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Old 02 March 2015, 09:12   #41
tomcat666
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Great news Galahad ! One of 8bit favorites finally making an appearance on Amiga
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Old 02 March 2015, 09:42   #42
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Sounds like you are making good progress with this Can't wait to see the demo
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Old 02 March 2015, 17:06   #43
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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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Old 02 March 2015, 17:49   #44
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Sounds like you are making good progress with this Can't wait to see the demo
I was actually making no progress whatsoever trying to do it the way I wanted, as soon as I abandoned the idea, I made 1000000000% progress in 20 minutes :/

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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Old 02 March 2015, 19:09   #45
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I am so happy!!!
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Old 02 March 2015, 23:27   #46
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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
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Old 03 March 2015, 00:35   #47
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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
Thanks but that project is no good for Amiga.

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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Old 03 March 2015, 12:46   #48
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@Galahad,

Is this other port a secret ?

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Old 03 March 2015, 19:06   #49
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@Galahad,

Is this other port a secret ?

Kamelito
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.
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Old 03 March 2015, 19:11   #50
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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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Old 03 March 2015, 21:18   #51
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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.....
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Old 03 March 2015, 22:08   #52
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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.
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Old 04 March 2015, 00:23   #53
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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.....
Can't use it chap, the conversion has to include OCS/ECS and that picture sure isn't is it?
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Old 04 March 2015, 00:47   #54
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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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Old 04 March 2015, 00:49   #55
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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
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Old 04 March 2015, 10:04   #56
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never heard of this game before, but we will see thx for great job Galahad
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Old 05 March 2015, 03:44   #57
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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!
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Old 05 March 2015, 22:53   #58
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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
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Old 05 March 2015, 23:00   #59
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That looks awesome
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Old 05 March 2015, 23:20   #60
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That looks awesome
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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