![]() I'm sure we'veĪll seen too many retro projects get out over there skis and end up unfinished or rushed. Once we say we're doing a project we'll move heaven and earth to make it happen, but we don't make commitments lightly to be cautious about over extending our time and abilities. I didn't offer much encouragement in my answers to the port question because my philosophy, and 6502 Workshop's philosophy, is to underpromise and overdeliver. (and probably more) clearly make it the objectively better machine for gaming IMO. While I have nostalgia for the Apple II for what it is because I grew up with it, the C64s better graphics, hardware sprites, and cartridge support It was not for lack of desire, the C64 is an awesome platform and despite my being an Apple II enthusiast, I think the C64 is an objectively better gaming machine to the Apple II in many ways. We're thrilled there is so much interest in our game in theĪs was noted in a post above, I haven't given much encouragement in my answers to the question. ![]() We've been asked many times if there will be a C64 port of Nox Archaist, which is great. Nox Archaist creator & lead dev here - thanks for the discussion! Now, there's ways you could work around that (for starters, divide up the map data into screens and store it compressed, only unpacking the parts that the player is actually in.) But it's a non-trivial problem and involves a variety of tradeoffs. Plus, you may need meta-data like region coding (so you don't end up like FF1 and have bits of the early map that use the random-encounter data for a far later part of the game,) which takes up extra bits in the tilemap entry and shrinks the whole metatile space. And that's just if you want each of those to only border on a "default" type of open grassland (i.e. Consider: if you want to have, say, meta-tile types for mountains and forests with proper edging and corners so you can make nice-looking geography, that's 18 distinct entries right there (un-edged, four single edges, and four corners apiece.) Sea/water and desert are another 18, kicking you up to 36 total - over 1/8th of the entire 256-metatile space. However, unlike in the previous installment, the main character travels to the real Ivalice, instead of a creation of his imagination born of strong feelings this fact is reinforced by the reappearances of familiar characters such as Vaan and Penelo.Tilemap entries pack in a lot more information than you might think, depending on the game. Rather than wishing to return home, Luso decides to venture the world farther. The book then transports him into the world of Ivalice. Locked away in the library, Luso finds an old book and writes his name on it. Similar to Final Fantasy Tactics Advance, Luso was a mischievous boy who lived in the real world until he was punished for a prank he pulled just before the summer break. Chronologically, the game takes place sometime after Final Fantasy XII. There are seven playable races in the game: Hume, Moogle, Viera, Bangaa, Seeq, Nu Mou and Gria. description Just like Final Fantasy Tactics Advance and Final Fantasy XII, Final Fantasy Tactics A2: Fuuketsu no Grimoir takes place in Ivalice. Nimble characters like rogues and ninjas are usually the first characters to go and can usually move farther than other characters. Characters still take turns to move and perform actions, but these are based on each character's individual speed ratings. ![]() Final Fantasy Tactics Advance employs a speed-based system that is somewhere in-between. ![]()
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