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Releases: gameblabla/copyright_infringement_ports

e-Reader GBA version

23 May 23:38
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RIKUTO_REVENGE_DOT01

Here's the eReader US GBA version of Copyright Infringement The Regressive Right.
This version was really hard to do due to space contraints. As a result, i had to remove Rikuto's graphics from this version as it would simply not fit.
This version only has a few bytes left of available memory, that's how much of a time fit it was !

Macintosh version (Motorola 68000/PowerPC only)

16 May 13:32
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mactitle
This is a port of Copyright Infringement The Regressive right for older MacOS based systems.

Rikuto has trapped you in one of his sick games once again and this time, he paired you with another mate !
Follow the onscreen instructions to get more points !

Mac specifics

You can run this from a hard drive or run this from the floppy disk image.
You can either burn the floppy disk image to a real floppy (double density floppy) or use a GOTEK.

Note that you will need at least 384kb free RAM available for the CI_Right_512KMac.dsk version,
640kb for the Copyright_Infringement_Macintosh_System1_8.dsk version and 4MB of free RAM for the PowerPC version.

On an emulator like mini vmac, you can simply have System 1 in the first floppy slot and the game on the second one.
With macintosh.js, you can also place the game in the macintosh.js folder (On Linux, it's at $HOME) and it will mount it.

Changelog

version 1.0 :
Initial version with no PCM sound

Atari ST/E version

14 May 19:37
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ATARIST
Here's a basic Atari ST/E version of the game !
If you have an STE, DMA sound will be used instead of the (crude) PSG sound.
Run main.prg on a floppy disk or hard drive to run it. (make sure it has the DATA folder next to it)

PC-9821 Enhanced version

16 Apr 21:36
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This is the enhanced NEC PC-9821 version of Coypright Infringement : The Regressive Right.
This supports all major sound cards with the exception of the SoundBlaster 16.
Unlike the PC-9801 version, this one should run quite smoothly even on the most basic 386.
This is no small part thanks to ample memory on most models (not requiring the use of decompression during runtime) as well as the support for double buffering etc...

Requirements

  • 386 processor (all PC-9821s have this)
  • 3.6 mb of RAM (Only unexpanded PC-9821s and the earliest models have less than this)
  • Keyboard (does not support joysticks or mouse)
  • Floppy drive (You can run this from an HDD but if you do, make sure to have extra memory or a DOS setup with ample amount of conventional memory)

Recommended

  • 486 Processor (should also work on Pentium-based processor and even the Celeron-based PC9821)
  • Soundcard : Mate-X with -86, -86 alone, PC-9801-24K (sound quality will be lower)

Update : This should hopefully fix issues with the no sound build.

IBM DOS Release (Real mode and Enhanced 386 version)

04 May 23:53
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TITLE

Here's the DOS release !
This one took a huge while due to the sheer number of graphics cards, sound cards... to support !
There will be an enhanced 386 verison at some point with more support for VGA 800x600, SVGA etc...

Real Mode
Sound effects (PCM) :

- PC Speaker
- Adlib OPL2 (6-bits PCM trick)
- SoundBlaster 1 (DMA, recommended for low end PCs)
- Tandy PSG (PCJr will need V20 upgrade)

Video :

- Tandy/PCjr (160x200 and 320x200)
- CGA 4 Colors RGB
- CGA Composite
- CGA B&W (with inverted mode for LCDs)
- MCGA/VGA
- EGA 16 colors 320x200
- Hercules (Monochrome)

Music

- General MIDI (OPL2/3 emulation also supported)
- Adlib OPL2 IMF

The 386 version adds the following in addition to the above

- Hercules InColor
- ModeX 800x600 16 Colors
- ModeX 360x480
- ModeX 320x240
- ModeX 640x400 Paradise SVGA variant

386 version allows you to load either a reduced set of animations or in full (9 frames instead of 4).

Real Mode minimum requirements

  • 10 Mhz 8086 / V30 / V20 / 8Mhz 286
  • 256~640Kb of RAM depending on the video mode selected
  • CGA
  • PC speaker (or no sound)

Recommended

  • 12 Mhz 286
  • 640Kb of RAM
  • EGA/VGA
  • SoundBlaster (Adlib PCM not recommended)

386 version requirements

  • 386SX 16 Mhz
  • 1MB of RAM
  • CGA
  • PC Speaker/Sound Blaster (or no sound)

Recommended requirements for 386 version

  • 486DX for 800x600 mode, 386DX for the lower resolutions
  • 4MB of RAM
  • Fast VGA ISA card (16-bits/VLB/PCI)
  • SoundBlaster 2.0

If you want to play this on an IBM AT 4.77Mhz, you will have to either disable sound or use a sound blaster for sound and stick with CGA graphics.

