Hi guys,
I'm reaching out on behalf of David Murray of the 8-Bit Guy YouTube
channel. He is looking for somebody who'd be interested in taking the
lead on porting a project (C64 -> Apple II), in exchange for a share of
the profits from distributing the game.
Attack of the PETSCII Robots https://www.youtube.com/watch?v=6d-B9_iwcl8&ab_channel=The8-BitGuy
I'm wondering anyone here might be interested or knows somebody who
might be interested?
Thanks.
-Mark
On Sun, 10 Jan 2021, mark.l...@gmail.com wrote:
Hi guys,
I'm reaching out on behalf of David Murray of the 8-Bit Guy YouTube channel. He is looking for somebody who'd be interested in taking the
lead on porting a project (C64 -> Apple II), in exchange for a share of the profits from distributing the game.
Attack of the PETSCII Robots https://www.youtube.com/watch?v=6d-B9_iwcl8&ab_channel=The8-BitGuy
I'm wondering anyone here might be interested or knows somebody who
might be interested?
Thanks.
--- Synchronet 3.18b-Win32 NewsLink 1.113-Mark
I don't know how well I'd be able to run such a project though I kind-of proposed the idea over on his FB group.
Could try to be involved in such, at least. Especially to see if a
"PETSCII mode" could be done well enough on the /// ;p
-uso.
Steve,
Thanks for the reply!
He's hoping to find somebody he can turn over the 6502 source, maps and graphics to who can run with it. Realistically, such an effort may be
best tackled by multiple people. Is there any particular part of the
project that you think may be able/interested in working on?
Since Apple III would significantly limit the audience , he's hoping to
do a 64k release for Apple II+ and above, or if 128k is needed, for
Apple IIe 128k systems and and above.
It is a really amazing accomplishment and looks to be a great game for the PET.
I would start by taking the PET version and porting it to the 48K Apple II. It should be able to run with few changes in TEXT mode to start. It would look horrible, and you'd lose 1 line of text as the Apple II is 24 rows, and the Commodore has 25 rows. This would be a starting point.
PETSC][ ROBOTS
Next, I would do what he did with the C64 and VIC-20 ports from the PET. I have some ideas on how to jazz up the display like he did on the C64
version: use the Apple hi-res bitmap(s). And perhaps scale back like he did on the VIC-20 version because there are some technical challenges to the
game play: speed and making things look reasonably good.
* The displays are different.
The (1977) Apple II:
8K bitmap with it's lovely arrangement in memory
effectively 140 x 192 with color (squashed aspect ratio like the VIC-20?)
or, 280 x 192 monochrome (like the PET text but up to 8 times slower because bitmap)
vs.
The (1982) C64:
1k color map + 1k text
editable fonts and the memory fonts consume
sprites and the memory sprites consume
effectively 320 x 200 without using the bitmap
It probably makes sense to target a 64K ProDOS version, but a 48K DOS 3.3 version should also be possible.
I don't know much about mockingboard, but it might be an option for music. Some simple sounds out the old Apple $C030 hooter should be possible too.
It is a really amazing accomplishment and looks to be a great game for the PET.--- Synchronet 3.18b-Win32 NewsLink 1.113
I would start by taking the PET version and porting it to the 48K Apple II. It should be able to run with few changes in TEXT mode to start. It would look horrible, and you'd lose 1 line of text as the Apple II is 24 rows, and the Commodore has 25 rows. This would be a starting point.
PETSC][ ROBOTS
Next, I would do what he did with the C64 and VIC-20 ports from the PET. I have some ideas on how to jazz up the display like he did on the C64 version: use the Apple hi-res bitmap(s). And perhaps scale back like he did on the VIC-20 version because there are some technical challenges to the game play: speed and making things look reasonably good.
* The displays are different.
The (1977) Apple II:
8K bitmap with it's lovely arrangement in memory
effectively 140 x 192 with color (squashed aspect ratio like the VIC-20?) or, 280 x 192 monochrome (like the PET text but up to 8 times slower because bitmap)
vs.
The (1982) C64:
1k color map + 1k text
editable fonts and the memory fonts consume
sprites and the memory sprites consume
effectively 320 x 200 without using the bitmap
It probably makes sense to target a 64K ProDOS version, but a 48K DOS 3.3 version should also be possible.
I don't know much about mockingboard, but it might be an option for music. Some simple sounds out the old Apple $C030 hooter should be possible too.
48K with DOS 3.3 is probably doable. 64K with ProDOS is almost certainly >doable.
In article <alpine.DEB.2.21.2101140352220.22851@sd-119843.dedibox.fr>,
Steve Nickolas <usotsuki@buric.co> wrote:
48K with DOS 3.3 is probably doable. 64K with ProDOS is almost certainly
doable.
Another point in ProDOS's favor: you can easily hook in a Hi-Res character generator that can then be manipulated with the usual PRINT, HTAB, VTAB,
etc. commands. I wrote one years ago...thought it was DHR-only, but it does Hi-Res as well. I went looking through my archives, found it, and put it up on GitLab:
https://gitlab.com/salfter/hr-dhr-character-generator/
Look under releases for the original archive. For PETSCII, you'd need to create the additional characters and modify the generator code to use them. I'd guess the easiest way to do that would be to create a second character set and pull from that in inverse mode. You'll lose inverse text, but it'll let you define 96 (or maybe 128?) completely different characters.
_/_
/ v \ Scott Alfter (remove the obvious to send mail)
(IIGS( https://alfter.us/ Top-posting!
\_^_/ >What's the most annoying thing on Usenet?
I can do a little better. The HRCG I am using just needs one normal set defined to save memory.Another point in ProDOS's favor: you can easily hook in a Hi-Res character generator that can then be manipulated with the usual PRINT, HTAB, VTAB, etc. commands. I wrote one years ago...thought it was DHR-only, but it does
Hi-Res as well. I went looking through my archives, found it, and put it up
on GitLab:
https://gitlab.com/salfter/hr-dhr-character-generator/
Look under releases for the original archive. For PETSCII, you'd need to create the additional characters and modify the generator code to use them.It might be more ideal to decouple it from PRINT and call it directly
I'd guess the easiest way to do that would be to create a second character set and pull from that in inverse mode. You'll lose inverse text, but it'll
let you define 96 (or maybe 128?) completely different characters.
seeing that we are dealing with a program written in 6502, rather than
BASIC - that way you could theoretically go all the way up to 256 glyphs,
or maybe more as necessary. (Even the full C64 version uses character graphics, albeit with a loadable font; something which the Apple ][ cannot do but which, as above, is not hard to fake.)
Here is my attempt at approximating the 128 PETSCII (graphics mode) glyphs for an Apple ][.
The only bad thing about using color on the Apple II are that his tiles
are based on 3x3 characters instead of 4x3.
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