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avatar_keith56

64K support in newly developed games - Does it matter to you?

Started by keith56, 13:02, 24 December 16

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Is it worth developing for 64K machines these days, or is everyone using 6128 or Emu?

64K - Yes! I still want 64K support in new games
5 (26.3%)
128K - No! I only use 128K+, developing for 64K machines is un-needed.
14 (73.7%)

Total Members Voted: 19

Sykobee (Briggsy)

Quote from: keith56 on 03:25, 26 December 16
Thanks for all the comments

>> Today, I think it would be nice to target 64KB (but could work from cassette), and 128KB with disk.

I think you hit an important nail on the head - The game will be 64k on Disk - I don't know how many people really own this configuration!
In theory a Tape version could be made, but I don't think I have the willpower to do it as the game is a heavy multiloader


I do have a 464 with a DDI-1 and no memory expansion (yet), although for a disk game I don't think it's too much to expect a person with a disk drive to also have at least another 64KB expansion these days.


Multiloaders should be disk IMO! I don't think anyone enjoyed cassette multiloaders. If the game will fit in 64KB because of that, and 128KB won't add anything, then go for it.

keith56

Quote from: TotO on 09:54, 26 December 16
GX4000 owners have 64K RAM, but up to 512K ROM... So, I don't see the problem.  :)
While the game is properly build to store only static data into the extended memory, it should work in the same way as 128K+ RAM machines.


The only problem is that I don't fancy writing code and testing for the two people who actually think the GX4000 is a good machine  :P :P :P


Yes, I do own one, and I was stupid enough to spend good money for games for it, but it's no mystery why it failed commercially!


In all seriousness though, I will bear in mind the abilities of the Plus Cart when I redesign my game engine next time, so there is the potential for a cart only version
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andycadley


Quote from: AMSDOS on 07:32, 27 December 16
Am I one of those two people?
Maybe. I know I definitely am, it's a lovely bit of kit and much unappreciated. Have been having a surprisingly productive xmas doing some GX coding, so maybe one day I'll finally persuade other people it's worth looking at again!

reidrac

Quote from: keith56 on 07:25, 27 December 16

The only problem is that I don't fancy writing code and testing for the two people who actually think the GX4000 is a good machine  :P :P :P


Oh, come on :D

Although to be fair I looked into the GX4000 to make a special edition of Magica and looks like is more involved than I was expecting and... I gave up (sorry). And I don't have a GX4000, so I'm not one of those two ;)

I wanted to add to the conversation that, at least in my case, I can't really afford the time to fill the extra memory that those 128K provide, specially as a solo developer.

I rather make 2-3 games a year than just one super-production that, at the end, is still a CPC game that has limited audience. I'm OK with putting 2-3 months of my free time on a 64K game that people may (or may not) play for a week, but it would depress me a bit in a 6+ month project :)

Some people around here will always ask you to use 128K, use extensions, put more content, more time, go bigger! like that was the sole objective of making games for a 30+ years old machine :)

So I still think is up to the developer; do whatever you want with you game!
Released The Return of Traxtor, Golden Tail, Magica, The Dawn of Kernel, Kitsune`s Curse, Brick Rick and Hyperdrive for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

andycadley


Quote from: reidrac on 11:07, 27 December 16
I wanted to add to the conversation that, at least in my case, I can't really afford the time to fill the extra memory that those 128K provide, specially as a solo developer.
This is a good point, it's why I don't really see the benefit in massive 4MB expansions and such, producing that much content is a significant extra effort. I do still think 128K is a sweet spot though, it doesn't have to mean any additional content as the extra memory can be put to good use to make development easier and take a little pain out of some of the more awkward aspects of the CPC hardware. Of  course if you can fit everything in 64K without struggling for memory, then go for it. If I can spend two months to get something working in 128K, rather than six to cram it all into 64K then it's a no-brainer at this point. YMMV.


keith56

Quote from: AMSDOS on 07:32, 27 December 16
Am I one of those two people?


Yeah, I know I'm being bitter... ;) I just cry that some of the better games on the system are things like Batman and Op Tbolt which have no real improvement over the cheapo disk version :'( - it could have been a good system, if the devs had been better onto it.
Chibi Akumas: Comedy-Horror 8-bit Bullet Hell shooter!
Learn ARM, 8086, Z80, 6502 or 68000 with my tutorials: www.assemblytutorial.com
My Assembly programming book is available now on amazon!

Carnivius

Quote from: keith56 on 12:21, 27 December 16

Yeah, I know I'm being bitter... ;) I just cry that some of the better games on the system are things like Batman and Op Tbolt which have no real improvement over the cheapo disk version :'( - it could have been a good system, if the devs had been better onto it.

though it did get a really good port of Pang which the regular CPC's did not... and that in itself annoyed me back then.  Would have loved Pang on my 464.

These days though the GX4000 is a fun machine when you get one of those C4CPC's on it.
Favorite CPC games: Count Duckula 3, Oh Mummy Returns, RoboCop Resurrection, Tankbusters Afterlife

zhulien

that's funny.  I was thinking about whether there is a market for 128MB games for CPC given that 128MB DOMs are now quite cheap.  10 128MB DOMs for about $100 is not bad...

Can be totally full of sound samples, lots of images, lots of music, hopefully a game that is more than a glue... but think of it, you could make Myst for CPC

keith56

The Pc Engine console did something similar
Spec wise it was below the Snes, it had an 8 bit cpc and 16 bit GPU


towards the end of its life, They slapped a CD drive on it, and a 2 megabyte memory upgrade, and started porting NeoGeo games to it!


it didn't save the system, but it's really something to see huge well animated sprites on a system that really shouldn't have been up to the job!
Chibi Akumas: Comedy-Horror 8-bit Bullet Hell shooter!
Learn ARM, 8086, Z80, 6502 or 68000 with my tutorials: www.assemblytutorial.com
My Assembly programming book is available now on amazon!

Munchausen

Quote from: andycadley on 16:17, 24 December 16
I got a 6128+ a few years back (with monitor) in excellent condition for £45 and at various points have seen perfectly workable 6128s for very low prices. I'm sure the increased popularity of Retro gaming has probably bumped things up in places and there are always some chancers of eBay trying to flog things at massively over-rated prices, but genuine bargains are there if you want one. If not, local flea markets or jumble sales are often worth a perusal.

I agree, I've bought two 6128s and paid less than £30 for each. The prices on ebay have skyrocketed in the last 3-4 years, so I think you need to be lucky now (try to find an auction ending at an odd time for example).

Back on topic, personally I don't think 64K support is that important, but it's up to the developer(s). There are still a lot of 464s out there after all.


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