After a few years of silence, I want to share two current screenshots of my long time work-in-progress C64-styled RPG "Albareth".
It's going to be a party-based roguelike skirmish battler, in which you free procedurally generated islands from evil. I use Unity for development, because I'm not skilled enough to program on a real C64. Please expect not release in the near future. :) #gamedev#roguelike#indiedev#c64#unity
Since I had most of the prep work done, I could quickly add the sprite streaming logic. Now the traffic consists of four different car models: sedans, pickups, hatchbacks and vans, requiring 336 unique sprites altogether. This is a stress test showing all cars at a standstill, which requires the highest amount of data to be shuffled in every frame. This is just on the boundary of what seems possible on a stock #C64.
My new old C64 is back in my possession. It is the model I owned as a kid in 1982/83. With a serial number towards the 400.000th built in Western Germany. It has the keyboard of the predecessor, the VIC-20.
Now I need two things next:
a new PSU to power up the beast
the Ultimate 1541 IIL expansion with lots of good and modern stuff on it
I'm looking forward to diving back into everything C64 :-) ...
But it’s stupid slow! 50bps, not 300bps! So prerecorded #Commodore 8-bit software bootstraps “turbotape” code to use a faster and compressed, but still digital, format.
Using turbotape, you could hypothetically fit roughly 3 megabytes on your 120-minute #C64 cassette! So #Cyberpunk2077’s #AprilFools 97,619 1.44MB floppies could theoretically span only 43,885 datasettes, plus any code needed to stitch the split code together. (2/3)
I finally managed to piece together the new sprite multiplexing system to display a record number of cars (with overlays!) in a #C64 racing game with a 3D perspective. The next step is to add some content streaming logic so we could see several different models at the same time. I'm still not sure how feasible that is, but I'm hopeful.
It's a nice exercise for the readers familiar with C64 programming to try to figure out how this system works. 😉
Bugs Bunny: Private Eye, an unreleased Commodore 64 game created in 1992 but canceled due to the closure of its developers Hi-Tec Software, was completed and released in 2012 via Games That Weren't.
Love the look of this Commodore 64 inspired keyboard. The only gripe I have? There are no PETSCII characters on the keys. #Commodore64#8bitdo#omgubuntu
The Fami Edition has Japanese glyphs next to Latin, so the omission of PETSCII graphic glyphs on the #C64 Edition is just lazy. So is the “Win” key without a #Commodore logo.
I’d need a #Mac version of the software along with Fn, Command ⌘, Option ⌥︎, and Return key caps to consider it anyway.
It turns out that my new multimeter has a relatively decent frequency counter. Good enough to see that there is a clock on the CPU! Question is: how high can it count...? #commodore#c64#c1541#floppydisk
La tastiera meccanica che 8BitDo ha fatto per il NES e per il Famicom era ottima, ed io adoro il Commodore 64... MA... non so spiegarne il perchè, ma questo nuovo design con i colori classici del "biscottone" non riesce a conquistarmi.
Please help with the effort to restore and preserve the first commercial #VirtualWorld / #Metaverse: QLink's Club Caribe (built on Lucasfilm's Habitat) !
We're opening up the Club Caribe restoration project to everyone and we need your help!
It's been 30 years since the service shut down, but we have images + footage of almost 300 unique rooms or regions that can be rebuilt in the browser using a simple tool @SpindleyQ
created.
It's never been more viable to rebuild this pioneering world than today.
Connecting the hatchery where new avatars arrived in Club Caribe up to the rest of the world is going great! Almost at the point of being able to connect up these new areas to the areas I recreated 6 years ago and then we will have ourselves a party.
Here’s how the new Avatar region flow looks currently