On 10/19/2021 at 1:17 PM, Ed Minchau said:
Dragon's Lair might seem like a lot, but it mostly isn't full motion video; most of the time it is a static background, the stuff moving in the foreground is usually only a couple of things, like Dirk and the Lizard King. The moving stuff could be sprites, so it's only a background image and then a couple kb per frame. I've actually seen a version of Dragon's Lair for the VIC-20.
The graphics for Dragon's Lair were made by an animation studio full of people trained in 2D hand-drawn cel animation. Even if it is possible to 'hijack' the X16's sprite system to try and show frames of cel animation instead of moving sprites, no one here is likely to have the humanpower it would take to create animation like that in the first place.
That said, I'm interested in that VIC-20 version; I'll have to search for that. I wonder why someone would port that... the game didn't exactly have good gameplay, it was only really known for the animation.
On 10/22/2021 at 11:08 AM, Tatwi said:
Oh yeah, I totally agree that porting existing software to another platform is a great way to learn. It's just not really all that interesting for everyone else, because they can already use that software on the original platform.
I used to be involved in the SmileBASIC community, back around 2015 or so. This is a commercially available BASIC implementation for the Nintendo 3DS (via the eShop) made by a small Japanese company; I think there's a Switch version now too but I don't have a Switch yet.
Anyway, all the user-generated code was available online, and there was a Japanese user who 'ported' - as in, rewrote from scratch in SmileBASIC - all of Megan Man 2. Besides the fact that this was illegal (and kept getting taken down then reuploaded under a different name), MeganMan 2 / Rockman 2 was already available in the eShop for the exact same device. But the reason it was so interesting, and so popular, was that it served as a masterclass in how to code a platform game in BASIC. So lots of us were downloading it and studying how this guy coded it.
But, anyway! If the question is,
On 10/19/2021 at 1:01 AM, Ed Minchau said:
Should we be looking at making some sort of common game engine, and libraries that hook into it?
...then I think the answer is an enthusiastic 'yes'. I can't think of any downsides to doing that. Even better if the engine(s) and libraries are a coordinated community effort rather than one person's labor of love.