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Old 06 October 2014, 15:43   #41
s2325
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Galaxy Wars for Amiga is a remake of old arcade game where you need to guide big missile [ Show youtube player ] I think SNES have similar remake.
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Old 07 October 2014, 11:27   #42
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Wings: Remastered Edition is still not released.

Cinemaware is delaying the game every single day for another day since one week.
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Old 23 October 2014, 10:38   #43
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Lunar Jetman Remake will be available very soon for the PC. Here is the promotional PDF produced by Invent

https://docs.google.com/file/d/0B7BG...p=docslist_api
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Old 09 January 2015, 06:09   #44
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Quote:
Originally Posted by kamelito View Post
For Mutant Monty just ask Steve Ancell at this homepage his blitzmax source code then it'll be easier to port it to Amiga. http://socoder.net/?blog=steve_ancell Kamelito

Hi, I just found this forum post so I registered for EAB.

I would be more than happy to provide the source code. I used Blitz3D for the Windows version and used Blitz3D's sister language Monkey-X for the in-browser version that I submitted on GameJolt. The Monkey-X code is more stable than my buggy Blitz3D code.

Feel free to contact me on facebook https://www.facebook.com/stephen.ancell

Or alternately on SoCoder, or PM me on here, assuming EAB has internal messaging.

 
Old 10 June 2015, 07:37   #45
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A quick update, was relooking at Yie Ar Kung Fu for the Amiga. Recreated a new title screen and looked into a Ham6 title.



The sprites are available but haven't seen the exported background. I wasn't over keen on the background and thought if it was worth making new ones. Was initially trying to find the rock/waterfall background or rather a photographic replacement, with no luck so far.

The image I used in the concept was a flickr creative commons image for testing in 16 colours, started cleaning up the pixels.

The Arcades resolution is quite small 256x224. The play area is 256x184.

Last edited by invent; 10 June 2015 at 07:43.
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Old 10 June 2015, 19:47   #46
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Galaxy Wars and Space Chaser, i was eight when those were around! However space chaser was repurposed as Raimais and that is a game i crave for (in the japanese story mode)
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Old 10 June 2015, 19:52   #47
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Originally Posted by Samurai_Crow View Post
The Amiga polygon fill can go up to 3 or 4 bitplanes on AGA. ECS is stuck at 2. VirtuaRacer will have to wait for an FPGA accelerator.
Or go to the slower CPU driven route, that could handle 8 colours (in virtua race genesis i can see 16 but with well chosen colors and dither fill should be still doable) around 10fps - for a base 500 is not that bad, or maybe a mixed approach cpu first then blitter? (not a 3d programmer so might say something stupid)
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Old 10 June 2015, 21:14   #48
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Quote:
Originally Posted by invent View Post
A quick update, was relooking at Yie Ar Kung Fu for the Amiga. Recreated a new title screen and looked into a Ham6 title.


The HAM6 image looks fairly close to the 24-bit one.
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Old 11 June 2015, 02:51   #49
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Roller Coaster

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Old 02 October 2015, 19:04   #50
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Jetman [ Show youtube player ]
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Old 02 October 2015, 21:17   #51
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Sorcerian.

We should have got it for Amiga, but we didn't. So let's set that right.

http://www.hardcoregaming101.net/sor.../sorcerian.htm
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Old 03 October 2015, 00:53   #52
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All the Konami stuff for MSX and PC88
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Old 03 October 2015, 07:14   #53
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Quote:
Originally Posted by saimon69 View Post
Or go to the slower CPU driven route, that could handle 8 colours (in virtua race genesis i can see 16 but with well chosen colors and dither fill should be still doable) around 10fps - for a base 500 is not that bad, or maybe a mixed approach cpu first then blitter? (not a 3d programmer so might say something stupid)
Ok, I will possibly have to eat my underpants if I end up being wrong but I am willing to bet that Virtua Racing can be done on Amiga OCS at 30FPS (that is, about one third better than the Genesis's 20) and 16 colors (*). There are ways around the fill rate limitation of the blitter that I haven't tested/validated yet but which I think can give really nice results.

Now, I do not have anything but my imagination to back this assumption, so please be kind to remind me I said that in one year or two and I'll post a video of me eating my boxers on Youtube if I haven't produced anything.

Quote:
Originally Posted by Galahad/FLT View Post
How far developed is Amiga C? I ask because there is the full source code available for Alien 8 / Ultimate and i'm wondering how easy that would be to get running on Amiga by someone whos good with C?
[...]
I think i'm figuring out why Treasure Trap was so slow, as I suspect they lazily replotted EVERYTHING every frame!!
Just like good old Tiertex and other US Gold friends did back in the day.
Why bother using hardware scrolling when you can use the CPU to replot everything?


(*) Possibly with less polygons but still visually faithful to the arcade version.
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