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Everything posted by bjonte

  1. The game can now run off a cartridge! The hardware design is based on Magic Desk and is open source. Go build your own! Links to cartridge image, hardware design and printable label can be found here: https://kollektivet.nu/v42/
  2. It’s a bit unclear how far you get. Is carlsson correct in that the game starts but you are unable to progress past an initial screen waiting for joystick input? VICE has swap joystick ports mapped to alt+J on Linux. I’m guessing something similar on the Mac.
  3. I didn’t own a Spectrum but the Paradroid clone Quazatron was done in isomeric 3D and looked interesting to me. I remembered the Star Wars port being much better than the C64 equivalent so I’d recommend having a look at that.
  4. I’m note sure I understand the problem here. As carlsson says, the kernal shouldn’t need to be used when running a game like this without any disk loading. Kernal interrupts should be turned off. Atari 2600 har RAM from $80-$ff I think, so 2-$7f should be available for other uses during emulation.
  5. I hadn’t heard of that. It sounds interesting!
  6. It’s hard but very short so if you want some arcade action that’s possible to complete within a couple of minutes, it’s a good pick.
  7. Well done! I completed Snokie on the Commodore 64 on the high speed difficulty level.
  8. The question is what the test is really testing. Since the machine can’t hear the SID it can only look at the input it has - paddles and the waveform/envelope output registers. So either paddles aren’t working or reading the waveform output isn’t working properly. Try paddles on it or a program that auto detects the SID type. Either of those might be failing.
  9. A modern tool for C64 assembler is https://iceteam.itch.io/jc64dis
  10. Wow! I didn’t know about this trick. Should it point to the next value or just after the previous or is this a line pointer?
  11. I think developers will avoid REU requirements simply because it cuts the user base and will mean less cheering after the release. On the other hand I believe most developers are struggling to get games to work on NTSC with the higher frame rate. Going the Sam’s Journey route and require it for NTSC is an interesting approach that I think we will see more of. It cuts a smaller part of the user base and helps ship the game with less effort.
  12. You make a z-code file. Go to https://www.microheaven.com/ozmooonline/ and upload it. Select target platform and press Build. You should then receive a disk image with the game. A bit slow to iterate like this but it’s as simple as it gets. But if you aren’t going to learn a new language you can forget it.
  13. Adventures can be made in a Z-machine also to get all that text parsing stuff for free. Play back in Ozmoo on many platforms.
  14. Divide the game into levels, store them separately on disk and load each one when you are about to play it.
  15. Ok, I see. Then I guess the amount of text would be the limit. If there will be a lot, the C128 seems like the best choice. You could start there and port it to plus/4 in case it fits later on. Multi load is an option.
  16. I agree to that. So what kind of game would it be? Top down action game with the same resource hunting mechanics and upgrades should be possible I think. Flip screen or scrolling. As a multiload game it could also be quite large in scale.
  17. Ah, *that* Bioshock. It got me quite confused because the original question didn’t mention in any way how the game should be simplified, reimagined and cut down in order to be made possible on an 8-bit platform. The answer is ”no” unless you make a different game that is only inspired by the original.
  18. What *is* this Bioshock 1 you are referring to? A text adventure?
  19. A terrible job. It doesn’t even try to and says so clearly in the manual. It mimics the sector layout and if a program is using the kernal to access sectors it will be reasonbly compatible (but faster). But the hardware is different. I/O register layouts and CPU speed is different so as soon as you send code to the drive to do something (like turbo loaders do), you need to do something specific for the CMD HD.
  20. Bruce Lee II. There are turbo loader systems around with support for CMD HD so games using them can at least be copied to the drive and started from there.
  21. I agree the prices are through the roof, but the CMD HD has more to offer than SD2IEC. The HD has a CPU that can be programmed like any other old school drive so applications can use this to load in the background without hickups. It also supports parallel loading through the RAMLink.
  22. Game support for SuperCPU isn’t common. Most won’t work in a way that makes sense if they work at all. The reason is that they haven’t been written in a way that takes varying CPU speed into account. Making games for the SuperCPU falls into two categories - making for the SuperCPU or making it work on the SuperCPU. Making it work is a lot easier. You just need to make sure to disable the turbo speed whenever you need the speed of the CPU to be deterministic and that no illegal opcodes are used. Any cycle exact code, like turbo loading from disk or raster effects can be affected. You also need to make sure it is timed against something deterministic, like the screen update or timers. Making it specifically for the SuperCPU is a bit more work since you need to program it in 65816 assembler to get most out of it (but you don’t need to). Using the 65816 unlocks the use of extra RAM, if you have access to it. The downside is that this processor has a significant pitfall with its 8 or 16 bit mode that will likely cause you a lot of surprising crashes on the road ahead. I’ll also warn you that if you make a game for the SuperCPU you will undoubtly be criticized with arguments like ”this can be done without SuperCPU”. Making productivity applications is a lot easier. Everything will just be faster and depending on the model you can make small adjustments to gain a lot of speed (telling it where the VIC chip is looking basically). You don’t need to program the 65816 for the super speed.
  23. Don’t send the crack. It removes the background loading, which is a bit of a loss.
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