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Old 10 August 2017, 11:29   #21
Old_Bob
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What about speed? An A500 surely couldn't emulate a Z80, or 6502, or anything else at the speed required, on top of doing all the other stuff the game might need. If it could, you might as well create a MAME build for it and be done with it.

Looking at that extensivley commented Ms Pacman disassembly, would it not require far less man hours to simply translate the source, routine by routine, in to 68000 asm as was needed?

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Old 10 August 2017, 11:44   #22
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What about speed? An A500 surely couldn't emulate a Z80, or 6502, or anything else at the speed required, on top of doing all the other stuff the game might need. If it could, you might as well create a MAME build for it and be done with it.

Looking at that extensivley commented Ms Pacman disassembly, would it not require far less man hours to simply translate the source, routine by routine, in to 68000 asm as was needed?

B
Must be able to, thought there was spectrum and amstrad cpc emulators for the miggy ?
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Old 10 August 2017, 13:44   #23
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Emulating is not an option speed wise. Most logical would be to rewrite or transpose functional code, like ghost AI, using original code as base, and write gfx & audio from scratch.
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Old 10 August 2017, 14:17   #24
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Must be able to, thought there was spectrum and amstrad cpc emulators for the miggy ?
I've no knowledge of the CPC emulator, but the Speccy one I used to use, in times of yore, needed a reasonably fast '020/030 and some Fast RAM to approach playable levels of performance. It certainly worked great on my Blizzard MKIV. On an A500 with a 7mhz 68000 and Chip RAM only, it would be simply unusable and I can't see the CPC one being miraculously faster.

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Old 10 August 2017, 17:13   #25
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I seem to recall there being detailed analyses of the Pacman ghost behavior online. This might help avoiding the need to disassemble and recreate all the code - it's the behavior that matters, not the implementation.

Then again, using the original code will certainly lead to the most accurate result.
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Old 10 August 2017, 17:25   #26
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Nowadays doing an nth clone without the original behaviour is not good enough.working from disassembly would create a game even better than official ports because japanese almost never share the code for home versions
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Old 10 August 2017, 18:09   #27
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I've no knowledge of the CPC emulator, but the Speccy one I used to use, in times of yore, needed a reasonably fast '020/030 and some Fast RAM to approach playable levels of performance. It certainly worked great on my Blizzard MKIV. On an A500 with a 7mhz 68000 and Chip RAM only, it would be simply unusable and I can't see the CPC one being miraculously faster.

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Fair enough. Had no first had knowledge or had tired it.


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Old 10 August 2017, 19:34   #28
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The conversion to C should do real well as it can optimize away dead instructions. I worked on a port of X-Former that morphed into a C= 64 emulator, but seeing all those signals and stuff you _had_ to do for every opcode would fast make you SadPanda when you knew how much of that was never used and just thrown away/overwritten.
Compilers are great stuff for doing mindless and complex tasks...
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Old 10 August 2017, 20:43   #29
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I really wonder how hard it would be to drop SDL for hardware banging but keep C++ code with all the A.I. etc, and how fast it would be. Not a job for me as I don't know enough about blitter & sprites & audio on the miggy.
Why not go half the way and keep it in C and use OS functions?
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