04 August 2014, 09:51 | #21 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
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Quote:
Even if one had some working emu for accelerated machines, the code itself might not run at all and you will often have timing issues (many ST games use the cpu for timing, yuck). |
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04 August 2014, 09:59 | #22 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,773
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Thank you for reply. Yes 68000 and mainly kick 1.x
I belive chamelion II will run on 68020 but even less compatible. |
04 August 2014, 12:53 | #23 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
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Quote:
Which leads me back to 'that' thread where you gave me a bit of a hard time over When Time Stood Still.... a little surprised that you haven't made a guest appearance in any new threads on the matter. It is done now after all |
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05 August 2014, 13:20 | #24 |
Puttymoon inhabitant
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I know it is probably silly, but... would it be even possible somehow to add to the game some special feature? I mean for example a tooltype in whdload icon that would start the game with C64 music. I know it was sid and it is less than compatible, but that song was just too good.
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05 August 2014, 13:22 | #25 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
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and smartbomb when screen is too busy
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05 August 2014, 13:50 | #26 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
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Quote:
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05 August 2014, 20:47 | #27 |
Zone Friend
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No worries, that's cool, I hope you'll get the source code, Paul seems to be a nice chap.
Kamelito Link of the latest available version : http://www.atarimania.com/game-atari...-ii_29908.html Last edited by kamelito; 05 August 2014 at 20:54. |
06 August 2014, 07:17 | #28 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
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Kamelito - StarQuake 2 that you link to does have much better graphics than the original ST version, however they are very dark (easily fixed though). All levels seem to be the same as the original game, so maybe after all is done these graphics (lighted up a bit) can be incorporated into amiga version as an additional option ?
StarQuake 2 does seem a bit sluggish though when playing compared to the original version, it is around 3 times slower when moving around. A bit annoying, since original ST version is quite speedy... Blob in ST starquake and the starquake 2 : Last edited by tomcat666; 09 August 2014 at 08:25. |
06 August 2014, 20:56 | #29 |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 744
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Loved this on the speccy! Good luck mate, if you want some music and sound effects for this, I might be up for it depending on when you are ready for it.
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07 August 2014, 11:06 | #30 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Well, perhaps i got mislead by someone who didn't believe in you at all by that time. Or maybe you just needed a small "kick" to finish it
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13 September 2014, 22:51 | #31 |
Puttymoon inhabitant
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Are there any news?
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24 December 2014, 00:16 | #32 |
Puttymoon inhabitant
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Still any progress?
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24 December 2014, 01:07 | #33 |
Registered User
Join Date: Jul 2011
Location: UK
Posts: 341
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One of my favorite Speccy games
It will be awesome to have this on the Amiga Looking forward to following its development. |
24 December 2014, 02:29 | #34 |
Living and Legend
Join Date: Sep 2010
Location: Isla de Muerta
Posts: 133
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the only c64 game ive played hours for hours... loved it, and i love to see my fav hero is working on it, dunno if i already have mentioned this, you da Man , you Rock Galahad'ster
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24 December 2014, 09:49 | #35 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
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Someone needs to put a leash on the Skid Rowdie
Well, i did manage to get the source code from Paul, and Mark Jones had some files and the ST map editor, but nowhere near close enough to the actual game. So im just going to have to tackle it the usual way, also working on something else as well, will definately have to recode some routines otherwise it will be unacceptably slow. |
24 December 2014, 11:41 | #36 |
Registered User
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This sounds awesome. Starquake was a great game.
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24 December 2014, 14:31 | #37 | |
Zone Friend
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Quote:
Maybe the map editor is able to retrieve the datas of the first version if you manage to feed it right. Kamelito |
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24 December 2014, 20:14 | #38 |
Going nowhere
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02 March 2015, 05:29 | #39 |
Going nowhere
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Well, just an update.
As some will know, I use WHDLoad to help with development, as it quits on code that crashes, and theres no need to piss around trawling through the stack to find out what caused what problem. For some reason I didn't use WHDLoad initially, because my Atari ST TRAP#14 emulator wouldn't work with WHDLoad because of code that needed to be relocated. So I worked without WHDLoad. Took a while to get the emulator to work, but there was always some stupid problem, and serious crashes that stopped it working, but i'm thankful for that at least, because this is the most Atari ST system intensive game i've tackled, and having to learn what TRAP functions do and what not. So, I junked the TRAP emulator, went back to WHDLoad.......... and had the game up and running in about 20 minutes!!!!!!!!!!!!! All that pissing around with an emulator, and it caused more fucking problems than it solved. Typical. I wanted to use Paul Hughes Starquake 2 code, but there was no actual game there, so I went back to the ST original. And now i've got it working, and i've got the character moving with the joystick around the levels, it correctly swaps screens. All i've got to do now is fix the dynamic pallete swapping, sort out the fire button for picking up objects, code entry in the teleporters, and then getting it to be a moderately acceptable enough speed on 68000. So, after a little while of trying to make my life easier, I ended up making it easier by simply going back to WHDLoad and using that. I also wrote a small utility for Amiga where you can load up an Atari ST .PRG file, and give it an address to relocate to, which makes life easier when it comes to patching the game and ensuring theres enough memory to run. So far, the game is running in 512K, that might change to 1Meg simply because of music and SFX, will endeavour to get a video of it running on Amiga on Youtube in the next couple of days. That is all, carry on |
02 March 2015, 07:43 | #40 |
Zone Friend
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Nice to see that things are moving forward.
Keep it up! Kamelito |
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