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Old 13 November 2015, 07:42   #21
Asman
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Originally Posted by ransom1122 View Post
Need to look at this. How long does it take to port a game? Can most nes games be ported?
Its depends. In this case I have C sources, so very first version (not public of course) which contains only title from game, takes about 3-5 days. Further improvements takes much more

I think that most NES games can be ported. The question is what NES game you mean ?
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Old 14 November 2015, 09:45   #22
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Quote:
Originally Posted by asman View Post
its depends. In this case i have c sources, so very first version (not public of course) which contains only title from game, takes about 3-5 days. Further improvements takes much more

i think that most nes games can be ported. The question is what nes game you mean ?
mario!! :d
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Old 18 November 2015, 06:08   #23
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mario!! :d
Good luck finding the actual sources of Mario.
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Old 18 November 2015, 06:59   #24
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Good luck finding the actual sources of Mario.
Dunno what's out there but there is some source code, I posted a link to this in another thread not long ago:
http://devster.proboards.com/thread/613
I'm sure someone even posted the sourcefiles here at one point or another.

[edit] commented disassembly surely is as good as source code, isn't it?
Here it is:
http://www.romhacking.net/documents/344/
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Old 18 November 2015, 14:42   #25
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Originally Posted by Akira View Post
Dunno what's out there but there is some source code, I posted a link to this in another thread not long ago:
http://devster.proboards.com/thread/613
I'm sure someone even posted the sourcefiles here at one point or another.

[edit] commented disassembly surely is as good as source code, isn't it?
Here it is:
http://www.romhacking.net/documents/344/
Commented disassembly is indeed much better than nothing but it is not always as practical as actual source code, especially if the game was coded in C originally.
This said, my intuition tells me Mario was coded in assembly so this is definitely very useful.
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Old 05 January 2016, 20:01   #26
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"Alter Ego" is a real gem. "Chase" is something like a Pac-Man clone but why there are only 5 levels in it?
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Old 05 January 2016, 20:48   #27
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Looking forward to Alter Ego as the C64 version was a big disappointment.
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Old 06 January 2016, 00:34   #28
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Just gave both games a try; nice work Asman

I know these are just preview versions and improvements are planned... With Chase there is a purple bar from top of screen jumping 1/4 down when collecting gems (see screenshot, though you can't see the full extent).

Tried all A500 Quickstarts and it remains. Is this normal or am I missing something is the configuration?
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Old 09 January 2016, 17:33   #29
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@john1979 Why the C64 version was a big disappointment ?

@mailman Yes I know there is only 5 levels in Chase. I have plan to add more.
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Old 09 January 2016, 17:39   #30
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Have not played Alter Ego yet. But Chase looks almost finished to me. Just make some more levels, add music, remove purple bar and release it
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Old 09 January 2016, 17:53   #31
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Quote:
Have not played Alter Ego yet.
That's good . I just added music to game. And now trying to fix intentional bug with blinking sprites on last level.
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Old 09 January 2016, 18:06   #32
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That sounds great

After you are finished with both games. May i suggest another game to port? Ice-Climber! One of the first games I've played on the NES. It would be nice to have that for the Amiga. Maybe not a 1:1 port. We could have different levels and other sprites
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Old 09 January 2016, 18:18   #33
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About porting Ice-Climber. I can't promise, because I have plenty top secret projects to finish .
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Old 11 January 2016, 19:59   #34
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When I saw the videos of the two games ( I was terrified because the games has no music and almost no sound on them) but after reading the comments here, I am happy, because you put music on them. They deserve a good full game soundtrack+SFX.

What about to convert Gradius/Nemesis and Salamander? but with the arcade graphics adapted (I can do that if you like, addapt the size to the graphics of the NES version).
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Old 12 January 2016, 15:46   #35
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New version in The Zone. It's preview v2. Music added, thanks for adrdesign. Fixed blinking sprites in last level. I just write simple multiplexer for four sprites and works fine.
Any comments/ remarks are welcome.

@Toni Galvez. About porting Gradius/Nemesis and Salamander. I'm really sorry but I have some many unfinished projects and first I must finish them. I can't promise. But I like shumps a lot.


Edit:
I forget to add information about game and A500 512KB users. Game still works with A500 512KB, but music is loaded dynamically (when is needed). If there is possibility to allocate 321 kb memory then all modules are loaded into memory. So loading process for floppy users with machines with more memory will be longer. I used ReOrg to speed up loading time of music module.

Last edited by Asman; 12 January 2016 at 16:10. Reason: addit info about Amigas with 512k
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Old 12 January 2016, 15:56   #36
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Originally Posted by Asman View Post
New version in The Zone. It's preview v2. Music added, thanks for adrdesign. Fixed blinking sprites in last level. I just write simple multiplexer for four sprites and works fine.
Any comments/ remarks are welcome.
Thank you kindly. Will give it a try tonight
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Old 12 January 2016, 16:59   #37
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@john1979 Why the C64 version was a big disappointment
The NES version had larger graphics (filled the screen better), music, decent sound effects. Plenty of charm and character in general. The C64 port had none of those things.
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Old 12 January 2016, 21:51   #38
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Originally Posted by Asman View Post
New version in The Zone. It's preview v2. Music added, thanks for adrdesign. Fixed blinking sprites in last level. I just write simple multiplexer for four sprites and works fine.
Any comments/ remarks are welcome.

@Toni Galvez. About porting Gradius/Nemesis and Salamander. I'm really sorry but I have some many unfinished projects and first I must finish them. I can't promise. But I like shumps a lot.


Edit:
I forget to add information about game and A500 512KB users. Game still works with A500 512KB, but music is loaded dynamically (when is needed). If there is possibility to allocate 321 kb memory then all modules are loaded into memory. So loading process for floppy users with machines with more memory will be longer. I used ReOrg to speed up loading time of music module.
Version 2 crashes under kick 1.3 1mb Ram.
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Old 12 January 2016, 22:06   #39
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Version 2 crashes under kick 1.3 1mb Ram.
Works fine with OCS / ECS 512 KB Chip + 512 KB Slow (WinUAE, don't have a real Amiga anymore)

Are you going to re-add the trainer to preview v2 if possible?
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Old 12 January 2016, 22:14   #40
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I can only get it to work with 512 chip in WinUAE (3.2.2)
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