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sack-c0s

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sack-c0s last won the day on February 12 2013

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About sack-c0s

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    Stargunner
  • Birthday 02/12/1981

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    Scheveningen, Netherlands

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  1. I actually used to be an Acorn Archimedes coder. After that I went back to the C64 (before branching out to just about anything that would let me run code on it). That thing had a nice, fast, simple CPU, linear chunky screen memory, 256 colours, it slaughtered the Amiga in terms of 3D power, and could give it something to think about in terms of 2D too. So... why would I code an Amiga game instead? *because the people who would download and try the game aren't a pain in the arse about it*. Endless amounts of crap about 'not showing the power of the machine enough', 'not being an Amiga beater', 'Just not being the game I'd have written so you shouldn't have either'. It was a complete and total buzzkill on a machine I actually liked. It just seemed completely and totally pointless. I'm seeing some of that here too. It's not technical, it's not a question of cycle counts, register usage or anything like that. Sometimes it's just that people just make it outright unsatisfying to code for some platforms. If you want an honest answer about why people may choose 'the weaker platform' then I'm afraid that's it. Compared to some 8-bit machines writing a Sinclair Spectrum game would be like walking both ways uphill in winter whilst carrying a rock on your back, but given that there would be a certain amount of *appreciation* for having made the effort...
  2. I would bitch and moan about type-ins, but here's me personal relationship with the damn things: 1) tried typing them in 2) They didn't work. 3) saw correction 1-2 months later, but that was an age as a kid 4) gave up, and figured out enough to just write what the description said the game did, using the screenshot as guidance 5) Ended up on the less popular platforms for a while (Acorn Archimedes anyone?), so more of the same.... 6) ended up porting games for a living so I pretty much built a career out of typos in type-ins I suppose
  3. The C64 doesn't have a monitor, but if you have a cartridge (such as the Action Replay) then you have a monitor and freezer available. don't get me wrong - I love my C64 - but once you try an Action Replay it doesn't feel like a full machine when it's disconnected. If you have actual hardware then I really recommend getting one
  4. The z80 is clocked slow (2mhz i think) on the 128 to get it to work with the system bus - People seem to be of the opinion that the 6502 would just outperform it. I think the 16-bit registers and the stack handling is better on Z80, so it is sometimes nicer to code for, but for me it's the custom chips that make the machine - and that almost always leads back to the 6502. That said - there's always the Sega Mastersystem....
  5. if your use-case is right for the job, couldn't you use an EOR filler instead?
  6. I noticed the other day that you can kick the 6510 off the bus from the cartridge port so there's an interesting potential to just turn it into a zombie shell of a C64 with the custom chips driven by whatever you want on the cartridge. Sort of like a SNES SuperFX cartridge on steroids. Part of me wants to wire up a FPGA board to a connector to try that out....
  7. ahh okay, so there's actually more to it than this thread suggests. It was just phrased like a really common 'make a game for me' type post
  8. okay... I'll bite with the obvious question: Seeing as you ask for a programmer, musician, artist and someone to write the plot... what does that leave as your personal contribution?
  9. That's what you get when you read the day and month from a post, but not the year. D'oh.
  10. I think it really ought to be capable of most of the stuff an Amstrad CPC is capable of (although I acknowledge that referring to another British machine might not help, but you can google, look on youtube, etc.). the downside to the BBC is the TTL colour output, so colours either have Red,green or blue, or they don't. Back in the day Firetrack ( ) was considered one of the best games, and a good showcase of what the machine can do, but there is a hardcore of people developing new stuff.
  11. To be fair if I made a list of games that started me on the slippery slope from wanting to write games as a kid that ended up with me being a gamedev right now I'm sure Timeslip would be somewhere near the top.
  12. It's probably the biggest ballsache of a job to do even for modern machines. The amount of fun I've had in games where the physics has just exploded randomly due to inaccuracy...
  13. Have you looked at how HAM works? It's not really suited to moving objects due to how colours are assigned. That said, you can cheat and get filled polygons for the price of a wireframe using these modes
  14. Looking at more modern stuff I've been wondering about the possibility of something like Super Meat Boy. Ignoring the 2-button input for a minute (Mario style - one held to run, another to jump) I think it ought to be about possible, even if it is more like the warpzone levels rather than the main ones
  15. This could make the compression issue a little easier: 101 tracks of source material coming in at around 30 seconds a song https://en.wikipedia.org/wiki/Short_Music_for_Short_People
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