Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
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Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
>From: TGaArdvark@aol.com
>Reply-To: assembly-89@lists.ticalc.org
>To: assembly-89@lists.ticalc.org
>Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
>Date: Thu, 14 Sep 2000 18:39:56 EDT
>
>
> > I thought about doing the original zelda... then realized what a job it
> > would be. If a bunch of people got together to work on it, it would be
> > possible. Especially if you used a mix of C/ASM (C for ease of coding,
>ASM
> > for the stuff that just sucks done in C), I really think it would be
>doable.
> >
> > Anybody interested?
>
>Most of the gameplay is rather simple to program, but are
>we sure the calc can handle six or seven enemies moving
>around the screen, especially some of the more complex
>jumpers? Even the Nintendo can't handle a few of the
>rooms. I happen to have a book with all the maps and all
>the enemies in each map and all the locations of hidden
>secrets, etc. (And I have a copy of the game itself, both
>real and ROM (don't you dare e-mail me for it).) But I think
>I'd need to see a good commitment before I decided to
>scan that behemoth of a book.
>
>Definitely a noble pursuit in any case!
>
One should also take into account that the ports won't be done in color, and
probably won't have any sound either. Plus, the 89 has more raw processing
power; all this should at least help somewhat with prog speed compared to
the NES. (although since the NES DOES have more hardware dedicated to
graphics :-)
Pizza Of Hut's Infinite Wisdom #28: "Life is anything that dies when you
stomp on it."
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