ootw: update FAQ

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Vince Weaver 2019-08-17 17:57:59 -04:00
parent ad0fc452fe
commit 7a5ee9fb28

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Q. Are you implementing the game just like the original (i.e. vector
Q1. Are you implementing the game just like the original (i.e. vector
drawing)?
A. No, this is just a quick hack using sprites.
A1. No, this is just a quick hack using sprites.
While it would be pretty amazing, I haven't written
a 6502 optimized vector drawing library.
---
Q. Is the gameplay exactly like the game?
Q2. Is the gameplay exactly like the game?
A. No, there are a lot of things that are hard to do in 40x48 and/or
A2. No, there are a lot of things that are hard to do in 40x48 and/or
with only 48k of RAM.
See the TODO file for a list of things I've noticed.
@ -22,9 +22,9 @@ A. No, there are a lot of things that are hard to do in 40x48 and/or
---
Q. Why aren't the keyboard controls the same as the original game?
Q3. Why aren't the keyboard controls the same as the original game?
A. The Apple II has simplistic keyboard support.
A3. The Apple II has simplistic keyboard support.
In general it's not possible to read more than one key at a time.
Also on pre-IIe machines it's not really possible to get key-release events.
@ -36,18 +36,18 @@ A. The Apple II has simplistic keyboard support.
---
Q. Does this have joystick support?
Q4. Does this have joystick support?
A. It should not be hard to add, and in fact would give controls much
A4. It should not be hard to add, and in fact would give controls much
closer to the original.
I probably won't have time to implement it any time soon though.
----
Q. Is there anything impressive going on here, like with your other demos?
Q5. Is there anything impressive going on here, like with your other demos?
A. No, it's pretty much straight up "sprite" drawing.
A5. No, it's pretty much straight up "sprite" drawing.
One unusual thing is I am using grey2 (color 10) as the transparent
color rather than black, as there is black in the sprites.
@ -55,10 +55,18 @@ A. No, it's pretty much straight up "sprite" drawing.
---
Q6. Why are some cutscenes tiny and some large?
Q. How are you making the graphics?
A6. I started making the cutscenes before I had a good feel for
how large they'd be or how quickly they could run. Some of the
earlier ones are smaller for that reason, before I decided I
could afford full-screen ones.
A. Using the original for reference (currently a Windows/EGA version
---
Q7. How are you making the graphics?
A7. Using the original for reference (currently a Windows/EGA version
for some reason?) Size down to 80x48. (This isn't bad as the original
is roughly 320x200 which scales well).
@ -69,9 +77,9 @@ A. Using the original for reference (currently a Windows/EGA version
---
Q. Why lores graphics? It's so *horribly* blocky.
Q8. Why lores graphics? It's so *horribly* blocky.
A. Yes, but I like it anyway. So many colors!
A8. Yes, but I like it anyway. So many colors!
I spent a lot of time as an ANSI artist so I am used to blocky
16-color graphics, and to be honest with you my art skills sort
of peak at that resolution.
@ -86,19 +94,19 @@ A. Yes, but I like it anyway. So many colors!
---
Q. Are you going to make a version using Hi-res or Double Hi-res graphics?
Q9. Are you going to make a version using Hi-res or Double Hi-res graphics?
A. No, there's an official version for the Apple IIgs if you want something
A9. No, there's an official version for the Apple IIgs if you want something
like that. Apple II hires graphics with sprites are a huge pain
to program, would probably be slower, and would take up a lot more
RAM.
---
Q. How about double-lores graphics (80x48)? It would give you almost
Q10. How about double-lores graphics (80x48)? It would give you almost
square pixels?
A. While not as bad as Hires, double-lores is also a pain. It only
A10. While not as bad as Hires, double-lores is also a pain. It only
works on the IIe with 128k or newer. Also you now have to copy
things to aux memory, and your sprites have to worry about the
colors being shifted (I think) on the AUX page. It will take
@ -109,17 +117,17 @@ A. While not as bad as Hires, double-lores is also a pain. It only
---
Q. Why are you targeting such an old machine, an original Apple II or II+?
Q11. Why are you targeting such an old machine, an original Apple II or II+?
A. Well, I own one. Also there's something about programming on a machine
A11. Well, I own one. Also there's something about programming on a machine
from 1977, whose graphics hardware is a glorified shift register,
and is implemented entirely out of 7400 series logic and 555 timers.
---
Q. In the intro, why not have lowercase letters?
Q12. In the intro, why not have lowercase letters?
A. The Apple II/II+ only supported uppercase letters by default.
A12. The Apple II/II+ only supported uppercase letters by default.
Also no "|" character, which explains why some of the ASCII art
looks a bit odd.
@ -128,9 +136,9 @@ A. The Apple II/II+ only supported uppercase letters by default.
---
Q. Could you really use this on an original Apple II from 1977?
Q13. Could you really use this on an original Apple II from 1977?
A. Yes, in theory. You would have needed a 48k model which would
A13. Yes, in theory. You would have needed a 48k model which would
have been expensive at the time ($2638). Also the disk image
will fail to auto-boot and HELLO won't run as it's in Applesoft
BASIC (not the Integer BASIC that came with the original II).