C64 Basic Dungeon Crawler: Stairs, Levels and Levelling Up (Part 11)
retrogamecoders.com
retrogamecoders.com
The review of the book isn't so good, though I'd still own it as a charming period artifact: https://gmkeros.wordpress.com/2024/01/19/write-your-own-fant...
Dungeon Crawlers for the C64 always make me think of the Sword of Fargoal! https://www.lemon64.com/game/sword-of-fargoal
There’s also a GitHub project for the C64 listing(s) at https://github.com/HAnthonyHoyt/c64-dungeon-of-doom .
I use to write BBS software in BASIC on the C64, and one of the things we'd do is use a "compiler" that would do some optimizations. What this allowed was being able to write a program too big to actually run, but the optimized version of it could.
I wish I could share more details and be less hand-wavy... but it turns out the 80's were a long time ago and I just haven't given it much thought since then (at least until I saw your comment).
"Commodore BASIC–style interpreter written in C, but with modern conveniences."
C64 BASIC is tokenized anyway, this just adds tokenization of {COLOUR} stuff and converts LABEL: into a REM statement so GOTO/GOSUB can point to a LABEL then be converted to line numbers during that process :)
And either a lot more expensive or later to the market. ROM was cheaper than RAM, but still expensive.
The Apple IIgs was later to the market, so it could have afforded a good basic in ROM, but it was so late that it could afford to load one in RAM, too, and, I guess, needed an Apple II basic in ROM for backwards compatibility.
But apparently it wasn't written just in BASIC for the C64 version. From Wikipedia:
> The following year, with the release of the Commodore 64, McCord was asked to release a version of Sword of Fargoal for that machine as well. McCord was unable to implement the conversion as it was written in BASIC, and the sprite-based graphics required machine language programming. McCord's friend Scott Corsaire (then Carter) and Steve Lepisto wrote all the machine-language code that was needed so that game would perform fast enough to work on the Commodore 64.
What amazes me is that, apparently, most of Sid Meier's Pirates! was written in real C64 BASIC. It boggles the mind. Back when I was a kid I loved my C64 I thought it had the most useless BASIC ever, I envied what I thought was a better version in the Speccy. If only I had known what could be done with this...
Look at a VIC-20 screenshot, pretty impressive: https://www.mobygames.com/game/14475/sword-of-fargoal/screen...
Yes, I'm aware of the tricks done to make graphics out of the computer's character set. Still impressive in my book!