01 February 2019, 19:03 | #61 |
Registered User
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Location: Poland
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Puyo Puyo 2 is more dynamic and have better graphics than Minskies Furballs.
About Moon Patrol i must confirm that ST version is better than arcade one. |
01 February 2019, 20:27 | #62 |
Going nowhere
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Location: United Kingdom
Age: 50
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01 February 2019, 20:42 | #63 |
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Location: Novi Sad, Serbia
Posts: 1,645
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Tima Pilot... man...
I remember Time Pilot on my C64. It was very hard, and very awesome game. I got to the aliens level, and could not beat it! Didn't know Amiga had no port. I see here people also mention Rolling Thunder. I haven't played it on Amiga (I saw it on youtube... yikes! ), and also, if I recall it correctly, C64 had great version of Rolling Thunder. I remember, as a kid, it was also very hard, but it was one of the rare games that gives that "arcade feel" on the C64 (like Express Rider, and similar games). I have to check now C64 Rolling Thunder on Youtube. |
01 February 2019, 20:50 | #64 | |
68k
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01 February 2019, 20:52 | #65 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
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Joust has some decent attempt: "Jouster 3", freeware.
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01 February 2019, 20:59 | #66 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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I still play Moon Patrol on Mame. The 3 games I mentioned are among the games I most play on Mame when I am playing on my own (Add New Rally-X too)
With friends around fighting games are more popular. |
01 February 2019, 22:06 | #67 |
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Join Date: Jun 2018
Location: istanbul * turkey
Posts: 93
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My suggestion Super pang , easily adaptable to Amiga.Amiga have first version pang.I wrote S.pang game for amiga with amiga c language.I have tested .its not bad .But it is better to be assembly language.
i call name " RUN RUN PANGI PONGI " below video [ Show youtube player ] I'm dealed Sega game Super Fantasy Zone.But I took a break.i used assembly language. [ Show youtube player ] Generally the arcade ports are adapted hard to amiga.but mcgeezer doing it successfully. |
01 February 2019, 22:15 | #68 | |
CaptainM68K-SPS France
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Quote:
And A1200-4000 with tons of fast ram + Hard drive mandatory ! |
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01 February 2019, 22:46 | #69 |
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Join Date: Sep 2017
Location: Kansas, USA
Posts: 324
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Why would we need a Robotron port on the Amiga when we have Llamatron?
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01 February 2019, 22:49 | #70 | |
Amiga user
Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 456
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Quote:
https://ataricrypt.blogspot.com/2017...-position.html Pole Position would be nice on the Amiga, but based on the original arcade game, not on the STe code. |
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01 February 2019, 22:54 | #71 |
CaptainM68K-SPS France
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I have worked out quite an amount of data tilemaps inside Blood Bros Code.
Very interesting |
01 February 2019, 23:22 | #72 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,856
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01 February 2019, 23:25 | #73 | ||
Amiga user
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Location: Sofia / Bulgaria
Posts: 456
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01 February 2019, 23:34 | #74 |
This cat is no more
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Anyway is the source code even available?
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02 February 2019, 01:00 | #75 |
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Thinking about Robotron controls some more, most modern gamepads have 2 analog controllers in the PS2 manner. Thus, it might work as an option for emulation. As for Amiga hardware users, they can use this setup. |
02 February 2019, 09:10 | #76 |
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Location: Portland / USA
Posts: 96
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How about ASSAULT, with dual joystick support? :-D
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02 February 2019, 14:55 | #77 | ||
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Quote:
Just to clear up any possible misconceptions, this conversion is based upon a reverse engineering of the arcade game logic, so the gameplay should be a close replica of that featured in the arcade game. I've had to write the graphics and sound engine from the ground up to take advantage of the strengths/quirks/weaknesses of the STE. This is something that would also need to be done for the Amiga. Quote:
To answer your question, the ST-specific parts of the codebase are not available to the public, although I would be more than happy to hand over the code to somebody with the time and inclination to port it over to the Amiga. The non-ST parts of the code (i.e. the reverse engineering of the Pole Position game logic) are available to the public, as part of the "ppengine" project to create a modern 3D accelerated port of Pole Position. You can find this at https://github.com/jonathanopalise/ppengine |
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02 February 2019, 16:35 | #78 |
This cat is no more
Join Date: Dec 2004
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Age: 52
Posts: 8,164
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Yes, I meant Pole Position. Great! since we don't need the ST parts.
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02 February 2019, 17:21 | #79 | ||
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Quote:
Quote:
Here comes the formula: Give up the parallax, reduce colours to 32 and then reduce the frame count to whatever works with the amount of blits you need to do. Every now and then load stuff from disk if you can't keep everything in RAM. Bam, this will surely be an amazing arcade port. |
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02 February 2019, 23:17 | #80 |
Registered User
Join Date: May 2013
Location: Grimstad / Norway
Posts: 839
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Since my 4000 probably wont be a happy camper for a long time yet, I'll suggest something I was thinking of trying myself: 1942.
It just so happens to use 32 colours... |
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