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Developing a Retro-Roguelike Game for Multiple Platforms in C

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Creating a game that runs smoothly across different vintage and modern computers is a complex and ambitious challenge. Can I achieve it?

Let me tell you the story so far; the process, obstacles, and solutions involved in making a roguelike dungeon crawler playable on systems like the Commodore 64, Commodore PET, and even more constrained machines.

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Why Build Games for Multiple Platforms?

Many enthusiasts collect old computers just for their nostalgic value. However, having these hardware collections provide playable experiences affords fresh ways to enjoy and preserve their unique quirks and capabilities.

My goal was to develop a game that can run on, if not all, then at least across numerous systems, utilising each machine’s features while managing constraints like memory, graphics, and input methods.

First Approach: Using TRSE to Compile for Multiple Target Systems

The journey began with TRSE, a development environment supporting a huge number of vintage computer systems. My plan was to develop a text-based roguelike that could run on various hardware by compiling code for each target.

Problems

TRSE is broadly based on Pascal, unfamiliar territory for me, especially when I take long breaks from the environment.

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