10 August 2017, 11:29 | #21 |
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What about speed? An A500 surely couldn't emulate a Z80, or 6502, or anything else at the speed required, on top of doing all the other stuff the game might need. If it could, you might as well create a MAME build for it and be done with it.
Looking at that extensivley commented Ms Pacman disassembly, would it not require far less man hours to simply translate the source, routine by routine, in to 68000 asm as was needed? B |
10 August 2017, 11:44 | #22 | |
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10 August 2017, 13:44 | #23 |
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Emulating is not an option speed wise. Most logical would be to rewrite or transpose functional code, like ghost AI, using original code as base, and write gfx & audio from scratch.
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10 August 2017, 14:17 | #24 | |
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10 August 2017, 17:13 | #25 |
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I seem to recall there being detailed analyses of the Pacman ghost behavior online. This might help avoiding the need to disassemble and recreate all the code - it's the behavior that matters, not the implementation.
Then again, using the original code will certainly lead to the most accurate result. |
10 August 2017, 17:25 | #26 |
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Nowadays doing an nth clone without the original behaviour is not good enough.working from disassembly would create a game even better than official ports because japanese almost never share the code for home versions
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10 August 2017, 18:09 | #27 | |
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Fair enough. Had no first had knowledge or had tired it. Sent from my iPhone using Tapatalk |
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10 August 2017, 19:34 | #28 |
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The conversion to C should do real well as it can optimize away dead instructions. I worked on a port of X-Former that morphed into a C= 64 emulator, but seeing all those signals and stuff you _had_ to do for every opcode would fast make you SadPanda when you knew how much of that was never used and just thrown away/overwritten.
Compilers are great stuff for doing mindless and complex tasks... |
10 August 2017, 20:43 | #29 |
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Why not go half the way and keep it in C and use OS functions?
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07 April 2021, 00:53 | #30 |
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Did any type of Ms. Pacman ever come out for Amiga. It looks like source is available.
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10 April 2021, 22:04 | #31 |
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Any updates on a Ms Pac-Man for Amiga?
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10 April 2021, 22:19 | #32 |
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10 April 2021, 23:07 | #33 |
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source for Atari 7600 version, but from the arcade?
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11 April 2021, 00:47 | #34 |
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11 April 2021, 11:04 | #35 |
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you need source asm tutorial and target asm tutorial or write it in C (which would be more reasonable) using Bartman C VSCode plugin.
The hardest part (for having done that for the game "Bagman") is to isolate the "functional" parts from the lowlevel parts (controls, graphics, sound). Of course with comments from source and not just a binary dump it's easier. I'm contemplating doing a project with Bartman VSCode environment. That could be it. |
13 April 2021, 01:50 | #36 | |
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Since 68000 has more registers, it should be quite easy - probably a weekend worth of work, assuming you are verbose with both assemblers. About a year ago I wrote a Z80 backend for my Higgs compiler, so I got familiar with the instruction set [somewhat]. Z80 is really nice ! This would take care of the logic and behavior being identical, leaving system-specific audio/video/input/os features to be coded from scratch. Still a lot of work |
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13 April 2021, 01:59 | #37 | |
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Sure, 68000 can do 16/32-bit signed math in single instruction (unlike pages of 6502 code to achieve same result) and some amazing array indexing. But you don't need a whole lot [perhaps any] 16-bit ops (or advanced indexing for that matter) for this game. Now go check how many cycles common ops that access memory take on 68000 and you will see what I mean that the 7 MHz 68000 is not necessarily ~4x faster in raw power compared to 1.79 MHz 6502. And, on 68000, you need to move more pixels around (2x - 4x), as games don't run in 160x200, do they ? |
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13 April 2021, 12:12 | #38 | |
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Perfect for a first time project in a new environment! Looking forward to it. |
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13 April 2021, 14:11 | #39 |
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So an AGA Amiga, 68060 Amiga or Vampire Amiga should be able to handle Ms Pac-Man just fine right?
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13 April 2021, 15:39 | #40 | |
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Of course, originally, the game ran on plenty systems clocked around 1.79 MHz, but that's some hardcore assembler coding that you probably don't have time/patience for. If you had a working base project, in C and SDL, you could probably reimplement core AI behavior over a weekend, assuming you already studied the commented ASM source extensively. Some long time ago, I studied PacMan AI behavior from ASM code and I sure as hell would not want to reimplement that in ASM from scratch But if you are determined, why not ? |
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