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Forums > C64 Productions > Sonic the Hedgehog for C64/128 + REU
2021-12-13 15:19
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



 
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2021-12-22 02:20
Jammer

Registered: Nov 2002
Posts: 1335
Quoting JackAsser
Also must finish Pinball Dreams...

Deal is still valid :P
2021-12-22 11:01
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.
2021-12-22 13:14
oziphantom

Registered: Oct 2014
Posts: 490
Quote: Quoting Neo-Rio
I 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.
2021-12-22 16:55
jcompton

Registered: Feb 2006
Posts: 70
Quoting oziphantom
so 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.
2021-12-23 00:40
Neo-Rio
Account closed

Registered: Jan 2004
Posts: 63
Oh well, there's always Sonic 2
...and Sonic & Tails 1 & 2
2021-12-23 05:32
Ksubi
Account closed

Registered: Nov 2007
Posts: 87
Perhaps a Zool conversion could use the same engine?
2021-12-23 05:49
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? ;)
2021-12-23 06:33
Krill

Registered: Apr 2002
Posts: 2969
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. :)
2021-12-23 12:53
Digger

Registered: Mar 2005
Posts: 427
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?
2021-12-23 13:08
Krill

Registered: Apr 2002
Posts: 2969
Quoting Digger
Was 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."
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