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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 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: 1085
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.
2011-10-11 05:53
Oswald

Registered: Apr 2002
Posts: 5086
An article about the biggest obstacles and solutions would be very nice :)
2011-10-11 06:26
Conrad

Registered: Nov 2006
Posts: 847
Quote: 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


You're half-correct! :)
I'm responsible for sound programming and sfx stuff this time. Music will be by Mr.SID I think.
2011-10-11 07:11
Oswald

Registered: Apr 2002
Posts: 5086
Quote: 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.


Looking at the screenshots, I dont see need for any overlay sprites and when scenery has to be in front of a sprite you can simply punch a hole in the sprite, so it looks like its behind.
2011-10-11 09:11
Ksubi
Account closed

Registered: Nov 2007
Posts: 87
Looks fantastic! Mr. Sid has some projects under way, thats for sure... and what a way to celebrate my birthday with the release of this gem :D
2011-10-11 10:10
Skate

Registered: Jul 2003
Posts: 494
@oswald: "punch a hole" is the most original description used i've ever heard for sprite masking technique. :D
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