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Old 16 October 2013, 15:28   #161
s2325
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IK it's different game.
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Old 16 October 2013, 15:29   #162
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No, worse. Check [ Show youtube player ] for some differences.

But what we're talking on this thread is the previously unreleased "Amiga-version" of [ Show youtube player ].
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Old 16 October 2013, 15:46   #163
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My bad, yeah, that's the one I had in the C64, the original.
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Old 17 October 2013, 10:07   #164
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Quote:
Originally Posted by yesplease View Post
How cool !!! But I expierenced quite often that I really thought my guy must have hit the opponent but it doesn't. Is there a special configuration necessary for better sprite collision detection ? I am running in latest fs-uae.

Anyway, merci meynaf
Collision detection does not need anything special. It works like the original did on the ST, no more no less.
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Old 17 October 2013, 11:52   #165
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I can confirm the bad collision detection of the game what frustrates. Seems the game developers failed. At least IK+ (Amiga Version) is much better in this way what results in more fun playing.
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Old 17 October 2013, 12:52   #166
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just out of curiosity, how did you do the port?

I think must have done the following (somewhat archelogical ) steps
1.carefully took the 68k code from the ST
2.adapted the graphic output and soundoutput.
3.adapted the controller input.


for 2.
did you rewrite the original assembler routines for graphic output ?

or did you left it original and untouched and instead tranformed the ST buffer content into amiga bitplanes?
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Old 21 October 2013, 08:58   #167
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Quote:
Originally Posted by yesplease View Post
just out of curiosity, how did you do the port?

I think must have done the following (somewhat archelogical ) steps
1.carefully took the 68k code from the ST
Right. It's simply like ReSourcing any other program.

Quote:
Originally Posted by yesplease View Post
2.adapted the graphic output and soundoutput.
3.adapted the controller input.
Right again.

Quote:
Originally Posted by yesplease View Post
for 2.
did you rewrite the original assembler routines for graphic output ?

or did you left it original and untouched and instead tranformed the ST buffer content into amiga bitplanes?
I left the original gfx code untouched and I convert the ST buffer content into Amiga bitplanes. This is why the required configuration is a little, errh, higher than the original. But ST graphical routines are just too unreadable. Of course, if someone wants to adapt them, I can give him the source, just PM me
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Old 29 October 2013, 14:06   #168
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Quote:
Originally Posted by meynaf View Post
I left the original gfx code untouched and I convert the ST buffer content into Amiga bitplanes. This is why the required configuration is a little, errh, higher than the original. But ST graphical routines are just too unreadable. Of course, if someone wants to adapt them, I can give him the source, just PM me
nice, at least this way it's quite original
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Old 07 September 2014, 19:59   #169
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longplay [ Show youtube player ]
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Old 28 September 2016, 06:42   #170
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Old 08 July 2019, 19:54   #171
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Can this be whdloaded ? Its NDOS
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Old 08 July 2019, 20:08   #172
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Quote:
Originally Posted by zenowik View Post
Can this be whdloaded ? Its NDOS
Grab the .lzx from meynaf's site (see first post). Extract it. Show all files (if you use icon view) and run "karate".
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Old 09 July 2019, 10:57   #173
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Not a bad game, Single screen so it's easier to redraw the sprites and less strain on the cpu.
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Old 23 July 2019, 03:55   #174
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It worked , thanks
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