A retro crpg

Sometimes there are many distractions in life, and I feel I am my own worst enemy.  I have not even finished my current retro-styled CRPG, but ofcourse I have kicked some notes and code around for a C64/C128 CRPG.

Random thoughts to follow;

Going to utilise a 1 bit fastloader, something like u3load (because the routine is public and it is also supported by ultimate1541-ii), this lets me get a ‘fastload’ as well as music/gfx during load to retain felxability.
I’ve already written simple scripts that will be turned into native 6502/6510,6809 code. Targeting C64, (maybe apple2) and Coco3.

The coco3 makes it nice that it has a good stack of ram, the C128 obviously gives you a nice amount to play with, but the C64 can be constraining, memory mapped IO ports all over the map. I’m hoping I can decouple the kernel so I get the full 64kb ram, but if there is a cartridge or REU, I’ll loose 8kb.

The plan would be to have a simple API in place, a few kb ram with a jump table giving basic routines, whose sole job is to load/unload the scripts. If I can’t nuke the kernel rom space, I can nuke the basic rom and give myself about 50kb.

I’ve already got an experimental script compiler outputting 6510 asm. I need to get it to interface with CC65..

sigh.. I dont think I’ll multiplex sprites but I need to try and get the fastest tile rendering routine I can out of the C64’s MCM mode…

Posted by Stu on 03/27 at 09:41 PM
Filed Under : ComputersDevelopmentFishguts
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  1. Picture of Simeon Simeon -- Mar 28th, 2010 12:01 PM

    Oh my, not just making retro style games. Your now building them for systems nobody plays on. This is a new level of madness. I’ll read ever post. But it’s still madness.

  2. Picture of Stu Stu -- Mar 28th, 2010 12:07 PM

    You’d be surprised at the number of people who still use VICE for c64/c128 games smile CoCo3 has a devoted following, so does Apple2E..

  3. Picture of Adamantyr Adamantyr -- Apr 5th, 2010 01:13 AM

    And the TI-99/4a!

    Retro games are no less difficult to make than modern games… trust me. It’s all the same design work, with tight constraints like a mobile platform (low memory, lots of hardware bottlenecks) and really crappy compilers and debuggers.

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