OK, I'm here to "righting" some wrong information in here.
First, I ported the game from the SG-1000 version of "The Castle". That cart has 8k RAM on board. I repeat what I wrote before: It is impossible to do this game in 1K RAM. Sometimes on the Colecovision you can get away by using some of the 16k VRAM as extra RAM, but in this game it wasn't feasible. There's 722 bytes just to keep the states of every opened doors/visited rooms/killed enemies/objects destroyed. There's 1198 bytes used to store the current screen in manageable form for the program (what is solid, what is deadly, what is an enemy, movable object, door, etc.).
Then, there's a 290 bytes table for each objects to remember which character they use on the current screen. There's so much different graphics that you can't define everything in VRAM and call it a day. Every room must allocate characters dynamically to each objects drawn on screen. It keeps track of which characters go to which objects in these tables.
Then, the game can support up to 8 enemies on the screen at once, 16 moving floors, 16 objects, 16 collectibles, 16 doors. The game must keep track of all this since it's possible to have all those things in a room at once. You need 299 bytes to do this.
See now how it isn't possible to run this game in 1k, at least, without sacrificing a lot? I could have remove all the different type of bricks, so no colored bricks, no slanted ones, etc. I could have remove the different types of blocks, they all behave the same (except for the candle). I could have change all the enemies to sprites to conserve characters. But you would have been in flickering and single colored objects hell! Everyone of those options would have made the game uglier and not as interesting.
And for those of you that think this is a straight port. I have reprogrammed almost everything. See how the original game slows down considerably with multiple enemies on the screen. Mine doesn't. I always do this with my ports. I reprogram everything I can to optimize the code for the Colecovision.
Finally, the game DOESN'T run on Colecovision without an SGM. It runs on the ADAM computer WITHOUT an SGM though.
Edited by tabachanker2, Thu Jun 21, 2018 2:58 PM.