02 March 2015, 09:12 | #41 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
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Great news Galahad ! One of 8bit favorites finally making an appearance on Amiga
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02 March 2015, 09:42 | #42 |
Registered User
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Location: UK
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Sounds like you are making good progress with this Can't wait to see the demo
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02 March 2015, 17:06 | #43 |
Pixel Blender!
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God speed fella!! and remember as usual don't forget to knock it out of the ball park
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02 March 2015, 17:49 | #44 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
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Quote:
But in the meantime I also tackled another ST conversion which is nearly done, so Starquake will continue whilst this other one is finished off. |
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02 March 2015, 19:09 | #45 |
Puttymoon inhabitant
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I am so happy!!!
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02 March 2015, 23:27 | #46 |
Banned
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Location: Serbia
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I am not sure if you are aware but there are similar project ongoing for running ST games on Atari Jaguar; maybe you could use this?
http://reboot.atari.org/new-reboot/redirection.html there should be somewhere complete list of all patched/converted games. Maybe among them are some that does not exist for Amiga? EDIT: here is list http://dbug.kicks-ass.net/ST2JAG/ST2JAG.php |
03 March 2015, 00:35 | #47 | |
Going nowhere
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Quote:
Some of us on here are only concentrating on converting Atari ST games that were never released for the Amiga back in the day, if the Amiga already has a version, unless the ST version is somehow better, theres not much point. That reminds me, I promised CJ Where Time Stood Still for his Jaguar conversion, i'll pass that on now! |
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03 March 2015, 12:46 | #48 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,801
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@Galahad,
Is this other port a secret ? Kamelito |
03 March 2015, 19:06 | #49 |
Going nowhere
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No, but I doubt many have heard of it and its not that great.
I had a look at it in some downtime and literally, ten minutes later, it was working, only used TOS for loading files at the start and then dropped all system calls after that so it was very easy to do. Recoil is the name, and the music has been done for it, all I have to do now is implement SFX and its ready for release. |
03 March 2015, 19:11 | #50 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,646
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I think Recoil is Joffa's game (Jonathan Smith of ZX Spectrum fame - Cobra, Green Beret, ...) so it is definitely important. Will be great to see it running on the miggy
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03 March 2015, 21:18 | #51 |
Pixel Blender!
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hey, don't forget my new Amiga title screen for it
the gfx guy always gets left out in the rain..... |
03 March 2015, 22:08 | #52 |
Amigaholic
Join Date: Dec 2009
Location: UK
Posts: 4,676
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Good old Joffa, we all know what happened at Byte-Back in Stoke in 2009 don't we, I was there!
Last edited by BarryB; 03 March 2015 at 22:13. |
04 March 2015, 00:23 | #53 |
Going nowhere
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04 March 2015, 00:47 | #54 |
Pixel Blender!
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Didn't I sent you a 32 colour version, I'm nearly sure I did..the original was one was the full PC version not the Amiga one.
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04 March 2015, 00:49 | #55 |
pixels
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I always enjoyed playing this game on the Amstrad CPC464 (in Mode 1 - 4 colours 320x200).
Best of luck with it Galahad/FLT and Co |
04 March 2015, 10:04 | #56 |
Registered User
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Location: Leeds
Posts: 141
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never heard of this game before, but we will see thx for great job Galahad
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05 March 2015, 03:44 | #57 |
Going nowhere
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Firing is now remapped to joystick fire button. For some inexplicable reason on the ST it was mapped to the keyboard!
All dynamic colour swapping now works, the ST version used a split screen trick to reload the main colours for the main screen whilst keeping the score panel the same, eventually figured out what it does and now it works. Just need to now do an intercept routine as the colours switch just before the screen updates the next screen. I'm guessing on the ST this process happened so quickly that you don't notice it, but on the Amiga, there is a split second where the screen you are currently playing on gets remapped to the next set of colours for the screen you're about to flip to. Next on the agenda is to do all the keyboard stuff. I've ripped out the keyboard ASCII table from TOS which is one of the functions the game loads at the start, so if I can do a conversion table from Amiga to this particular TOS Ascii table, then all keys should remap properly and it means teleporters and hiscore can be used, or maybe I do away with that shit and remap it entirely to joystick so CD32 owners can play the game as well without keyboard entry nonsense. Because of the flip screen nature of the game, it should run perfectly acceptable on an A500 68000, and I might even get the rubbish to fit in 512K as well. 'might' be an intro sequence of sorts, and of course I will be asking ADRDesign about converting the music 512 screens.... man this game is enormous! |
05 March 2015, 22:53 | #58 |
Going nowhere
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The encoder for WInUAE i'm using makes the game look like arse, its 100% stable and the graphics don't look like they are under water ffs!
[ Show youtube player ] Just a small WIP so far |
05 March 2015, 23:00 | #59 |
Registered User
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Location: UK
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That looks awesome
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05 March 2015, 23:20 | #60 |
Going nowhere
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In the flesh it looks about 2000% better, it looks like shit in Youtube.
On Amiga the character moves smoothly, not taking 30 pixel leaps across the screen, oh and you can see everything properly, looks like I applied a Vaseline filter to the output for fucks sake! |
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