We worked up a very high level memory conversion map between the memory banks for the Apple IIs 128k and the C64 internal RAM and cartridge. He doesn't have time to lead a port but after exchanging some technical information he thinks Nox Archaist is a good candidate for a port using a cartridge. In the last few months, Robin 8-bit Show and Tell did a feature on Nox Archaist () and that led to a conversation with Per Olofsson (aka MagerValp) who from what I understand did the Gold/Remastered versions of Ultima III and IV for the C64. I'm sure we'veĪll seen too many retro projects get out over there skis and end up unfinished or rushed. Once we say we're doing a project we'll move heaven and earth to make it happen, but we don't make commitments lightly to be cautious about over extending our time and abilities. I didn't offer much encouragement in my answers to the port question because my philosophy, and 6502 Workshop's philosophy, is to underpromise and overdeliver. (and probably more) clearly make it the objectively better machine for gaming IMO. While I have nostalgia for the Apple II for what it is because I grew up with it, the C64s better graphics, hardware sprites, and cartridge support It was not for lack of desire, the C64 is an awesome platform and despite my being an Apple II enthusiast, I think the C64 is an objectively better gaming machine to the Apple II in many ways. We're thrilled there is so much interest in our game in theĪs was noted in a post above, I haven't given much encouragement in my answers to the question. We've been asked many times if there will be a C64 port of Nox Archaist, which is great. Nox Archaist creator & lead dev here - thanks for the discussion! Now, there's ways you could work around that (for starters, divide up the map data into screens and store it compressed, only unpacking the parts that the player is actually in.) But it's a non-trivial problem and involves a variety of tradeoffs. Plus, you may need meta-data like region coding (so you don't end up like FF1 and have bits of the early map that use the random-encounter data for a far later part of the game,) which takes up extra bits in the tilemap entry and shrinks the whole metatile space. And that's just if you want each of those to only border on a "default" type of open grassland (i.e. Consider: if you want to have, say, meta-tile types for mountains and forests with proper edging and corners so you can make nice-looking geography, that's 18 distinct entries right there (un-edged, four single edges, and four corners apiece.) Sea/water and desert are another 18, kicking you up to 36 total - over 1/8th of the entire 256-metatile space. The following material is licensed under a Creative Commons CC BY 4.0 license: Mockingboard driver by Tom Porter Mockingboard music by Eric Rangell pulse width modulation code by Kris Kennaway all artwork within the manual by the following artists: Jose Argibay, Nick Gazzarari, Bill Giggie, Robert Gomez, Tony Rowe, and Elyssa Torrence.Tilemap entries pack in a lot more information than you might think, depending on the game. The 6502 Workshop logo and Nox Archaist logo are trademarks of 6502 Workshop, LLC. Nox Archaist is Copyright © 2016-2021 6502 Workshop, LLC. We invite you to join our Discord server! Apple II hard drive and floppy disk images.Created on an Apple II computer, for faithful reproduction of 8-bit graphics. ![]() ![]()
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