Starquake Amiga - Released at 7PM
Having taken a look at it, i'm confident I can tackle this the same as Where Time Stood Still and I am officially working on it.
That is all :) |
Awesome news good sir ! On a side note how challenging are these conversions ?
|
Awesome news - I loved the C64 version of Starquake!
|
Coooool, Galahad, You're The Man !
|
Quote:
The ones Meynaf tackled hardly hardware bang the ST at all, its mostly system friendly games, which for him are easier as he has more experience of the ST than me. Where Time Stood Still only used the system to load files, other than that, it was logically laid out and progress was constant on it. Starquake appears to be coded the same way. |
first, thank you galahad,
2nd, do you think it could be possible to use your engine to port games from others platforms than the atari st, i mean others 68k platforms ? Like arcade 68k games or sharp x68000 ?? even if we should need more cpu power. |
Quote:
And unlike the ST, both systems you mention have custom hardware in much the same way as the Amiga does, so routines would have to convert Sharp blitter calls and change them to blitter or cpu calls the Amiga understands. ST conversions are relatively easy dependant on how they are written, because the ST has no proper hardware other than the sound chip and the chip that to get stuff to the screen. After looking at Starquake in more depth, this will be a bit more difficult as it has lots of TRAP calls in the game that I now need to interpret to get the game to run. |
Quote:
|
Quote:
In the zone you can find package with resourced files: quake.prg, star.one. And If I understand correctly quake.prg just run star.one + other not interesting stuff. But there is still a lot work with both resourced files and probably some labels are named in wrong way. |
Quote:
STAR.TWO is all the graphics for the game, STAR.ONE is the program code plus some graphics ;) Will check out your files. Cheers |
Quote:
|
I remember that a french coder hanging here did a disassembly. (not Meynaf)
If you're interested there is a Nintendo DS remake with source code (C based) at http://www.karmatoad.co.uk/wp-conten.../Starquake.zip Kamelito @Galahad, Another thing Paul Hughes was programming Starquake 2 which was never released, as a UK dev you may ask him :) He may have the original source code of Starquake. Kamelito http://www.pauliehughes.com/ ZX spectrum gfx : http://www.icemark.com/downloads/fil...e_graphics.zip and it's format :http://www.icemark.com/dataformats/starquake/index.html |
Quote:
Would probably be enough to get games that don't directly access ST registers to work. I suspect just like Amiga, you can call a certain TRAP to get a base address for a screen, and call a TRAP to activate that base address to setup screen and display. |
Quote:
|
Awesome... another classic being converted to Amiga. Soon it will be time to sell all our ST's we have in the attics :)
|
No, this can't be true! One of my greatest amiga wishes would be fulfilled! Galahad, this is just awesome news! Starquake for Amiga!
|
but do you remember teleport codes? ;)
|
I remember all the teleport codes from C64. Never played it on that... eerrm... minor platform ;)
|
Quote:
|
I know ive said many times but games like sundog and stos stuff run quite well at full speed with the ancient Gems emulators
if you guys could put something i would be very appreciative. |
All times are GMT +2. The time now is 05:17. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.