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Old 30 March 2019, 07:39   #171
drHirudo
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Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 463
Quote:
Originally Posted by Steril707 View Post
Off course "it can be done". That is almost never the question. There are ZX Spectrum and Master System versions of the game proving it.

It's more about "should it be done".
If in the end it looks like the Apple GS version I don't see the appeal for someone to spend a year converting it to the Amiga.

Your version would have no parallax and no sprites, and don't forget the palette you chose need to work for the whole level and all its enemies, not just one screen.
The Apple IIGS version of Rastan can be easily done on Amiga. And there are even source code for it, in 65812 assembler - https://macgui.com/downloads/?file_id=10698

And there is a thread about it on this forum - http://eab.abime.net/showthread.php?t=94483

Quote from phx there:

Quote:
IMHO an A500 should easily handle that. There is no parallax scrolling. Not many moving objects. I didn't even see any tile animations or foreground tiles. Would be quite boring to implement.
Once you have the game engine working (IIGS quality), you can try to implement more colors, parallax, better music, etc... and see if A500 can handle that. If A500 can't, just increase the requirements to 2MB Amiga, faster CPU, or even A1200.
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