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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 comeĀ…

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 15:47
Burglar

Registered: Dec 2004
Posts: 1088
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 ;)
2011-10-10 22:02
Mr. SID

Registered: Jan 2003
Posts: 424
Pete,

I'd still love to see what you can come up with. You're probably on the right track, but it's gonna be tough.
2011-10-10 22:07
JCB
Account closed

Registered: Jun 2002
Posts: 241
Yeah, there was always contingencies for compromises when we started planning it, like Ste said the possibility of dropping frames etc. I might pick it up again then if it does get finished at least there'll be a fast loading as accurate as possible version for people with carts and a disk loading somewhat different version.
2011-10-10 22:35
Yogibear

Registered: Aug 2003
Posts: 223
I still haven't heard who did the music or isn't there any?
2011-10-10 22:41
Burglar

Registered: Dec 2004
Posts: 1088
Quoting Yogibear
I still haven't heard who did the music or isn't there any?

converted/emulated? music with sfx by conrad, so I heard
2011-10-11 05:26
Angel of Death

Registered: Apr 2008
Posts: 211
Quoting STE'86
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?

Well... the main problem is (apart from the amount of animation frames) is the amount of colors (without exception 5 including BG) in the actors and the nice gimmick of moving behind scenery.
If you'd do it all in sprites the amount of frames could be handled. (Cadaver's metal-warrior used all kind of tricks like packing and mirroring) But you'll be stuck with the other two problems. (defining another sprite for just 5 pixels of hair. or dynamically building sprites for various parts of scenery that have to move in front of you)
That could be solved by using bitmap-based graphics but that takes a lot of speed-code to get a decent frame-rate.
Anyways. mr.SID seems to have solved it so we'll just have to see.
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