My next game is going to be a port of Pyjamarama from the ZX Spectrum. I'm currently approximately 50% done.
pyjamarama.png 7.23KB 6 downloads
The reason I chose this game is that the action-adventure genre seems to be under-represented on the TI. I looked for source code and found this excellent disassembly of the Spectrum version: http://www.luny.co.uk/. Thanks to Luny whoever you are...
The source code itself is excellent for portability because it's much less hard-coded than other things from the period. The data structure for the room graphics can be used directly on the TI, and even the game logic (what you need to do to complete different tasks) is coded into a device independent byte code language that just needs a simple interpreter to be executed.
For the graphics, anything the Spectrum can do can also be shown on the TI. We have 8 bytes of color per character where the Spectrum has only one (a color attribute). Spectrum games often rely on color attributes for collision detection, but managing a virtual copy of the attribute table in CPU RAM is easy enough. All sprites are 16x16 which makes it easy to map them to TI sprites, but there are some places with more that 4 sprites on a row that I need to deal with.
As it looks now I will be done before Christmas, but you never know, of course.
screenshot (6).png 6.8KB 3 downloads
The Spectrum has 48K so fitting this into 32K might be a struggle. I think a disk version with Super Cart will be one option. Another will be a cartridge with more graphics and sound.
Edited by Asmusr, Sat Dec 1, 2018 3:23 AM.