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Old 22 January 2015, 00:20   #41
Phantasm
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Quote:
Originally Posted by Galahad/FLT View Post
I also dont get paid for this kind of thing, its hobbyist and expanding my abilities, doing Megadrive conversions is a big ask, long task and frankly, my time is too precious for that.
Fair do's it was just a thought
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Old 22 January 2015, 01:24   #42
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I have Shapeshifter on my Amiga just because of Settlers 2 and better Sim City 2000.
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Old 22 January 2015, 12:04   #43
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Originally Posted by Phantasm View Post
Galahad was looking for Mac stuff due to it being 68000 based so you can more easily port rather than completely rewrite (or emulate). That's the reason why i suggested Megadrive - it's also 68000 based. Although as WayneK pointed out many titles would be beyond what a stock A500 (and probably stock A1200) could manage.
No problems Phantasm, I am still looking for a definitive list of 68k mac games. Can anyone point me to sites that shows older 68k mac games. Most are black and white?

I did find this link to 68k mac games of all time on Arstechnica
http://arstechnica.com/civis/viewtopic.php?t=1000714
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Old 22 January 2015, 13:44   #44
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a french site for 68k mac games :
http://www.grenier-du-mac.net/listes/liste_alpha.html

alone in the dark
settlers 2
prince of persia 2

i agree with the 3 choices

but i prefer civilization 2
 
Old 22 January 2015, 18:26   #45
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If it means anything System 7.1.2 (March 14, 1994) was the first MacOS to support PPC and MacOS 8.5 (October 17, 1998) is the first which was PPC only.

That gives a timeline.
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Old 22 January 2015, 22:37   #46
Jack Burton
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Originally Posted by jack-3d View Post
I have Shapeshifter on my Amiga just because of Settlers 2 and better Sim City 2000.
I have Shapeshifter on my Amiga just because of Uncharted Waters, but unfotunately Shapeshifter doesn't run correctly. I have a recoverable error message in an almost infinite loop because of AHI.
And by the way, the only time it worked it was too slow (on my 060) anyway...
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Old 22 January 2015, 23:02   #47
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Well if POP2 is indicative of conversion work, frankly, it would be easier to simply do a fresh conversion.

POP2 is a simple flick screen game, theres really no reason it can't be done, but without all the assets to make it, could be labourious.

I dunno, if people were to get in contact with Jordan Mechner and see if he'd release the game stuff (collision maps, animations, complete map of the game etc) then its easy street.

Otherwise its several months of work to realise.
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Old 22 January 2015, 23:31   #48
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I think we were in contact with Jordan when he recovered some of his disks.
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Old 22 January 2015, 23:35   #49
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I think we were in contact with Jordan when he recovered some of his disks.
Then YOU sound like the perfect ambassador to speak to him

Assuming you're volunteering to make some sort of contact, either the original ASM source for the MAC version (which i'm sure is not ASM but fucking C!), or all the files and stuff so actually writing it shouldn't be too much of a stretch.

Assuming you're volunteering that is
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Old 22 January 2015, 23:43   #50
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yes i guess it's C code.... It looks like your usual platform game, but in fact it's fully PC coded style.

I have looked at the PC version, thru a level editor...... The best would be indeed to simplify the whole thing (i mean keep all the visual features as well as animations and so on, but change how the game is dealt with by the computer. Otherwise we will have a slug of a game, needing at least a 68040.
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Old 23 January 2015, 12:27   #51
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Was years ago... let's see...
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Old 23 January 2015, 15:03   #52
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Then YOU sound like the perfect ambassador to speak to him

Assuming you're volunteering to make some sort of contact, either the original ASM source for the MAC version (which i'm sure is not ASM but fucking C!), or all the files and stuff so actually writing it shouldn't be too much of a stretch.

Assuming you're volunteering that is
I e-mailed him via his website and informed him about this thread; let's wait and see. I also stumbled upon this site http://www.popuw.com/index2.html
Might be useful?
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Old 23 January 2015, 15:56   #53
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Spaceship Warlock
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Old 24 January 2015, 14:58   #54
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Very nice!
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Old 29 January 2015, 23:33   #55
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I know Galahad already said megadrive games would be too much effort but just as an interesting side note someone has already done a lot of work disassembling the sonic games and i thought that might be of interest to some here

http://info.sonicretro.org/Disassemblies#Sonic_1
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Old 30 January 2015, 02:17   #56
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any thoughts about the game moonquake, wonder if that's something we will ever see --sorry im not tech so if its some impossible dream plz ignore me =]
http://www.system16.com/hardware.php?id=593&page=1#3079
http://aarongiles.com/?p=158
http://www.classicarcadegaming.com/e...es/mda/107.htm
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Old 30 January 2015, 02:35   #57
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any thoughts about the game moonquake, wonder if that's something we will ever see --sorry im not tech so if its some impossible dream plz ignore me =]
http://www.system16.com/hardware.php?id=593&page=1#3079
http://aarongiles.com/?p=158
http://www.classicarcadegaming.com/e...es/mda/107.htm
Links to the roms might be useful
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Old 30 January 2015, 03:24   #58
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@Galahad

I have uploaded Moon Quake roms to The Zone!
Due to EABĀ“s policy regarding kickstart, I had to remove from the archive the file "kick12.rom", which of course, is an Amiga kickstart rom version 1.2
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Old 30 January 2015, 11:37   #59
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Links to the roms might be useful
Here (post 10) is joined MoonQuake ROM:

http://eab.abime.net/showthread.php?t=61877

Main (the only ?) problem for this game is external hardware (MCU) decryption or depacking data. Crypted/packed data (~128KB) don't use $FF value, no more hints available for this ROM/game.
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Old 24 May 2015, 01:00   #60
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What about Sim Tower? (https://en.wikipedia.org/wiki/SimTower)
I remember it worked pretty good in Shapeshifter on my Blizzard 1230.
 
 


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