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Monkey Island for Commodore 64 Ground Up

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Re: Monkey Island for Commodore 64 Ground Up

#71

Earlier quoted context omitted.

With a SID? No problem. I think the title track could be arranged very easily for three voices.

You can do amazing things with only a single SID channel. One of the most impressive examples is the in-game music of Hawkeye [1] which allows to use the remaining two channels for sound effects. [1] https://youtu.be/es-rWnVSJ1c

That was incredible.

Re: Monkey Island for Commodore 64 Ground Up

#72
post #27
post #9

Ambitious. I wonder how many floppies it will be.

The EGA version was 4 1.44MB disks for MS-DOS, IIRC. Let's say 5MB. That's about 30 disk sides or 15 disks in DD disks. Not that bad actually, and perhaps the C64 images are smaller or more compressible than the EGA ones... So this should be some kind of an upper limit.

Afaik Amiga was 4 720KB disks for 32 color version.

Re: Monkey Island for Commodore 64 Ground Up

#73
post #5

I wonder how do they want to overcome the memory limit? Or will it be using cartridge extensively?

Modern flash carts like EasyFlash and clones allow for absolutely cavernous cartridge images. As good examples, see the C64 ports of Prince of Persia and Eye of the Beholder, which run entirely from massive cartridge ROMs.

As always in demo scene we speak about limits we put on ourselves. If the contest is "64K game" this probably won't fit - but not sure. Thus my question.

Of course everything can be put on cartridge (fast) or a diskette (slow loading). If they decide on cartridge, correct me if I'm wrong, it won't work on emulators, right? Also characters and animations must fit in memory too. There are so many technical barriers to be sorted out aside from the backgrounds. That's all what I am wondering about.

Re: Monkey Island for Commodore 64 Ground Up

#74
post #72
post #27

Earlier quoted context omitted.

The EGA version was 4 1.44MB disks for MS-DOS, IIRC. Let's say 5MB. That's about 30 disk sides or 15 disks in DD disks. Not that bad actually, and perhaps the C64 images are smaller or more compressible than the EGA ones... So this should be some kind of an upper limit.

Afaik Amiga was 4 720KB disks for 32 color version.

DD floppies. Amiga's track format got 880KB out of these.

Notably, this is one game that needed RAM expansion on A500, would not work with just the builtin 512KB.

C64 can cheat via cartridge mapper.

Re: Monkey Island for Commodore 64 Ground Up

#75
post #71

Earlier quoted context omitted.

You can do amazing things with only a single SID channel. One of the most impressive examples is the in-game music of Hawkeye [1] which allows to use the remaining two channels for sound effects. [1] https://youtu.be/es-rWnVSJ1c

That was incredible.

That was made by Jeroen Tel, one of the wizards of the C64 music scene. See this for another example of a technical feat with the SID chip:

https://www.youtube.com/watch?v=qYnwR16NbPE

Re: Monkey Island for Commodore 64 Ground Up

#76

The good old Commodore did not have nearly enough memory to store all these beautiful images as screen sized bitmaps. Most of the games used text mode with a custom character set. I always wondered how this worked on the Amiga and PC ports of the classic games. Did they just copy the approach and use text mode as well or did they use proper bitmap images as backgrounds? Same question for games that were native to the…

Text mode with user-definable multi-colour characters was mostly a 8-bit exclusive feature. Another reason C64 used that trick was the hardware scroll feature, which allowed shifting the whole screen between 0 to 7 pixels. It was much faster to copy 25x80 characters (as compared to copying a hires/multicolour bitmap with a 8 pixel offset) after the 7th pixel, and reset the scroll bit to 0.

Re: Monkey Island for Commodore 64 Ground Up

#77
post #73

Earlier quoted context omitted.

Modern flash carts like EasyFlash and clones allow for absolutely cavernous cartridge images. As good examples, see the C64 ports of Prince of Persia and Eye of the Beholder, which run entirely from massive cartridge ROMs.

As always in demo scene we speak about limits we put on ourselves. If the contest is "64K game" this probably won't fit - but not sure. Thus my question. Of course everything can be put on cartridge (fast) or a diskette (slow loading). If they decide on cartridge, correct me if I'm wrong, it won't work on emulators, right? Also characters and animations must fit in memory too. There are so many technical barriers to…

Most emulators support .crt images, including large ones like these, so if this is their chosen distribution format they should work just fine on an emulator. They would also be okay on systems like the Ultimate 64, or real machines with EasyFlash or a 1541-Ultimate (which I use with my 128DCR).

Re: Monkey Island for Commodore 64 Ground Up

#78
post #37

Looks good, I had a C128 but played The Secret of Monkey Island around its release but didn't know there was an EGA version. It looks like the two were released apart by just a few months. Definitely in this era the C64 hardware held up better for longer than expected. I didn't feel the x86 side caught up and surpassed the C64 as an entire package in both graphics and sound until the 486 era. A platform that was trul…

My AMD 286 with a sound blaster absolutely destroyed a C64 in games. Gosh, I played Monkey Island VGA and Wing Commander on it.

I’m not sure how well Wing Commander would have run on that machine. It had to have been borderline, slow or choppy. I played Wing Commander on a 386.

That’s also a combination that I don’t remember too many people having. A Sound Blaster and a VGA card in a 286. Yes in some ways with that particular combination, you’d be rising above the Commodore. But it’s a bit unusual.

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