Megalextoria
Retro computing and gaming, sci-fi books, tv and movies and other geeky stuff.

Home » Digital Archaeology » Computer Arcana » Commodore » Commodore 8-bit » C64 Wizardry: GPs "Formula" In New Char Creation?
Show: Today's Messages :: Show Polls :: Message Navigator
E-mail to friend 
Return to the default flat view Create a new topic Submit Reply
Re: C64 Wizardry: GPs "Formula" In New Char Creation? [message #208950 is a reply to message #208949] Tue, 02 August 2011 01:39 Go to previous messageGo to previous message
Anonymous
Karma:
Originally posted by: Ross Ridge

Anton Treuenfels <teamtempest@yahoo.com> wrote:
> To "read the code" you'd have to start with a UCSD Pascal p-code
> decompiler.

"Ross Ridge" <rridge@csclub.uwaterloo.ca> wrote in message
> Ah, that explains why it was so slow.

Anton Treuenfels <teamtempest@yahoo.com> wrote:
> Not really.

Yes, actually it does. The factors you mentioned I'd expect in any
game of its type, like say Bard's Tale, and I expected in this game.
Indeed given the cache optimizations you mentioned, I'd expect Wizardry
to perform better. Wizardry's slowness on the Commodore 64 goes beyond
load times and delays between turns and is explained pretty well by the
fact its using a p-code interpreter and not assembly.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
[Message index]
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: (PDF) Solutions Manual Physics 9th Edition by Cutnell, Johnson
Next Topic: Official FAQ comp.binaries.cbm (semimonthly posting)
Goto Forum:
  

-=] Back to Top [=-
[ Syndicate this forum (XML) ] [ RSS ] [ PDF ]

Current Time: Mon Feb 06 12:02:14 EST 2023

Total time taken to generate the page: 0.00268 seconds