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Old 01 November 2014, 06:41   #41
turrican3
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gng msx turbo r : [ Show youtube player ]
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Old 03 November 2014, 13:36   #42
h0ffman
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Although the scrolling was bad on the Nemesis / Gradius MSX games, they had much better game play and story than any of the other versions out there. Nemesis II is probably the best of the bunch IMO.

I can't imagine that an OCS Amiga couldn't handle a 1:1 port of most of these games. I even considered doing one for the original Super mario Bros on the NES as there is a complete resource with comments online. My only trouble is I'm not that talented a coder (and don't have time).

I think if you could in some way convert the Z80 -> 68000 then the game engine underneath remains intact. Then it's a case of converting graphics and drawing routines. Sound could be added after that.

Sounds simple enough but I'm sure it's INCREDIBLY complicated.
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Old 03 November 2014, 13:42   #43
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I have no idea about the MSX graphics hardware but I'm assuming that it would be considerably more difficult to convert the graphics on-the-fly to an Amiga-compatible format than with an ST conversion.

Regarding the code, it might be easiest to write a simple Z80 to 68000 converter, and then edit/optimise where necessary. Beats rewriting the whole thing.
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Old 03 November 2014, 18:09   #44
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I still have pretty much every Konami game for the MSX that was available in the UK in storage alongside my Toshiba HX-10
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Old 03 November 2014, 20:56   #45
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Quote:
Originally Posted by Hewitson View Post
I have no idea about the MSX graphics hardware but I'm assuming that it would be considerably more difficult to convert the graphics on-the-fly to an Amiga-compatible format than with an ST conversion.

Regarding the code, it might be easiest to write a simple Z80 to 68000 converter, and then edit/optimise where necessary. Beats rewriting the whole thing.
That's the principal I was thinking of. I'm pretty sure it's just char map sprites on the msx, hence the chunky 8 pixel "scrolling"

This is something I'd really love to do but just dont know enough about z80 or the hardware to get started.
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Old 04 November 2014, 10:42   #46
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Don't forget about Eggerland Mystery, what a wonderful puzzle game! Spent AGES on it.

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This thread is making me want to fire up BlueMSX again.
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Old 05 November 2014, 00:20   #47
turrican3
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wip of super mario world msx turbo R !!!
seems really good.
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Old 08 November 2014, 19:49   #48
Photon
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Quote:
Originally Posted by h0ffman View Post
That's the principal I was thinking of. I'm pretty sure it's just char map sprites on the msx, hence the chunky 8 pixel "scrolling"

This is something I'd really love to do but just dont know enough about z80 or the hardware to get started.
Translation of instructions has only ever worked - for copycat CPUs with a superset of the original CPU instruction set - in a very limited and standardized zero-hardware environment (character I/O in standardized "pipes").

If you did this and emulated the hardware, the chunky scrolling would be kept and the 68000 would struggle. A 68000 @ 7MHz is - twice as fast as a Z80 at 3.5 MHz...

If I had to play the exact same game on a non-MSX machine, I'd do it in an emulator.

Just seems a bit pointless if the port doesn't improve at least the scrolling and sprite flicker. And then you can't use most of the in-game code, and the rest of the code is usually trivial, much quicker to write some intro screen+music code than struggle with Z80 translation mending for that.

The best approach is to do it like porters did in the 80s: grab the gfx and either nick the code for the game logic or playtest it out, then write the game in a sleepless frenzy for 3 months. No, I'm not volunteering for the job
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Old 08 November 2014, 23:04   #49
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When i first had my Amiga i was considering doing a port of The Maze of Galious, i wonder if i still have the gfx i had started to convert on one of my floppies in storage.
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