09-13-2013, 08:50 AM
LCD Wrote:It all comes down to the contention model. The Pentagon has no contention at all and so it needs completely different display code. The ULA 128s contend all the I/O access and so they will occasionally run out of t-states per-frame, and they also have different banks of 128 RAM contended. Most of the time it won't be that noticeable and doing a ULA 128 specific build wouldn't address the I/O issue. I would hope that standard Pentagon timings would be sufficient for most Russian machines.cheveron Wrote:The game will run on any 128. It may glitch a little on non-ASIC 128 models. I'm planning a Pentagon release of the game I'm working on so I imagine at some point there will be a Pentagon compatible version of the ZXodus][Engine. It will be a separate build though. Why waste RAM on model detection?So it cannot be modified for another machine just by patching the code of the engine a little with few POKEs?
Quote:From the text it sounds exactly the same, but optimised for spanish texts. My routine I used in the 80's had also no depacking, just triggering.Yes it does sound the same. I think I misunderstood you the first time around.
Quote:cheveron Wrote:The licenses won't cost anything, but I will expect a cut of the profits of any commercial releases.Excellent. How much % of the profit do you want for licensing it for comercial releases? Or is the licensing based on something other?
I appreciate that it's hard to break even on new releases for the Speccy, let alone make a profit. The percentage has to take into account a lot of factors: the actual amount of profit per sale (could be zero for instance), how much I contributed besides the engine, expected number of sales, and so on. But I will always agree the deal in advance before development begins so that the developer isn't left wondering how much of a return they will see on their work.