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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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2011-10-11 05:53
Oswald

Registered: Apr 2002
Posts: 5022
An article about the biggest obstacles and solutions would be very nice :)
2011-10-11 06:26
Conrad

Registered: Nov 2006
Posts: 833
Quote: Quoting Yogibear
I still haven't heard who did the music or isn't there any?

converted/emulated? music with sfx by conrad, so I heard


You're half-correct! :)
I'm responsible for sound programming and sfx stuff this time. Music will be by Mr.SID I think.
2011-10-11 07:11
Oswald

Registered: Apr 2002
Posts: 5022
Quote: Quoting STE'86
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?

Well... the main problem is (apart from the amount of animation frames) is the amount of colors (without exception 5 including BG) in the actors and the nice gimmick of moving behind scenery.
If you'd do it all in sprites the amount of frames could be handled. (Cadaver's metal-warrior used all kind of tricks like packing and mirroring) But you'll be stuck with the other two problems. (defining another sprite for just 5 pixels of hair. or dynamically building sprites for various parts of scenery that have to move in front of you)
That could be solved by using bitmap-based graphics but that takes a lot of speed-code to get a decent frame-rate.
Anyways. mr.SID seems to have solved it so we'll just have to see.


Looking at the screenshots, I dont see need for any overlay sprites and when scenery has to be in front of a sprite you can simply punch a hole in the sprite, so it looks like its behind.
2011-10-11 09:11
Ksubi
Account closed

Registered: Nov 2007
Posts: 87
Looks fantastic! Mr. Sid has some projects under way, thats for sure... and what a way to celebrate my birthday with the release of this gem :D
2011-10-11 10:10
Skate

Registered: Jul 2003
Posts: 491
@oswald: "punch a hole" is the most original description used i've ever heard for sprite masking technique. :D
2011-10-11 15:28
STE'86

Registered: Jul 2009
Posts: 274
Quote: Quoting STE'86
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?

Well... the main problem is (apart from the amount of animation frames) is the amount of colors (without exception 5 including BG) in the actors and the nice gimmick of moving behind scenery.
If you'd do it all in sprites the amount of frames could be handled. (Cadaver's metal-warrior used all kind of tricks like packing and mirroring) But you'll be stuck with the other two problems. (defining another sprite for just 5 pixels of hair. or dynamically building sprites for various parts of scenery that have to move in front of you)
That could be solved by using bitmap-based graphics but that takes a lot of speed-code to get a decent frame-rate.
Anyways. mr.SID seems to have solved it so we'll just have to see.


Yeah. I have a fair idea of how it works really. seeing as how I did a fair chunk of the graphics used in the game :)

Steve
2011-10-11 15:53
Linus

Registered: Jun 2004
Posts: 638
Quote: Looks fantastic! Mr. Sid has some projects under way, thats for sure... and what a way to celebrate my birthday with the release of this gem :D

Same here ;)

I thought a certain grumpy old man from denmark did the music, btw.
2011-10-11 15:54
Mr. SID

Registered: Jan 2003
Posts: 421
No, that grumpy old man from Denmark was also too lazy. :) No hard feelings...
2011-10-11 17:39
Soren

Registered: Dec 2001
Posts: 547
Well, the only thing fun doing soundwise on that projekt would be the sound effects... the original music itself sucks too much donkeyass and is very boring and annoying... So with that point of view I was surely not the best choise for converting the music. :-)
2011-10-11 17:41
Soren

Registered: Dec 2001
Posts: 547
Now that Linus is a dad, we can expect him to grow very grumpy, due to lack of sleep, sex, party and whatsoever. :-)
Viruz - a few grumpy old men. ;-D
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