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Forums > CSDb Discussions > Prince of Persia for Commodore 64/128
2011-10-09 19:28
Mr. SID

Registered: Jan 2003
Posts: 424
Prince of Persia for Commodore 64/128

So the time has finally come…

I'm proud to announce the release of Prince of Persia for Commodore 64/128 (PAL and NTSC).
The game will be available as a free download on the 16th of October 2011.

It will ship in the form of an EasyFlash .crt file. Any EasyFlash compatible cartridge will support the game (this should include the Chameleon and AlienFlash systems). VICE 2.2 and later also features EasyFlash support.
There is no disk or tape version (and there might never be one).

I will release more information during the coming week and will start to publish detailed documentation of the
development of this version (including my reverse-engineering work of the Apple II version) after the release.

In the mean time, here are some screenshots to get you psyched. I welcome all your comments and questions.





 
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2011-10-10 13:57
Skate

Registered: Jul 2003
Posts: 494
this news alone should be increased EasyFlash (and possibly Chameleon/AlienFlash etc.) sales. at least, i just ordered 5 EasyFlash cartridges for me and my friends in my neighbourhood. Actually, I would order a Chameleon if I didn't have a 1541U2. I just left my Chameleon order to a new reason. :)
2011-10-10 14:13
Slator

Registered: Jan 2002
Posts: 274
Quote: Could have, would have, why bother? The crackers need work too so that they not only train and fix SEUCK games! :D

jazzasser: could be that you should stop typing and finnish off EoB instead ? ;-D <just an idea...>
2011-10-10 14:20
Mr. SID

Registered: Jan 2003
Posts: 424
As far as I can tell from Youtube videos, the Amstrad version has only half the animation framerate (they skipped every other frame) and doesn't use double-buffered drawing.
I can't stand to look at it for more than a few minutes. :)

But there's a lot more to it than just screen drawing and a bit of animation.
There's a detailed collision detection system which is quite complicated due to the many different movements the player can perform (lots of special cases that simple jump'n'runs don't have to worry about).
Then there's configurable enemy AI which gets progressively harder and not just because it has more hit points in later levels.
A good chunk of code is also dedicated to the various animated tiles, gates, chopping jaws, falling floors, etc.
Then there's a cutscene player using the game engine, a script engine to drive the animation of NPCs during the game (for certain one-off situations like the shadow man), and many other Apple2-specific bits, floppy code, keyboard and joystick scanning, music/sfx player and so on. Because the hardware is so primitive, these things are unusually complicated. Reading the current joystick direction or playing a beep on the speaker requires timed loops and stuff like that. We C64 coders are a bit spoiled in this regard.
2011-10-10 14:29
Oswald

Registered: Apr 2002
Posts: 5086
Quote: yes but when u actually look the game dispassionately, apart from the painters algorithm and the smooth animation, it doesnt actually do a fat lot does it?

i would say that many other c64 games have to keep track of an awful lot more data and don't use 32k to do it.

also on the amstrad forum i was told that cpc version runs on a 64k machine and it's graphics use alot more space than a 64.

Steve


Great news! I agree that 32k of code sounds a lot, but it does probably 10x times more stuff than we can think of at the moment. :)
2011-10-10 14:42
Mr. SID

Registered: Jan 2003
Posts: 424
I just did the calculation for the upper 64K bank (which contains the whole high-level game engine) and there's ~29K ($730d) bytes of actual code, not counting tables and other data.
The other bank contains the low-level bitmap drawing and floppy routines, so that adds another few KB.
2011-10-10 15:47
Burglar

Registered: Dec 2004
Posts: 1085
yay PoP! \o/

I don't think the size of the current implementation by mrsid is very interesting, it'll be more interesting to know why he choose the solutions he used.

When did you realize that 64k wouldn't be enough and what was the main cause?

Anyway, really looking forward to the game. Looks like a new Toki to me ;)
2011-10-10 17:49
Mr. SID

Registered: Jan 2003
Posts: 424
All will be revealed in due time... :)
2011-10-10 18:35
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: jazzasser: could be that you should stop typing and finnish off EoB instead ? ;-D <just an idea...>

Good idea! Actually... I'm working as fast as I can with the iPhone version atm: http://forums.macrumors.com/showthread.php?t=621515&page=2

It's soon finished. Then it's time to resume the c64-version now that I've reverse engineered the whole game!

(sorry for being OT)
2011-10-10 19:48
TWW

Registered: Jul 2009
Posts: 545
Looks awesome! Can't wait to see what that engine is capable off!

JackA: Yeah, EOTB woudn't be bad either 8-D.
2011-10-10 21:50
JCB
Account closed

Registered: Jun 2002
Posts: 241
Nice to see it finally coming to fruition. :)

Me and Ste shelved our version when you started to show Ste you were fairly advanced, although it's been a while since then and I had been getting itchy fingers to pick my code up again ;)
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