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There are a set of basics, given some tradeoffs are baked in. On most machines, one can get a bitmap. Addressing varies, but the rest makes sense. Give people a software blitter and that is portable. Colors. Stick to the basics, that is portable ish. Most machines can make a sound, display a character, bitmap, take keyboard in, etc... Now, if one wants to see closer to peak performance, yeah. That is a labor of love at this point. Asm, hacks, the whole nine. |
So just trying to blit in anything remotely portable manner would be a problem in itself. E.g. on the Amiga you can place things anywhere you want. On the C64 you'd place things on character boundaries (or take seconds to draw images, like a few adventure games that used bitmap mode did), and if you needed smoother movements you'd either smooth-scroll the entire screen or have two different versions of graphics, or use hardware sprites (even sometimes for background features).
If you want a common lowest denominator you pretty much end up with a mostly text-display (~22x23 characters unless you ditch the VIC-20), monochrome, unless you ditch the PETs, only beeps for sound, unless you ditch the PETs, 4-5KB total for code and assets (unless you ditch the VIC-20 and some of the PETs) and so on.
It might be a "fun" exercise for the sake of it to see what the best you could do in a portable manner, but it would really boil down to what the best you could do on one of the most memory-limited PETs is, I suspect.
I mean you certainly could do Infocom style text adventures... Small ones anyway.
If you cut it down to the NES, C64 and Amiga (and maybe Plust4), then you'd be able to start doing something somewhat more interesting, but the architectures are still so wildly different that you'd end up something unable to stretch the capabilities of any one of them. For slow-ish moving strategy dominated games it might work.
E.g. Sid Meier's Pirates! was partly written in BASIC on the C64, and while the Amiga port is an upgrade it's a small-ish upgrade (more colours, higher resolution mainly). That kind of game would be feasible to do portably if you exclude the VIC20's and PET's, and stick to C64-level graphics. Games like Defender of the Crown, likewise, though they'd lose the graphics quality on the Amiga that was 90% of the appeal of the Cinemaware titles on the Amiga (though ironically, Defender of the Crown is often considered better on the C64 (and some other platforms) - they fixed various parts of the strategy elements of the game).