\/p>\n<h2>Why the text route matters so much<\/h2>\n<p>It might sound odd to spend this much time on Python text adventures when the real long-term target is a NABU build.<\/p>\n<p>For me, the answer was always very clear.<\/p>\n<p>The text route gives a way to lock down:<\/p>\n<ul>\n<li>the puzzle logic<\/li>\n<li>the room progression<\/li>\n<li>the inventory behaviour<\/li>\n<li>the edge cases<\/li>\n<li>the scene pacing<\/li>\n<\/ul>\n<p>before the final hardware layer muddies the waters.<\/p>\n<p>Without that, every future bug becomes a guessing game:<\/p>\n<ul>\n<li>is it the room logic?<\/li>\n<li>the imported data?<\/li>\n<li>the new engine?<\/li>\n<li>the display layer?<\/li>\n<li>the storage layer?<\/li>\n<\/ul>\n<p>With the text layer in place, those things can be separated.<\/p>\n<p>That makes the final NABU work far less risky.<\/p>\n<h2>A bonus outcome &#8211; a reusable path<\/h2>\n<p>Another pleasant surprise is that this is no longer just about one game.<\/p>\n<p>The Beatle Quest work has pushed the Quill side toward a genuinely reusable imported adventure runner. The Blake&#8217;s 7 work has done the same for a more authored source-driven adaptation path.<\/p>\n<p>That means the project is slowly producing not just one end result, but a family of useful tools and methods:<\/p>\n<ul>\n<li>a Quill extraction and testing path<\/li>\n<li>a Python validation layer<\/li>\n<li>a test-first workflow for retro adventure logic<\/li>\n<li>a clearer route toward binary-packed data for smaller 8-bit targets later<\/li>\n<\/ul>\n<p>That is exactly the sort of thing that makes future ports more realistic rather than less.<\/p>\n<h2>What is still left to do<\/h2>\n<p>Plenty.<\/p>\n<p>On the Quill side, there are still broader engine questions around:<\/p>\n<ul>\n<li>text colour controls such as PAPER, INK, and BORDER<\/li>\n<li>graphics playback and rendering<\/li>\n<li>how much of the original presentation behaviour should be preserved in a reusable engine<\/li>\n<\/ul>\n<p>On the Blake&#8217;s 7 side, the real remaining challenge is not &#8220;can it be made to work as text?&#8221; because that answer is now clearly yes.<\/p>\n<p>The bigger challenge is:<\/p>\n<p>How far can the Python text version be pushed as a reliable design and verification layer before the real NABU conversion begins?<\/p>\n<p>My feeling at the moment is that it can be pushed quite a long way.<\/p>\n<h2>Final thoughts<\/h2>\n<p>If I am honest, I did not expect the text adventure branch of this project to become so central.<\/p>\n<p>I thought it would be a side experiment.<\/p>\n<p>Instead, it has become one of the best things to happen to the Blake&#8217;s 7 port effort so far.<\/p>\n<p>Beatle Quest gave me a real imported database to test against. Blake&#8217;s 7 gave me a far better way to validate the original game&#8217;s flow, structure, and presentation before the hardware work is finished. Together, they have turned a vague &#8220;we will sort that out later&#8221; problem into something much more practical.<\/p>\n<p>That feels like real progress.<\/p>\n<p>And, perhaps most importantly, it feels like the sort of progress that will still matter when the final NABU build begins.<\/p>\n<p><strong><em>Part 1 of a series. Part 2: <\/em><a href=\"https:\/\/www.amigaretro.com\/projects\/beatle-quest-real-hardware\/\">Beatle Quest, Real Hardware, and What \u201cFinished\u201d Actually Means<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>A project that changed course One of the joys of retro projects is that they very rarely go in a straight line. This Blake&#8217;s 7 to NABU project has certainly not gone in a straight line. The original plan was simple enough on paper, at least over a year ago. Take the excellent Oric Blake&#8217;s<a class=\"more-link\" href=\"https:\/\/www.amigaretro.com\/projects\/blakes-7-beatle-quest\/\">Read more  &#10230;<\/a><\/p>\n","protected":false},"author":21,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[84,57,73],"tags":[87,75,82,88,83],"class_list":["post-423","post","type-post","status-publish","format-standard","hentry","category-games","category-retrogen","category-nabu","tag-cp-m","tag-nabu","tag-python","tag-spectrum","tag-text-adventure"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Blake&#039;s 7, Beatle Quest, and a Very Practical Text Adventure Path - Amiga Retro Brisbane Projects<\/title>\n<meta name=\"description\" content=\"Amiga Retro Brisbane Projects Blake&#039;s 7, Beatle Quest, and a Very Practical Text Adventure Path NABU\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.amigaretro.com\/projects\/blakes-7-beatle-quest\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Blake&#039;s 7, Beatle Quest, and a Very Practical Text Adventure Path - 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