23-10-2022, 02:34 PM
I'd like to hear more about your process. I've tried porting games from ColecoVision to SG-1000 which is quite challenging due to the differences in memory address space, IO space and interrupt implementations.
Do you disassemble the game? The memory map on ZX (8000-FFFF) is vastly different from the Microbee (0000-7FFF). The zx vdu is bitmap based rather than tile based, and arranged in a non-linear layout. How do you handle these challenges?
When I was porting games from the ColecoVision, I wrote a C program to do a binary search/replacing for the memory and IO space. These two systems are closer than the ZX is to the Bee. Do you have something similar? Or is it more practical to do this by hand?
Could we see a video of the game? I'd like to see how it plays.
Do you disassemble the game? The memory map on ZX (8000-FFFF) is vastly different from the Microbee (0000-7FFF). The zx vdu is bitmap based rather than tile based, and arranged in a non-linear layout. How do you handle these challenges?
When I was porting games from the ColecoVision, I wrote a C program to do a binary search/replacing for the memory and IO space. These two systems are closer than the ZX is to the Bee. Do you have something similar? Or is it more practical to do this by hand?
Could we see a video of the game? I'd like to see how it plays.
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