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Sabre Wulf Remastered Preview V0.1 [2022] |
Credits :
SIDs used in this release :
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Pokefinder.org
Production Info Submitted by Raistlin on 13 September 2023
The start of a new dev-diary thing here: https://c64demo.com/remastering-sabre-wulf-part1/
Sorry that development is taking so long .. I'm hoping that this diary thing will help inspire me to get this thing done. I definitely owe it to Jon to finish this.
Game coding is definitely a different kettle of fish to making demos... | Production Info Submitted by Raistlin on 30 October 2022
We started this project after JonEgg redrew all the tiles for the C64 version of Sabre Wulf..
"Oh, I can easily hack those into the original!" I told him..
Then I found that the original had almost zero bytes of memory free.. and, although also using bitmap mode, it was only using 3 colours per char square instead of 4 (ie. for the coders.. they weren't storing any $d800-dbe7 data). Gah!
The plot routine from the game was also using the slowest method imaginable.. so a rewrite was needed.
Digging in deeper, I decided (fool!) that a complete remake/remaster was the better way to go... so:-
- new fog-of-war map (the original had none)
- intro sequence added .. and plans for an outro/completion sequence too
- 4 colours per char square
- pushed the screen out to be 320x200px .. the original was an "easy port" from Spectrum so was 256x184px... we kept the original map - but extended some hedges etc to fill the screen
- the game streams using Sparkle - loading 4x4 screens at a time.. the game has 16x16 (256) screens in total
- we have more memory available for sprites - so Jon's animations and so on are mostly in there now .. but we don't have AI yet
- the original had some bad exits/entrances between screens where they would actually hack the player position (by ~8px iirc) to ensure he doesn't get stuck. We fixed this properly in the map and tiles |
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