![]() Which is something the C64 lacked (it has a bitmap mode, but is still effectively a tile-based system) Is that playable?Īctually, the AGI games only work on an 128KB IIe or a IIc, which supports a high resolution bitmap mode with relative color placement freedom. or Tandy 1000, it probably takes almost double that to load on an Apple II machine and probably double it again for the C64's slow floppy interface. Compare the screenshots on Mobygames, I think Sierra was not particularly pleased with the end result.Ĭonsider if it takes 8-10 seconds to load a new screen on an IBM PC, PCjr. I think that for Donald Duck's Playground, the porter had to convert each graphics screen manually. There is no equilavent bitmap mode with the C64. These Apple II ports run much, much better with an accelerator. Actually, the AGI games only work on an 128KB IIe or a IIc, which supports a high resolution bitmap mode with relative color placement freedom. ![]() If Sierra could port their AGI titles to the Apple II, then why not the Commodore? Both run the same CPU at the same speed, and the Commodore has more powerful graphics and sound hardware. Commodore 64 emulator mac el sierra Pc#They found a niche in the IBM PC market that was not well-served by other companies. ![]() Perhaps all those the money Sierra wasted on cartridges for the Atari and Commodore computers soured it on further development for those systems. They did have some of the early static-screen Sierra games on the C64 like Wizard and the Princess, but they still used character graphics and not bitmaps. I know that Dig Dug and Donkey Kong use bitmap mode and that's why they run so slowly. Most of the time, it's only used for title/loading screens. Commodore 64 emulator mac el sierra plus#Plus you can't mix multicolor and hi-res tiles. You also have bitmap mode where tiles don't have to share colors, but it uses a large amount of memory (8k), is slow, and cannot be scrolled. Two of a tile's three colors can be selected individually, but the third color is global and must be shared by all tiles (except in Extended Color Character Mode, but then you're limited to only 64 tiles). On the C64, most all games use character graphics. In fact I thought I remember reading an old interview with Roberta Williams that someone posted on Usenet where she says something to the effect of "The 's three colors per tile limit didn't permit us to get the graphics detail we wanted." But maybe my memory is faulty. The real reason may have been that the C64 has character/tile graphics while the PC and Apple II are bitmap-based. ![]() The limitations of the C64, combined with the different programming paradigm, is probably why there were never any AGI to C64 ports, despite the identical screen resolution and superior sound capabilities. IE: The C64 uses hardware sprites to speed up the processing of various graphics operations. :Pīut, consider too that the C64 is a sprite-based computing system, whereas the PC is not. I imagine that was a factor in not supporting the C64. :PĪlso don't forget that Sierra was a big player in getting the Roland MT-32 on the hardware map. Something to consider about the AGI engine though is that the reason it uses doubled pixel widths, resulting in a seemingly 160x200 screen resolution, and the reason why the scenes are choped off by the text parser with plenty of extra space, is so that the graphics can accomodate Hercules, CGA, Tandy and EGA display systems without any additional coding.īut, consider too that the C64 is a sprite-based computing system, whereas the PC is not. )Īctually, when Al Lowe and I exchanged eMails about the game way back when I did my ADG episode about it, he had mentioned how certain aspects of doing the AGI port were pretty ridiculous because of the way the AGI engine handled certain things, the cash register sequence being a prime example. Maybe no AGI games were ported to the C64, but at least one C64 game, Donald Duck's Playground, was ported to the AGI engine. ![]()
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