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(1 edit)

I'm doing something similar with FRUA and Ultima VI.  But I'm also targeting Falcon/TT first, then going to try and get them running on an ST.
The reduction to only requiring 4mb of ram seems pretty required, since normal hardware is kind of maxed out at that (without adding in something like a pistorm, etc).

Still, it's hard to believe you got that to run even in Hatari in ST mode, plus with that good of sound!  Insane what the AI can do these days...

Thanks, can't wait to see what you're cooking :)
I always held a certain fascination for Ultima VI.

And yes, I want to reach that point where C&C runs on a 4MB machine. It's quite a challenge. C&C is keeping a large chunk of its assets in RAM, in compressed form. Probably the only option is on-demand-loading from disk and caching as much as possible.

FRUA has a resource manager built into it so that it swaps things in and out of memory as they're needed.  That might be difficult with an RTS, but something to think about.  It's always been the more impressive thing to me is how people manage to squeeze so much into such limitations of memory.  These days, developers are just like 'meh, they can buy more ram.'  well, maybe not so much now, since ram prices are insane...

Haha, it's been like that since the dawn of the PC :)
But I have a pretty clear Idea of how to proceed now, by only keeping metadata of images in RAM and loading the actual pixels from disk on demand. And then use the rest of available memory for caching. Should get me below the 4MB line.