I was going to come in here and mope about how hard this is to play. (As in "get running", not even mentioning in-game difficulty! :P)
First I tried a random Amiga ROM I found, which seemed like it was trying to cooperate but couldn't (the game kept freezing after the intro but before the interactivity began).
Next I tried the DOS version, which fared better but was still a little glitchy in terms of latency (old computer).
Both versions had the silly code wheel thingy as well. Completely respect it, but it's VERY annoying to deal with. ("another world code wheel" has a very very nice result from oldgames.sk.)
This VM emulator is awesome. It Just Works™ on Slackware, only uses 12-16% CPU on a decade-old machine (very nice!), happily picked up the resources from the DOS copy I'd found, and the transparent load/save system works very nicely to a) make the code wheel (which is built into the game bytecode, not the runtime/EXE) less of a nuisance, and b) deal with "30 deaths per minute" syndrome :) (I've been meaning to find the full version of this for years.)
And it's also really impressive that this was reverse engineered like this... heh.
Btw, the original bytecode system was all Forth, wasn't it?
I was going to come in here and mope about how hard this is to play. (As in "get running", not even mentioning in-game difficulty! :P)
First I tried a random Amiga ROM I found, which seemed like it was trying to cooperate but couldn't (the game kept freezing after the intro but before the interactivity began).
Next I tried the DOS version, which fared better but was still a little glitchy in terms of latency (old computer).
Both versions had the silly code wheel thingy as well. Completely respect it, but it's VERY annoying to deal with. ("another world code wheel" has a very very nice result from oldgames.sk.)
This VM emulator is awesome. It Just Works™ on Slackware, only uses 12-16% CPU on a decade-old machine (very nice!), happily picked up the resources from the DOS copy I'd found, and the transparent load/save system works very nicely to a) make the code wheel (which is built into the game bytecode, not the runtime/EXE) less of a nuisance, and b) deal with "30 deaths per minute" syndrome :) (I've been meaning to find the full version of this for years.)
And it's also really impressive that this was reverse engineered like this... heh.
Btw, the original bytecode system was all Forth, wasn't it?