Out of a curiosity... I saw the .crt file is 648.496 bytes. So this game couldn't be put on a C64 cart back in the '80s, because it would require a huge rom (more than 4Mbit).
So, back in the eighties you should have split it in four or more disks... am I right? Or am I missing something?
Funny and amazing to realize that a C=64 rely on modern technology to work, LOL
EDIT: I wasn't either ironic or sarcastic. Just a consideration about how much the modern technology can be useful even for old equipment. We couldn't have a cart with Briley back in the days and we had to play a lot with the 1541, "Please put disk # ..." LOL
Viewing post in Briley Witch Chronicles (C64) comments
We could have, actually. The technology developed for the C64GS could handle up to 2MB of data, but no published cart went beyond 512K. Right now, the GMod2 only supports up to 512K but it also has a writable area which is a must for the on-cart saves. Hence why the game currently is Easyflash format only. The still-in-dev GMod3 will be able to handle a lot, lot bigger.
Do you mean 512k cart were actually produced for C64GS by Commodore?
I knew the C64GS was just a cost reduced C64 with no keyboard, no ports (just joy ports) and no better characteristics compared with the C=64; I didn't know it could handle more data than a C64.
So is there any way to build a Riley cart with the 1980s/1990s technology? Or must it to rely on modern technology?
(btw december 1990 I worked in a computer shop and we had had troubles to sell the two C64GS that Commodore Italy sent us with the other C= stuffs, nobody wanted it, of course, LOL)
The 4in1 cart bundled with the GS is 512K, also Myth and Last Ninja Remix released by System3 were 512K also. Amazing what the GS console is worth today.
As for a Briley cart, it could just about work with old tech if you cannibalised an old GS 512K cart and replaced the bank switch chip to handle 2MB afaik. You’d have to save to disk though. Only the more recent carts allow you to save back directly to the cart itself.