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Old 03 February 2016, 01:25   #61
DamienD
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I beaten the game using DamienD's ADF. Everything worked for me. Great job!
Nice to know that I didn't mess up the outstanding job that meynaf did when I copied everything to a bootable .ADF...

Appreciate you confirming that the .ADF is 100% working / tested my friend

...but again; hat's off to the man meynaf
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Old 03 February 2016, 01:26   #62
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Meynaf! - http://www.indieretronews.com/2016/0...community.html
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Old 03 February 2016, 01:34   #63
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Nice article Neil79
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Old 03 February 2016, 01:55   #64
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Nice one, meynaf
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Old 03 February 2016, 01:59   #65
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Nice article Neil79
Cheers buddy! Nice work on the game meynaf and to you for the adf DamienD
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Old 03 February 2016, 03:00   #66
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Wow! Very nice! Thank you for doing this! I always wanted this game on the Amiga since I had my C64/Atari 800XL! (and was mad the ST got it and not the Amiga!)

Created a HD install with 256 color icons! In Da Zone!

Last edited by TjLaZer; 03 February 2016 at 06:33.
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Old 03 February 2016, 06:41   #67
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Nice to know that I didn't mess up the outstanding job that meynaf did when I copied everything to a bootable .ADF...

Appreciate you confirming that the .ADF is 100% working / tested my friend

...but again; hat's off to the man meynaf
Heh, not to say that you didn't contribute anything, but I was congratulating meynaf for his fine work as I replied to his original request of someone else playing the game to the final level.
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Old 03 February 2016, 09:11   #68
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Graphically this game do not stun me, but game-play is awesome, I like how every move is mapped to keyboard so it is very fun to play. Great work !
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Old 03 February 2016, 12:24   #69
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I posted the link to Indie Retro News article to lemonamiga.com homepage News. Thanks Meynaf, thanks Neil.
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Old 03 February 2016, 14:01   #70
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I posted the link to Indie Retro News article to lemonamiga.com homepage News. Thanks Meynaf, thanks Neil.
Ahh cheers buddy much appreciated
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Old 03 February 2016, 15:07   #71
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Thank you meynaf for another great port.
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Old 03 February 2016, 15:50   #72
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Excellent! Thanks for porting this meynaf.

Played with the joystick option which worked great. The third guy killed me with one kick while I made the error of running full speed at him
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Old 03 February 2016, 15:53   #73
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Thank you guys for this port

My blog entry about it: http://davka.pl/articles/6/karateka-...ported-in-2016

and this is Karateka by meynaf working on my Vampire 2:





Video:
[ Show youtube player ]

Last edited by Davka; 03 February 2016 at 17:17.
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Old 03 February 2016, 16:10   #74
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For a little bit of fun, try fighting with the girl at the end.
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Old 03 February 2016, 22:53   #75
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Old 04 February 2016, 14:16   #76
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Please, could some mod take part of this thread regarding meynaf's Karateka port and put it to its own new therad? I think it is worth announcing. A bit hidden here.
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Old 04 February 2016, 14:21   #77
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Please, could some mod take part of this thread regarding meynaf's Karateka port and put it to its own new therad? I think it is worth announcing. A bit hidden here.
Roger that Done
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Old 04 February 2016, 14:38   #78
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Game need quick quit to Workbench after falling into sea
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Old 12 February 2016, 08:17   #79
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This is really cool. Meynaf can you share some more details on the process you used to port the game? What language did you decompile it to? Was it a high level language like C? Or did you translate raw assembly instructions? Did you end up patching the direct memory addressing in the scripting language or in your decompiled binary?
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Old 12 February 2016, 09:12   #80
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This is really cool. Meynaf can you share some more details on the process you used to port the game?
For the sake of curiosity, huh ?


Quote:
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What language did you decompile it to? Was it a high level language like C? Or did you translate raw assembly instructions?
I did not "decompile" the game. I just resourced the asm and patched it enough to make it work.


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Did you end up patching the direct memory addressing in the scripting language or in your decompiled binary?
Depends what it was. What could be left alone (by just adding a bss area) was kept as is. The rest was changed in the script.
Direct memory addressing was rarely really direct ; it nearly always used some base address (like end of program or start of screen memory) which some offset got added.
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