David Murray, aka 'The 8-bit guy' is building an EMPIRE of ports for his latest game 'Attack of the Petscii Robots', originally released and sold as physical media for C64 + Vic-20 + PET (all 3 together) computers. Check out the current progress chart posted over this weekend. The x16 platform is the still unreleased off-the-shelf computer project he spearheaded himself, meant as a throwback to the era of 8-bit computers with swappable parts and easy to understand architecture, with some modern frills (Vera chip for graphics was a hard achieved compromise).
(C64 screenshot)
I'm tempted to offer my help for a vintage Mac port (iOs is fine, but *you know what I'm talkin' bout...*) but things definitely have to die down at work here first and it highly depends on how much assembly code has to be ported away from the original version. As I understand it (don't take this for truth, I'm not sure), if you petition to offer your help in a serious way, he may accept you as a collaborator and hand out the source code. As the game is tile based, it's not the longest game project ever.
(tile information corrected on 2021-11-12, corrections in bold)
AFAIK the tile area is 11x7 tiles², each tile being 24x24. If you went pixel perfect, it'd only use 264x168 pixels of the 512x342 of the B&W screen real estate. If you go for doubled chunky pixels and/or highest res patterns where it mattered, you use 528x338, overflowing on the width and leaving only a piddly 6 pixels in height for all the interface.
Next up is the commander-x16 screenshot:
(Commander x16 screenshot, from this video)
My rationale: this project is gaining so much momentum and David's game making tends to cover a large amount of platforms and video cards/resolutions, which makes it an easy, quick and thorough machine tester for graphics and sound. The System 6/7 platform gets so little new releases compared to other vintage machines. After all, a lot of platforms in the chart above are also getting some much needed love (the plus/4 and C128 come to mind).
(C64 screenshot)
I'm tempted to offer my help for a vintage Mac port (iOs is fine, but *you know what I'm talkin' bout...*) but things definitely have to die down at work here first and it highly depends on how much assembly code has to be ported away from the original version. As I understand it (don't take this for truth, I'm not sure), if you petition to offer your help in a serious way, he may accept you as a collaborator and hand out the source code. As the game is tile based, it's not the longest game project ever.
(tile information corrected on 2021-11-12, corrections in bold)
AFAIK the tile area is 11x7 tiles², each tile being 24x24. If you went pixel perfect, it'd only use 264x168 pixels of the 512x342 of the B&W screen real estate. If you go for doubled chunky pixels and/or highest res patterns where it mattered, you use 528x338, overflowing on the width and leaving only a piddly 6 pixels in height for all the interface.
Next up is the commander-x16 screenshot:
(Commander x16 screenshot, from this video)
My rationale: this project is gaining so much momentum and David's game making tends to cover a large amount of platforms and video cards/resolutions, which makes it an easy, quick and thorough machine tester for graphics and sound. The System 6/7 platform gets so little new releases compared to other vintage machines. After all, a lot of platforms in the chart above are also getting some much needed love (the plus/4 and C128 come to mind).
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