Thanks to CM for bringing this to my attention. I am still in the throes of my latest project, but am interested.
A quick perusal of the game and discussion with gemini :
Rom version tricky - but possible.
Running a disk-based implementation via CP/M changes the equation significantly, offering massive technical advantages for a complex simulation.
Why Disk/CP/M Makes It More Feasible
While disk access solves the memory and data storage hurdle completely, interpreted BASIC execution speed remains a bottleneck for true 3D wireframe rendering. Even with plenty of TPA headroom, calculating matrices line-by-line in an interpreter will still choke the frame rate during active dogfights.
A Viable Hybrid Design
To make it work effectively under CP/M:
I am interested in coding the 2/3 if someone is proficient coding the space battles etc in machine code.
Any takers?
A quick perusal of the game and discussion with gemini :
Rom version tricky - but possible.
Running a disk-based implementation via CP/M changes the equation significantly, offering massive technical advantages for a complex simulation.
Why Disk/CP/M Makes It More Feasible
- The 57 KB TPA: Moving away from standard ROM constraints gives code and workspace breathing room, allowing multi-file modularity rather than cramming everything into a tiny interpreter space.
- External Asset Streaming: Instead of hardcoding all 8 galaxies, ship data tables, and text strings into RAM simultaneously, individual sectors or files can be read from disk on demand (e.g., loading a specific solar system's economy or loading mission scripts only when triggered).
While disk access solves the memory and data storage hurdle completely, interpreted BASIC execution speed remains a bottleneck for true 3D wireframe rendering. Even with plenty of TPA headroom, calculating matrices line-by-line in an interpreter will still choke the frame rate during active dogfights.
A Viable Hybrid Design
To make it work effectively under CP/M:
- The Engine Core: Write the 3D projection, hidden-line clipping, and line-drawing routines in Z80 machine code.
- The Glue & Economy: Handle the trading matrices, galaxy procedural generation logic, and interactive space-station menus in Disk BASIC.
- The Data Files: Use CP/M sequential or random-access files to store planet descriptions, market price tables, and save-game commanders.
I am interested in coding the 2/3 if someone is proficient coding the space battles etc in machine code.
Any takers?
