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Forums > CSDb Entries > Release id #126927 : Mythos - Battle for Aivanor
2015-07-15 19:14
Pegasus

Registered: Feb 2002
Posts: 7
Release id #126927 : Mythos - Battle for Aivanor

Okay, so it's been my dream to have a high-quality adventure game editor on the C-64. Seeing the Mythos preview whetted my appetite for it anew (though I was originally thinking character-based graphics a la NES Zelda.) I understand that precisely-timed DMA delay is how the full-screen multicolor graphics are "scrolled" so there's no memory left for anything else on an unexpanded C64. (Not sure how much CPU time is left either.)

But for the sake of dreaming, what if the hardware was a C128 with a 512K REU? Would there then be enough memory (and CPU time, taking advantage of the REU's DMA) to be able to have working gameplay elements (and sound) as well? What about loading map chunks from fast disk (uIEC preferably,) like the SNES Zelda does when you get to the edge of an area and there's a depack pause?
2015-07-15 19:41
algorithm

Registered: May 2002
Posts: 702
The AGSP method in Mythos would infact use less memory than the traditional software bitmap scroll (double buffer) and far less cpu time (although may be unstable on some c64 systems due to the dma-delay usage) gfx data in tile format would only use slightly more ram (for additional color data) on top of d800
2015-07-16 07:21
Oswald

Registered: Apr 2002
Posts: 5029
traditional soft bmp scroll ?? dont remember any game using it
2015-07-16 07:42
algorithm

Registered: May 2002
Posts: 702
Not many. But stormlord was an example.
2015-07-16 07:51
Oswald

Registered: Apr 2002
Posts: 5029
ah I see, thought its flipscreen, never saw it in action so far O:-)
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