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Forums > CSDb Discussions > Prince of Persia for Commodore 64/128
2011-10-09 19:28
Mr. SID

Registered: Jan 2003
Posts: 421
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.





 
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2011-10-10 10:30
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: couldn't it take advantage of the REU, then?

Could have, would have, why bother? The crackers need work too so that they not only train and fix SEUCK games! :D
2011-10-10 10:33
Krill

Registered: Apr 2002
Posts: 2847
Ah, finally! And still looks very promising :)

Will you also release the source so people can tweak it easily and maybe find a few more worthwhile trade-offs to make it all fit in RAM nicely? :)

This somehow reminds me of the classic TOKI-case where crackers did have to pull a few tricks like re-writing the sound/music player etc. - Of course, an experienced programmer like you did use all the tricks in the book already.

But you never know what other people are capable of coming up with.. :D
2011-10-10 10:40
Mr. SID

Registered: Jan 2003
Posts: 421
Quote: I thought the Apple II also had only 64 kb of memory or does the original Prince of Persia need additonal ram or also a cartridge?

No, it requires an Apple IIe, IIc or IIgs, those come with at least 128K by default.
2011-10-10 10:53
The Human Code Machine

Registered: Sep 2005
Posts: 110
I found the POP source code documentiaon on Jordan Mechner's homepage and the game seems to use the full 128kb of ram. Would still be interesting to look into the possibility to sequeeze the game into a stock c64 and a 1541 floppy drive.
2011-10-10 11:07
Skoe
Account closed

Registered: Jan 2008
Posts: 34
The question is if one really has more fun with more loading time ;)
2011-10-10 11:10
Mr. SID

Registered: Jan 2003
Posts: 421
Quote: I found the POP source code documentiaon on Jordan Mechner's homepage and the game seems to use the full 128kb of ram. Would still be interesting to look into the possibility to sequeeze the game into a stock c64 and a 1541 floppy drive.

There's someone trying to do that, but I have no idea if it possible with his approach.
2011-10-10 13:17
STE'86

Registered: Jul 2009
Posts: 274
to have any chance of fitting the game into 64k, one would have to rewrite it to use charset instead of bitmap based graphics.

feasible certainly, but definitely not just "a mod". one would also find that all the background graphics would need to be redone to align to byte boundaries. and the animation frames would probably need to be evaluated with a view to stripping out extraneous animation data. (the excessive 15 frame animation to drink a potion springs to mind right away)

oh and i would take Mechners memory breakdown with a pinch of salt, as i seem to recall it claiming 48k for code. 48k in an 8bit is one hell of a lot of code for what amounts to a platform game.

Steve
2011-10-10 13:30
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: to have any chance of fitting the game into 64k, one would have to rewrite it to use charset instead of bitmap based graphics.

feasible certainly, but definitely not just "a mod". one would also find that all the background graphics would need to be redone to align to byte boundaries. and the animation frames would probably need to be evaluated with a view to stripping out extraneous animation data. (the excessive 15 frame animation to drink a potion springs to mind right away)

oh and i would take Mechners memory breakdown with a pinch of salt, as i seem to recall it claiming 48k for code. 48k in an 8bit is one hell of a lot of code for what amounts to a platform game.

Steve


Indeed... as Mr. Sid pointed out to me one day on IRC: The tiles in the original graphics are 63 lines high, not 64, making char mode and $d800-colorram a living hell on the C64.
2011-10-10 13:33
Mr. SID

Registered: Jan 2003
Posts: 421
The 48K of code is quite accurate, but it includes tons of tables for all kinds of purposes.
Don't have the exact number here, but if you want to count just the actual code it's somewhere in the neighbourhood of 32K.
2011-10-10 13:52
STE'86

Registered: Jul 2009
Posts: 274
yes 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?

i would say that many other c64 games have to keep track of an awful lot more data and don't use 32k to do it.

also on the amstrad forum i was told that cpc version runs on a 64k machine and it's graphics use alot more space than a 64.

Steve
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