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Old 03 October 2015, 19:26   #81
Bastich
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That Falcon Quake 2 demo is impressive
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Old 05 October 2015, 00:40   #82
Jack Burton
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Originally Posted by AnimaInCorpore View Post
Thanks for the reply. I am using HD Driver so this is indeed a difference but it shouldn't make a difference at all.
So far I've got no report on any bugs. Care to elaborate how I can reproduce the bug? E.g. how long do I have to play to observe it?
I've sent you a PM.
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Old 09 January 2018, 18:02   #83
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I would love to see any of the x68000 Record of Lodoss War titles on Amiga, but this is probably a pipe dream.
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Old 22 May 2018, 08:42   #84
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Sorry to bump this but I was looking for arcade PERFECT ports to 68K machines and came across this... just wondering if there were any further progress on the Amiga side... I will read the ST thread for more info there.

Would love to see this running on both REAL HW and UAE/Hatari emulators!
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Old 03 September 2018, 12:31   #85
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BTW, any x68000 expert here who can describe the x68000 executable format (xfile) to me? Especially the relocation and symbol tables.


With sufficient information I would add that format to vasm and vlink.
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Old 03 September 2018, 17:08   #86
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There's an incomplete description of the x68000 eXecutable files in this disassembly...


Not sure if it's what you're looking for though.
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Old 03 September 2018, 20:06   #87
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x-format.txt contains nearly as much as I already know. But unfortunately nothing about the relocation or symbol table. Also I don't know the meaning of the "base address" in the header. I thought xfile is a fully relocatable format?
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Old 03 September 2018, 20:18   #88
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x-format.txt contains nearly as much as I already know. But unfortunately nothing about the relocation or symbol table. Also I don't know the meaning of the "base address" in the header. I thought xfile is a fully relocatable format?
You checked this?

http://aminet.net/dev/misc/x68k2amiga.readme
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Old 03 September 2018, 22:23   #89
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@phx - I am not an expert about x68000 programming, but I hope this helps. In The Zone you will find two tools with sources. First is x68000 assembler HAS. Second one is linker HLK. I use both with x68000 emulator XM6 version 2.06 and with emulated sasi disk (one large file 40mb ) on win10. Also I use windows tool editd169e to handle files from win10 to emulated sasi disk. It is a bit pain because I muste close emulator xm6, transfer file via editd169e, close it and launch emulator. But I was able to compile two simple programs like put char a on screen, put message 'hello world' and was possible to compile and run resourced xevious after changing all local labels as I remember (HAS doesn't like local labels at all). If something is not clear or something, just email me.
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Old 04 September 2018, 00:22   #90
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Oh, didn't know that. It helps a lot regarding the relocation tables! The source is short and easy to understand. This should make it possible to generate executables, although without symbol table.

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@phx - I am not an expert about x68000 programming, but I hope this helps. In The Zone you will find two tools with sources. First is x68000 assembler HAS. Second one is linker HLK.
Thanks. I checked the sources. Analyzing dozens of assembler sources with japanese comments is not an easy task. Although it certainly contains a lot of interesting information, like the symbol tables, and even the structure of object files.

I wonder if this object file format is propriertary, or a standard format defined by Human68k, like the executables.
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Old 04 September 2018, 08:44   #91
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As for the audio, it's time for an YM2151 clockport card ( TheRogue) !
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I would pap my pants if such a thing existed
Yes this chip is really something, absolute best sound chip of the arcade era by a mile or more. Listen to this with some good speakers, isn't this incredibly epic-awesome-terrific-don't have any more words?

http://vgmrips.net/packs/pack/desert-assault-arcade
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Old 05 September 2018, 07:57   #92
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Is someone skilled enough to port the X68000 version of Super Street Fighter II ? Seems to be the best version to work with to have a decent Amiga port of SF2
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Old 05 September 2018, 10:25   #93
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I'm just excited that we are still talking about the incredible x68k!

Agree about the sound and graphics. Seriously this would have been good enough to be my AAA Amiga.
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Old 07 September 2018, 04:29   #94
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Is someone skilled enough to port the X68000 version of Super Street Fighter II ? Seems to be the best version to work with to have a decent Amiga port of SF2
The X68000 has a sprite generator that is miles (and I mean MILES) ahead of the Amiga's sprite system. No amount of skill can get around that, only obscene CPU horsepower (like emulation).
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Old 07 September 2018, 05:18   #95
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its not that demanding of sprites ran fine on snes gen
its just about memory which back then wasnt cheap for very little
ofc trying to run on a stock a500 would be the most difficult only 1mb ram lots of disk swapping
its the high sprite count games that would be difficult shumps etc

fighters arent really that tasking unless you are like neogeo with huge sprites and scaling etc with lots of animation
even in 3d fighters you could really make them look better than other games due to have a very small world why even games on playstaion 1 were highres like tekken or virtua fighter on saturn

anyways super street fighter just had more animation which required more mem than streetfighter 2
why neogeo games were massive and cost a shit ton to hold all that
also even the x68000 couldnt make perfect ports some are lacking vs arcade
i have both x68k and x68030

Last edited by nexus; 07 September 2018 at 05:37.
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Old 07 September 2018, 09:23   #96
Retro1234
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BTW, any x68000 expert here who can describe the x68000 executable format (xfile) to me? Especially the relocation and symbol tables.


With sufficient information I would add that format to vasm and vlink.

Maybe contact EAB member AnimaInCorpore he is the guy that converted X68000 and Neo Geo games to Atari.

Last edited by Retro1234; 07 September 2018 at 09:28.
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