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Old 31 January 2014, 00:10   #61
NovaCoder
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I had a quick go a compiling the latest version of OpenRedAlert the other day against my AGA SDL, it didn't work out very well

Not only is it buggy (as people have said), it's also coded to work for 16bit displays and really doesn't look that pretty in 8bit.

If I get 5 mins, I'll take a quick look at OpenRA to see if that's any more practical for Classics.
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Old 31 January 2014, 09:33   #62
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I was just reading the first page or so of this thread and thinking "I wish Novacoder could have a look at this for AGA" and then jump to the last page and
......

Hope you can find time for this.
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Old 31 January 2014, 10:29   #63
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Quote:
Originally Posted by NovaCoder View Post
I had a quick go a compiling the latest version of OpenRedAlert the other day against my AGA SDL, it didn't work out very well

Not only is it buggy (as people have said), it's also coded to work for 16bit displays and really doesn't look that pretty in 8bit.

If I get 5 mins, I'll take a quick look at OpenRA to see if that's any more practical for Classics.
Go for it!!!
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Old 31 January 2014, 11:40   #64
Lord Aga
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A C&C game on Amiga ! Finally !
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Old 31 January 2014, 11:53   #65
NovaCoder
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I should really finish my Ultima 7 AGA port first.....

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Old 31 January 2014, 23:51   #66
meckert
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Quote:
Originally Posted by NovaCoder View Post
I had a quick go a compiling the latest version of OpenRedAlert the other day against my AGA SDL, it didn't work out very well

Not only is it buggy (as people have said), it's also coded to work for 16bit displays and really doesn't look that pretty in 8bit.

If I get 5 mins, I'll take a quick look at OpenRA to see if that's any more practical for Classics.

So go for RTG, and add AGA as an option...
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Old 01 February 2014, 00:54   #67
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So go for RTG, and add AGA as an option...


There's no point, an RTG version already exists
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Old 01 February 2014, 01:58   #68
dlfrsilver
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Quote:
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I should really finish my Ultima 7 AGA port first.....

ultima 7, that's clearly a game that i would love to see on my 1230. I could even send you if needed the french version of this game
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Old 02 April 2014, 10:43   #69
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Red Alert 2 Online is free now http://www.meeting-grounds.net/ra2-o...line-for-free/
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Old 25 October 2014, 15:34   #70
Michael
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So then, anybody really got it working ?
Over here on 060/CGX (a perfect setup according to docs) it does load the menu
with demo version or with Allied cd mix files. The mouse moves slow, but the menus work.
It's possible to start a quick mission and it draws the map with units.
But that's it, at this point all freezes and a minute or two later the power led flashes and we go auto rebooting.

On loading the game there are many enforcer hits.
Then looking at the SHELL log, there are many errors and files the game can't find during loading. Then SDL lib outputs a lot of debug to serial port.

Overall very sad, but it can be made reasonable.

Sound available ? Not here, and probably the reason for many other problems.

Using FFS will make the game load pathetically slow (ok for demo (small files)), on PFS/SFS it's fairly fast, a common problem for large file games with lots of seeking if the code is crap.

Really looking for an update, maybe it will work eventually for many.
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Old 20 March 2016, 16:13   #71
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Discovered this thread while searching for the MorphOS port, which hasn't been updated since 2008 by the look of it. Has anyone released an updated version in the last few years?
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Old 20 March 2016, 16:38   #72
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i would like to see how this runs on the vampire, does anyone have a working zip ?
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Old 20 March 2016, 18:09   #73
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http://aminet.net/package/game/strat...alert-r600-68k
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Old 20 March 2016, 18:10   #74
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i seen that, wasnt able to get it working even using the files from my original cds
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Old 20 March 2016, 22:02   #75
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This port needs fpu. There was no updates because author of OpenRedAlert stopped developing it, unfortunately.

Last edited by arti; 20 March 2016 at 22:08.
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Old 03 April 2016, 18:53   #76
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@meckert

Links are not working... I would like to download and try the game !? :-o
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Old 03 March 2018, 17:13   #77
meckert
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This port needs fpu. There was no updates because author of OpenRedAlert stopped developing it, unfortunately.
Hi Arti . Is it possible to run your port on Apollo Core 2.7, have you tested it ? I Keep getting crashes...
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Old 03 March 2018, 23:13   #78
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Same here. Too bad it wasn't finished.
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Old 04 June 2020, 12:50   #79
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@Michael

Quote:
Using FFS will make the game load pathetically slow (ok for demo (small files)), on PFS/SFS it's fairly fast, a common problem for large file games with lots of seeking if the code is crap.
I didn't realise that FFS was going to be such a bottleneck for this SDL implementation! FFS works ok for Beats of Rage but then the coder lantus360 was able to completely remove SDL from that port! That's what I thought would become possible when EA open sourced the game engine for C&C and RA. I now know that they never intended to open source the entire engine only selected bits to aid the mod community! :-(

... back to Napalm then!
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Old 04 June 2020, 17:48   #80
utri007
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Quote:
Originally Posted by Michael View Post

Using FFS will make the game load pathetically slow (ok for demo (small files)), on PFS/SFS it's fairly fast, a common problem for large file games with lots of seeking if the code is crap.
It is easy to solv with addbuffers command OR adding them through HDToolBox
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