| Subject: | Alternate Reality port for the PalmOS |
| Author: | dungeonmaster--mailandnews.com <dungeonmaster--mailandnews.com> |
| Date: | 09-Mar-2001 18:51:50 |
On 4 Mar 2001, at 16:16, Robert Hagenstrom wrote:
> As you see, the Palm's screen is exactly 50% of the original Atari 8- bit
> screen, although it's a bit shorter in height (hence the arrow on the shop
> menu to signal that more options are availible). Even the font (though
> severly cropped) is readable (and will be even moreso on the Palm's LCD
> screen due to the high contrast).
Robert,
I don't know if this is true for the City & The Dungeon, but didn't
Phil do some weird thing with the screen refresh rate where the
center section with the "window" was different from the rest of the
screen? This way he could get more colors or something.
It's probably just the city. Then again, the City was "emulated" for
the PC so maybe that obstacle has been overcome.
If any code for AR exists we could print it on T-Shirts for ultra
geeks (kinda like decss).
I would reccomend you seperate the game logic & OS stuff from
the objects and the map and backdrop, etc. as much as possible.
That would make it expandable. We could create a sort of "AR UA"
(Alternate Reality Unlimited Adventures).
I don't know the first thing about programming, but if I can be of
service, just ask me. I have a friend who *loves* assembly, but I
don't think she'd be interested. It sounds like a great project for
college kids at engineering schools. (Like my friend). Maybe if you
contacted some professors at schools with serious Computer
Science departments they could help you out. Who knows, maybe
one or two of them played AR back in the day. (Or still do).
Maybe you can pursuade them to make it a project for credit.
My particular friend goes to Cooper (www.cooper.edu)
AlternateReality.Dungeon(PalmOS)
Wieczorek.Mark()
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