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![]() Treasure Mountain Emulator Free To VirtualizeBut youre free to virtualize Mac OS X Lion, Mac OS X Mountain Lion.The other observable truth of dungeons in the 8-bit world is that they always had hard, square-ish edges, which never seemed very dungeonesque to me. Rediscover Mac treasures of the past. Check it out: Download mac os emulator on Agrotm12. Unlike the other commenters, I don't think it has to have a 1st person perspective in the dungeons, but if you *did* decide to go that route, what I would *love* to see is the approach that the game Dungeons of Daggorath used on the TRS platform: they used a custom line drawing algorithm to make the lines appear more faint, giving the illusion of *depth* to their dungeons and its inhabitants, which I've never seen elsewhere.To elaborate on my DHR comment from the earlier post, the central concern was speed. I plan on doing some animation off the tile grid in the combat system and expect to have to think through some collision control mechanics, in single HR though.I seriously considered DHR for Nox Archaist. Please join the group and share your progress there, thank you!! Reply DeleteThanks for the information! I retraced my steps and I do not know how I acquired the perception that there was no double hi-res page 2.I thought it was mentioned in the book “High-Rest Graphics and Animation Using Assembly Language” by Leonard Malkin but I must have imagined it a review confirms the book is silent on the subject.Kudos to you for giving it a shot with your break out game! I can image collision detection in DHR would have been a big head ache. Any game that attempted this for its dungeons, even if it was simply lines instead of filled regions, would be great: I am very excited to hear about this game, where I heard about it on the Apple II Enthusiasts group on FB. One game that made me think otherwise was Eidolon, with its fractal-like corridor "ribs", which I thought was exceptional. My gut feeling is that doubling the memory addresses to draw the tiles and scroll the screen would tank the screen refresh rate.Darkcrayon: Thanks for the link! That is impressive that Legends of Blacksilver got it to work.Since we’ve been having a technical discussion on the blog about double hi-res and tile graphics engines here are my observations on factors that may have enabled Legend of Blacksilver to make it work, whereas every other Apple II tile RPG (as far as we know), used single hi-res:*No sprites that I could see. Had I know DHG page flipping was possible, I have to wonder if I would have tried it or at least done further testing.As it stands, our game engine currently is just fast enough to deliver an acceptable screen refresh rate after player moves, but with very little speed resources to spare. If anyone is aware of any please let me know, I’d love to check them out.Of course DHR being unique to tile based RPGs would have also make it extra cool to do. In the planning stage I recalled thinking that if page flipping was available in DHR maybe that would sufficiently smooth out any screen refresh lag cause by the extra memory copies, but without page flipping it seemed impractical.I also recall thinking it was a risky design decision considering there are no Apple II tile based RPGs using DHR that I’m aware of which proved it could be done. Very interesting to see this.Disappointed that once again devs completely ignored Linux emulators - only backwards buffoons think Mac and Win are relevant today.There are 4 ports for Apple emaulators on linux. Significantly more.No criticism intended whatsoever to Legends of Blacksilver, they did a great job, and did something pretty unique. It's also a calculation that only needs to be run when the door open command is run, whereas line of site algorithms run between every player move.By not having features like these, more CPU cycles would be available to manage the double hi-res overhead. That is a much more specific (and faster) calculation than dynamically changing hidden tiles based on simulated line of site. The only thing along that line that I saw were shops having a roof on them until the player opened the door, which then revealed the tiles inside the shop and also kept the tiles outside the shop visible. When the player moved, NPC positions on the screen changed, but the NPCs didn’t appear to have the ability to execute moves on the X,Y grid themselves.*No line of site algorithm calculating hidden tiles based on the player position relative of obstacles such as mountains and walls. Google android emulator for macDon't bother with reply or apology - it's too late and there's no excuse. Lazy and IDIOTIC.Waited a good year? only to be completely blown off by devs. Shows there goals - like before, kickstart, cancel. Not supporting because devs are failed knowingly. I waited a longtime for the kickstarter and simply expected some verification and consideration for linux users. No mention or vocal support or simple testing acknowledgement of emulators like LinApple, which can be tested and "supported" for FREE and not buy A-hole mega-corporate OS? Shows stupidity.
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