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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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... 75 posts hidden. Click here to view all posts.... |
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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. |
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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. |
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Yogibear
Registered: Aug 2003 Posts: 223 |
I still haven't heard who did the music or isn't there any? |
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Burglar
Registered: Dec 2004 Posts: 1085 |
Quoting YogibearI still haven't heard who did the music or isn't there any?
converted/emulated? music with sfx by conrad, so I heard |
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Angel of Death
Registered: Apr 2008 Posts: 211 |
Quoting STE'86yes 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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Oswald
Registered: Apr 2002 Posts: 5086 |
An article about the biggest obstacles and solutions would be very nice :) |
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Conrad
Registered: Nov 2006 Posts: 847 |
Quote: Quoting YogibearI 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. |
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Oswald
Registered: Apr 2002 Posts: 5086 |
Quote: Quoting STE'86yes 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. |
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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 |
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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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