15 April 2019, 01:21
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#33
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Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,913
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Quote:
Originally Posted by jotd
This isn't the way to do such adaptations. You have to locate the main loop and the current level to play the proper music / monitor when the music isn't playing anymore to restart it.
Also monitor the "game over" routine to stop the music at this point.
This requires disassembling of the game and some reverse engineering, then code a .cdslave (study examples in CD32load package). Being familiar with how whdload works is a plus, since cdslaves use patchlists too.
For Premiere it was easy (not the CD loading itself which was hell, but the specific game adaptations, since the game is coded in a simple/trivial way)
For Marble Madness it was just hell (game coded in C, with events, not just music or sfx but music AND sfx, and music had to be removed, but not sfx)
It also requires a lot of testing, where levelskip & trainers become mandatory.
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no way for me then !!! if only i could learn assembler.
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