| |
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.
|
|
... 75 posts hidden. Click here to view all posts.... |
| |
Oswald
Registered: Apr 2002 Posts: 5086 |
An article about the biggest obstacles and solutions would be very nice :) |
| |
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. |
| |
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. |
| |
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 |
| |
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 |
| |
STE'86
Registered: Jul 2009 Posts: 274 |
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.
Yeah. I have a fair idea of how it works really. seeing as how I did a fair chunk of the graphics used in the game :)
Steve |
| |
Linus
Registered: Jun 2004 Posts: 639 |
Quote: 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
Same here ;)
I thought a certain grumpy old man from denmark did the music, btw. |
| |
Mr. SID
Registered: Jan 2003 Posts: 424 |
No, that grumpy old man from Denmark was also too lazy. :) No hard feelings... |
| |
Soren
Registered: Dec 2001 Posts: 547 |
Well, the only thing fun doing soundwise on that projekt would be the sound effects... the original music itself sucks too much donkeyass and is very boring and annoying... So with that point of view I was surely not the best choise for converting the music. :-) |
| |
Soren
Registered: Dec 2001 Posts: 547 |
Now that Linus is a dad, we can expect him to grow very grumpy, due to lack of sleep, sex, party and whatsoever. :-)
Viruz - a few grumpy old men. ;-D |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 - Next |