Comments (1)
Thanks for the suggestion.
We see this as more of a fun experiment than something that would truly add value to Ozmoo. Going from 40 to 80 columns means reducing the actual width of characters from seven to just three pixels, and we'd have to spend 8 KB of RAM for a bitmap screen, plus at least 1 KB for character data, and extra screen handling routines of 1-2 KB, and it would be quite slow.
A 56 column display is more meaningful (five bits per character instead of three), but this experiment has already been done in Zeugma. Zeugma can offset the problem of speed by requiring an REU, meaning the interpreter can use up many KB of RAM for lookup tables and other luxuries to gain performance. We could never do that with Ozmoo, as any game built with Ozmoo should also provide a great playing experience on vanilla hardware.
All in all, we don't think this aligns very well with our project goals.
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Related Issues (20)
- VIC20 port using extra RAM cartridge? HOT 4
- Character display instead of a line feed for French fonts HOT 7
- zmachine.asm z_get_low_global_variable_value subroutine is not always needed HOT 1
- Feature request: Colored PETSCII HOT 1
- Reverting to default color in dark mode HOT 1
- Drive selection with save/restore HOT 1
- Proposal: Smooth scrolling HOT 13
- Move parse_terminating_characters to discardable init code in Z-machine stack HOT 2
- Broken 80 column display on C128 HOT 9
- Bug: error in picloader.asm HOT 1
- Italian accents not all displayed HOT 15
- New-line character in room title crashes status bar HOT 6
- Target request: Commander X16 HOT 4
- Milliways by Max Fog c64 dual drives gives disk error HOT 5
- Feature request (with implementation): Optionally convert "x" on input to "examine" HOT 2
- Micro-optimisation opportunity in "X for examine" code HOT 1
- Remove unused num_default_properties HOT 1
- Is a PET version feasible with 32K + 8K of RAM? HOT 1
- Possible micro-optimisation in screen.asm HOT 1
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