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(3 edits)

I guess you have plans for a game with a lot of code

Maybe, I just didn’t want to feel “limited”. :-)

Well I think “easy” still applies as in you can use the existing compiler, NATIVE code, existing labels, etc… the amount of hoops to jump thru really isn’t that large. There is no need to write a virtual machine, etc… for a game split into modes (world map, fight mode, inventory mode) something like this might work really well.

For standard Chip-8 it’s closer to 20, 30 cycles. XO-Chip being the imagined slightly upgraded hardware I like to think it tops out around 100 cycles

The optimized code clocks at 4400… 2-3 seconds (for 20-30 CPS)… so I’d call that “viable” even for old hardware, you could show a small progress bar. If you have 100+ cycles than it’s less than a second to swap a whole bank.

And again you could mix this with a progress bar or some other type of animation (if done carefully)… so it’s possible you could even hide the delay from the user with some type of transition.

Curious: Is it really common to have devices that have the 64kb to run XO-Chip, but also NO CPU speed? I though really XO-Chip only existed for Octo explicitly. Or perhaps that’s why you say “imagined”… you’re just creating artificial constraints…