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View Poll Results: What game do you want to see ported to the Amiga? | |||
Rolling Thunder (Arcade) | 21 | 6.58% | |
Gauntlet (Arcade) | 29 | 9.09% | |
Shinobi (Arcade) | 49 | 15.36% | |
Pacman (Arcade) | 7 | 2.19% | |
Final Fight (Arcade) | 35 | 10.97% | |
Rastan (Arcade) | 30 | 9.40% | |
Side Arms (Arcade) | 1 | 0.31% | |
Nemesis/Gradius (Arcade) | 13 | 4.08% | |
Raiden (Arcade) | 10 | 3.13% | |
Raiden II (Arcade) | 11 | 3.45% | |
Space Invaders (Arcade) | 2 | 0.63% | |
Bad Dudes vs Dragon Ninja (Arcade) | 6 | 1.88% | |
Wonder Boy (Arcade) | 46 | 14.42% | |
Axelay (SNES) | 9 | 2.82% | |
Double Dragon (Arcade) | 13 | 4.08% | |
None - Do my own game! | 37 | 11.60% | |
Voters: 319. You may not vote on this poll |
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25 August 2019, 14:39 | #101 |
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25 August 2019, 14:54 | #102 |
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cool. But you don't want to compile MAME for amiga. You need to extract the useful parts. That is probably hell.
But if someone wants to do something like this (for several games using same hardware as Pacman) and you need some help in cross-compiling C/porting stuff, I'm in (maybe open another thread for this) |
25 August 2019, 15:06 | #103 |
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25 August 2019, 15:07 | #104 | |
Lemon. / Core Design
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No, you'd just interpret the native Z80 code on the Amiga... either realtime (slow) or by pre-processing it into equivalent 68000 instructions... (faster) |
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25 August 2019, 23:33 | #105 |
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Dan, you'd just interpret the functional Z80 code on the amiga. There's a lot of non functional code to scrap. But the hardware isn't the amiga hardware. Takes some hard staring at the code (not to mention the special way the japanese coders have to do stuff that us europeans have a lot of trouble to understand)
The speccy version (damn impressive!) is probably much simpler to understand given the known & limited hardware of the ZXSpectrum. Someone already did the work and the source code is here: https://github.com/simonowen/pacemuz...r/pacemuzx.asm The sound effects are really awesome too... That gives me some ideas. Would require transcribing Z80 code to C or asm (already did this with 6502 to C). The interesting part is that there is no "generic" stuff like in MAME, which makes things harder to understand. Excellent! Last edited by jotd; 25 August 2019 at 23:39. |
25 August 2019, 23:40 | #106 | |
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Obviously in the speccy version they didn't have to bother with the translation as it's rocking a z80 anyway. I have to say I'm warming to this idea enough to give it a try. |
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26 August 2019, 02:51 | #107 |
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Without getting too technical... What mcgeezer says
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26 August 2019, 07:43 | #108 | ||
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I didn't test that but there's already a Z80 to 68000 converter here: https://www.lysator.liu.se/~celeborn...00/Z80CONV.ZIP with source. It's Atari basic, but not a problem to convert to python. I can give this a try. Looks professional Code:
CNVZ80 - Z80 SOURCE TO MC68000 SOURCE UTILITY (C) COPYRIGHT 1982 BY MOTOROLA INC. |
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26 August 2019, 11:29 | #109 | ||
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http://cubeman.org/arcade-source/pacman.asm Commented too, which is nice. Will need some massaging to get into a state where you can use it though. |
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26 August 2019, 14:06 | #110 |
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@Dunny
isn't Speccy's resolution 256x192? Unless you mean something entirely different by 352x296 |
26 August 2019, 14:45 | #111 |
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The full border is 352x296. The actual size of the user-addressable display RAM is indeed 256x192. But with judicious use of OUT, you can draw in the border - hence why it takes a LOT more CPU to be able to emulate a Speccy accurately than most people would think.
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26 August 2019, 16:26 | #112 | |
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MAME has/had a "draw only changes" option. But I suppose that it would be lost in the C2P final conversion anyway. C2P would have to use this line flag too (so finally adapting "draw only changes" to C2P routine in Amiga MAME could be pretty efficient too for non-scrolling games) |
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26 August 2019, 17:58 | #113 |
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@Dunny
Ah ok, I thought you were talking about the usable resolution. I think Defenders of the Earth used the border for some effects. |
26 August 2019, 19:44 | #114 |
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Got MAME source for Amiga but the "main" source is missing for 0.35.12. Can't find it on mamedev.org. Too old. Someone, an idea?
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26 August 2019, 19:46 | #115 |
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26 August 2019, 21:00 | #116 |
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Don't care what anyone thinks of it but I wanna see Street Fighter 1 done properly on the Amiga, not expecting arcade perfectness but gotta be a whole lot better than what those morons at Tiertex / U.S. Gold ended up giving us,....followed by Rastan.
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26 August 2019, 21:21 | #117 |
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ok ZEUSDAZ if it weren't for Tiertex you'd be out of your job with your hilarious shit game time vids.
Retronerd: thanks! I'll check that. The c2p routine in Amiga MAME is in asm but processes the whole screen if I'm not mistaken. Time for a cross rebuild with gcc 6. If I can do that that will be a small miracle already. Well sources are incomplete and nowhere to be found (ex: cpu/z80.c). Time to give it up... no big chance to succeed in doing something useful anyway... Last edited by jotd; 26 August 2019 at 23:55. |
27 August 2019, 00:38 | #118 | |
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Quote:
Last edited by saimon69; 27 August 2019 at 01:03. |
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27 August 2019, 00:44 | #119 | |
CaptainM68K-SPS France
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Pick the arcade program, redirect the video ports and other regs, and adapt as much as possible the sprite tile builder engine. but anyway, SF1 is a 128 colors game, if you don't want to denature it, a good A500 port would be a mess to do, more complicated than an A1200 port. this game would take at least 2mb of ram, considering the sprites size. I have quite a number of stages already ripped...... |
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28 August 2019, 02:46 | #120 | |
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LOL, yeah there is that I guess, good to know that series of mine seems enjoyable to others,....BUT I STILL WANNA SEE A BETTER CONVERSION ATEMPT AT SF1 THAN WHAT TIERTEX COUGHED UP! |
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