| |
Mr. SID
Registered: Jan 2003 Posts: 424 |
Sonic the Hedgehog for C64/128 + REU
We're proud to announce Sonic the Hedgehog for Commodore 64/128 + REU (PAL and NTSC).
This is the first game that has exclusively been designed for the REU, to make a fast and smooth full-screen scrolling version of Sonic with little compromises.
This game is a direct port of the SEGA Master System 8-Bit version of Sonic the Hedgehog, with about 64 KB of code hand-translated from the Z80 to the 6502 architecture.
The game will be released as a free download in the coming weeks (exact release date to be announced).
It requires a C64 or C128 (in C64 mode), a compatible REU of at least 256 KB, a compatible drive (.d64 and .d81 images will be provided) and any joystick or gamepad (no extra buttons required). On NTSC, a C128 or other CPU accelerator is highly recommended.
In the mean time, here's a trailer and some screenshots:
https://www.youtube.com/watch?v=jGp4a00OeRs
|
|
... 63 posts hidden. Click here to view all posts.... |
| |
Jammer
Registered: Nov 2002 Posts: 1335 |
Quoting JackAsserAlso must finish Pinball Dreams...
Deal is still valid :P |
| |
Oswald
Registered: Apr 2002 Posts: 5086 |
I dont think dune 1 is very doable, remember all those globe-map views. The map is essentially on a 3d sphere. Also the orni flying scenes would suffer horribly. Then the characters layered on top of backgrounds wouldnt work well in 160x200 and with the multicolor bitmap coloring limits. |
| |
oziphantom
Registered: Oct 2014 Posts: 490 |
Quote: Quoting Neo-RioI just wonder how this achievement is ever going to be topped. There's plenty of other popular videogames that could have a C64 port (or improved on from the official versions).
King's Quest. It's right up there with Prince of Persia on the "hey wait a sec, it was on the Apple IIe!" scale.
the issue is the bitmap mode. The drawing commands don't handle the 64 very well. However the VDCM mode which is 160x100 16 colours works fine, so all one would have to do is port the quill engine and done. You also have 128K for the larger adventures. |
| |
jcompton
Registered: Feb 2006 Posts: 70 |
Quoting oziphantomso all one would have to do is port the quill engine and done.
Am I missing something? Original King's Quest was AGI engine, not The Quill. |
| |
Neo-Rio Account closed
Registered: Jan 2004 Posts: 63 |
Oh well, there's always Sonic 2
...and Sonic & Tails 1 & 2 |
| |
Ksubi Account closed
Registered: Nov 2007 Posts: 87 |
Perhaps a Zool conversion could use the same engine? |
| |
Hate Bush
Registered: Jul 2002 Posts: 462 |
Quote: Perhaps a Zool conversion could use the same engine?
-1, why convert Zool if there's a shitload of games that are actually good out there? ;) |
| |
Krill
Registered: Apr 2002 Posts: 2971 |
Sorry to be that guy, but can you go over to Lemon64 or something to talk about your dream game ports to C-64? =)
As for the topic, i'd like to read something more about the technicalities.
Like, how much data is DMA'd on average, per video frame, min/max, to/from, in border or everywhere, etc. :) |
| |
Digger
Registered: Mar 2005 Posts: 433 |
Amazing port! Wondering if more games would be made for REU back in '80/90s would contribute to its popularity. Was the REU price the barrier? |
| |
Krill
Registered: Apr 2002 Posts: 2971 |
Quoting DiggerWas the REU price the barrier? Absolutely. RAM came at a premium back then.
A quick websearch brought this up:
"In my March 1987 issue of COMPUTE's Gazette, I found an ad for the 1750 in the back of the magazine. It cost $169, which is the equivalent of $375 in 2019 US dollars. For half a meg. As a comparison, that same vendor sold an entire C128 machine in 1987 for $239." |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 - Next |