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Forums > C64 Productions > Eye of the Beholder
2018-06-16 06:41
JackAsser

Registered: Jun 2002
Posts: 1987
Eye of the Beholder

Resumed. Easy Flash.

https://youtu.be/dvWrimZUk40
 
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2018-06-18 10:24
HCL

Registered: Feb 2003
Posts: 716
Unbelievable!!
2018-06-18 18:00
Shadow
Account closed

Registered: Apr 2002
Posts: 355
I already commented on the FB post, but I got to say it again - amazing!

How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?

And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!
2018-06-18 18:42
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: I already commented on the FB post, but I got to say it again - amazing!

How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?

And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!


I spent 4 months in IDA Pro disassembler disassembling the DOS version and reimplemented it in Java and iOS. Years later ScummVM did the same so it’s a good reference to double check when I find my own sources weird. Though most often in those cases it has been bugs in the original.
2018-06-18 18:53
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: I already commented on the FB post, but I got to say it again - amazing!

How are you implementing all the rules/game-logic? Is the original game reverse-engineered so you have something to work from?

And the bitmap+sprite overlay does a splendid job with the graphics, nice to see what can be done when 50 fps isn't a requirement!


Regarding the bitmap, yes I’m amazed myself. Initially I had plans to let opaque chars to use the overlay also giving 3 variable and 4 global colors per char but it ate twice the memory natrually and was much slower to render.
2018-06-19 07:13
TWW

Registered: Jul 2009
Posts: 541
Personally, this is a work of art. Coding that UI stuff is a nightmare and making it that smooth (also the quality of the gfx) is very good to say the least.

Congrats!
2018-06-19 08:12
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Personally, this is a work of art. Coding that UI stuff is a nightmare and making it that smooth (also the quality of the gfx) is very good to say the least.

Congrats!


Thank you for the kind words! The UI is not so much a nightmare to code. It’s rather simple and straight forward but the sheer amount of it and the fact that it’s utterly boring makes it extremly tedious to do. I have UI stuff on the top of my todo. I just want to be finished with it asap. Sooooon done (working on the camp menu now)!
2018-06-19 22:40
WVL

Registered: Mar 2002
Posts: 885
Is looking wonderful! How many kb's are already used?
2018-06-19 22:43
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: Is looking wonderful! How many kb's are already used?

Around 800kb (still no intro, ending or chargen) but all other data is in. About 1kb ram left.
2018-06-20 09:20
WVL

Registered: Mar 2002
Posts: 885
So there's 200kb left, that should be plenty!
2018-06-20 09:28
JackAsser

Registered: Jun 2002
Posts: 1987
Quote: So there's 200kb left, that should be plenty!

Should be ok. I want to reserve 64kb for a quick slot save game though, but I might give the user to ditch the intro if they want to use the quick save option. We'll see.
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