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ootw: update FAQ
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ootw/FAQ
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ootw/FAQ
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Q. Are you implementing the game just like the original (i.e. vector
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drawing)?
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A. No, this is just a quick hack using all sprites.
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I'm not doing something amazing like writing a 6502 optimized
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vector drawing library.
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A. No, this is just a quick hack using sprites.
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While it would be pretty amazing, I haven't written
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a 6502 optimized vector drawing library.
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---
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Q. Is the gameplay exactly like the game?
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A. No, there are a lot of things that are hard to do in 40x48 and/or
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with only 48k of RAM.
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See the TODO file for a list of things I've noticed.
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The game is really amazing and subtle and some things you only notice
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after staring at it a long time.
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I haven't reverse-engineered the game code or looked at source code,
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my version is made purely by observing game play.
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---
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Q. Why aren't the keyboard controls the same as the original game?
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A. The Apple II has simplistic keyboard support.
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In general it's not possible to read more than one key at a time.
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Also on pre-IIe machines it's not really possible to get key-release events.
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Additionally, on older models there's no auto-repeat unless you
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hold down the REPT key, which makes running difficult.
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The original game really depends on being able to detect having
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multiple keys down at once.
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@ -21,9 +38,10 @@ A. The Apple II has simplistic keyboard support.
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Q. Does this have joystick support?
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A. It should not be hard to add, and in fact would give better controls
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than the keyboard. I don't currently have a joystick though so
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it's hard to test properly.
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A. It should not be hard to add, and in fact would give controls much
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closer to the original.
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I probably won't have time to implement it any time soon though.
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----
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@ -33,7 +51,7 @@ A. No, it's pretty much straight up "sprite" drawing.
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One unusual thing is I am using grey2 (color 10) as the transparent
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color rather than black, as there is black in the sprites.
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It's actually refreshing not having to cycle count.
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It's actually refreshing not having to cycle everything.
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---
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@ -41,8 +59,11 @@ A. No, it's pretty much straight up "sprite" drawing.
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Q. How are you making the graphics?
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A. Using the original for reference (currently a Windows/EGA version
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for some reason?) Size down to 80x40. Manually map colors to
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Apple II Lo-res palette. Then manually adjust to 40x40.
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for some reason?) Size down to 80x48. (This isn't bad as the original
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is roughly 320x200 which scales well).
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I manually map colors to the Apple II Lo-res palette.
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Finally fine tune in a bit while using original for reference.
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@ -55,8 +76,9 @@ A. Yes, but I like it anyway. So many colors!
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16-color graphics, and to be honest with you my art skills sort
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of peak at that resolution.
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Also Apple II graphics programming is painful and LORES is the
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easiest of them all.
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Also Apple II graphics programming is painful and LORES is so
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much easier than HIRES (it's also smaller, faster, and takes
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less valuable RAM).
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Partly nostalgia too, but my family only had a monochrome monitor
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so I never got to experience full-color lores back in the day.
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