If a game has 30 KB of dynamic memory and 10 KB of static memory (like the dictionary) which is accessed every turn, there is 10 KB left for all other parts of the story file. The dynamic memory part of the story file stays resident in C64 RAM at all times. Ozmoo will leave about 50 KB for game data. Large, complex Inform 6 games may also be too much for the C64. I’ve noticed that many Inform 7 games will feel sluggish even on a 700 MHz Raspberry Pi with 256 MB of RAM. Please note that the C64 will never be a suitable platform for playing all Z-code games. d64 (664 blocks of 256 bytes, total 169,984 bytes (aside the footprint of the 'terp…) ?īetter targeting the 1571 (.d71) disk image… or better, the 1581 (.d81) disk image, IMVHO. Tiny question: how to fit the majority of. I have tried it on a C64 with an SD2IEC myself. All of the included games work well on the C64.Īs for Commodore 64 compatibility: Yes, Ozmoo should certainly run on a real C64, either with a real 1541, or with a modern-day replacement like S2IEC or Ultimate 1541 II+. I made a compilation of Inform games for the C64 a while ago, using Infocom’s interpreters from back in the day: /PostInfocom/. If you are writing a new game, and intend to target the C64 platform, it’s not hard to make it work perfectly well. Some fail when they print quotes or menus, but work well during regular gameplay. On the 40-column issue: Many Inform games work fine with 40 columns. We also hope to find ways to increase the speed a bit more. Save/restore hasn’t been implemented, there are certainly bugs here and there, and there are some features which we aren’t quite happy with yet. This project is very much under development, so don’t expect production quality gameplay just yet. If they have a large amount of dynamic memory, they can be bigger, but games with larger dynamic memory will be prone to constant disk access which will probably make them horribly slow except maybe on emulators or with modern replacements for the 1541, like the SD2IEC. In practice, this means Inform games up to about 210 KB should be playable. The current size limitation is that the non-dynamic memory of the story file must fit on a 40-track disk, minus 2 sectors (a total of 191,5 KB). This should soon be changed so you can use drive 8 for both. When building to two images, you currently need to mount the “boot disk” in drive 8 and the “story disk” in drive 9. Ozmoo can currently build to one or two 1541 disk images. Good to see there’s interest in our little project. d64 Commodore 64 diskette image from the top level of your ozmoo directory: ruby make.rb game.z5 Then download exomizer, extract it into an exomizer subdirectory, and make exomizer: mkdir exomizerĪt this point you should be able to turn a z file into a. I find it easier to leave acme in place as a subdirectory, so mod the make.rb file and set $ACME = "acme/src/acme" Then change into the ozmoo directory, clone the acme assembler source, and make acme: cd ozmoo My changes have now been merged with the main source, so grab that instead: git clone Of course, just as the main README says, you’ll need ruby and vice: sudo apt-get install rubyįirst, I modified make.rb, so you’ll have to grab my modded fork: You’ll also need the acme cross-assemler and exomizer. You can grab my fork here if you can’t wait for the main branch to check and merge my changes. I had to hack a bit at the make.rb file to get it to work under Linux.
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