Known Issues :

  • SBEMU does not work with the 386 version.
    I'm still investigating it... I tried it with a simplier example and this happens with even a simple DJGPP example...
    Potential workaround is using the PC speaker option (not great) or General MIDI if your PC has a MIDI port. (SoftMPU could potentially work but untested)

PC-9801 version

10 Apr 23:36
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screeniepc98

This version took me a long time to make but it was worth it !
This supports multiple sound boards (-86 based and Mate-X) and should work decently as long as you have a fast enough processor (fast 286 etc...).
It might work on a V30 based PC-9801 but from what i saw, it was a bit too slow.

Requirements
Minimum

  • Fast 286/V30 processor
  • Can support 16 colors at 640x400 (Mid 85's PC9801)
  • 640kb of free RAM

Recommended

  • 386/486 processor (at least 20 mhz)

The game now acts as a PC Booter for PC-98 : Insert the floppy disk and it should prompt you what soundcard setup you have.
Select the first one for -86 setups only (no additional upgrade or PCM board) and the second one for Chibi-Oto/Speak/Mate-X.
3rd option is only if you are low on memory, your CPU isn't fast enough for the sound samples (especially with 1st option) or simply don't care for the voice samples.

Changelog
V1.1

  • Fixed panning issue on SPEAK board/Mate-X
  • Reduced memory usage for SPEAK/Mate-X
  • Fixed slightly off pitch for SPEAK/Mate-X. This was done as i had updated my sound utilities to automatically resample them during generation instead of me having to do it manually.

PC-88

05 Apr 17:17
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Here's the PC-88 version of it, home to the adult japanese games !
A PC-9821 version may come at a later date but this one was the easiest to do so that's what i did.
The PC-88 has one of the biggest VRAM amount considering its 8-bits CPU : 48kb !
Despite this, it still manages to be faster than some of the older computers although it clearly struggles and you'll also be fighting against RAM. (as 16kb gets temporarely cut)
Thankfully the PC-88, unlike some Russian computers or the TIKI-100, actually maps said VRAM in chunks of 16kb at the end of the memory. Not as clever as Commodore did but still good. It's just that this platform tries to chew more than it can do.

I had to cheat a little bit in game by only updating 2 planes instead of 3. This gets me 4 colors instead of the usual 8 but that's fine because it looks similar enough in our case and it also saves memory. Despite that, it's still not fast enough so you can still see some of the "greenish" updates but i thought it looked acceptable enough despite that.

There is a version for tape/cassette as well as floppies (D88). The floppy version is self booting so all you need to do is insert the floppy in slot 1 and reset. Make sure you have N88 otherwise you'll only get B&W graphic.
The cassette version is not self booting and requires a few commands

MON
R
Select the tape file (Or play your tape on real hardware)
G8A00 to start

C64 version

03 Apr 13:57
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The C64 version was quite challenging to do !
The animated frames are bigger than the NES version but due to RAM, the speech that's in there is heavily compressed.

Also, it turned out i only had around 45kb of usable RAM instead of possibly 56kb... Which further hurt this port.
I may look into making this a propercartridge version with bankswitching up to 256kb and stuff.

I only tested this on PAL C64s also.

EDIT: Fixed a bug with how frames were updated : one of the frames was getting skipped. This has been addressed.

NES version

01 Apr 22:41
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Copyright Infringement Regressive Right for the NES !

This version has voices during the intro sequence, much like the MSX2 version tho the voice quality is lower.
DPCM samples are also used ingame whereas MSX2 version just had Squarewave based sound effects.

The NES is certainly more challenging to program for than what people make it seem like !

TI-83 CE version

31 Mar 19:27
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Requires C library. If you have OS 5.5 or newer (default on Python TI-83 CE), you need arTIfiCE as well

This is based upon the V.smile/Oric versions although the frames were reduced to 160x100 and upscaled to 320x200.
There is high score saving as well but it seems not to work reliably on TI calcs... (I'll update this if it gets fixed)

Obviously this is NSFW like the other versions so don't get caught playing this in the classroom !

Update: Fixed issue on CEmu regarding archive file and also fixed issue with saving highscore.