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Old 01 February 2016, 18:13   #41
DamienD
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Some news...

I have been able to play karateka from my current version (winuae feels more comfortable to use than steem, btw).

I have a few issues regarding sound and keyboard input. If these get solved it may well be release time

One of the sounds oddly refuses to play (and i don't have a clue why).
I think i should be able to play samples rather than the st synth sounds ; however i obviously need good enough samples (music and sfx are all done the same way in the game and i know where the script calls them).

Keyboard input behaves strangely and the code doesn't help much.
It is very likely that the behavior won't be the same, and i have no clue what the 'perfect' keyboard handling would be (the atari version doesn't feel 'right' in that aspect either).

It seems some keys are used for some function but they don't map to anything on the atari keyboard.
Does someone have the complete keyboard command list ?
Awesome news indeed meynaf
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Old 02 February 2016, 07:22   #42
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It seems some keys are used for some function but they don't map to anything on the atari keyboard.
Does someone have the complete keyboard command list ?
Supposedly Sewer Docs 25 has the manual:
http://www.levelone.karoo.net/phf13.zip

From memory, the joystick controls were sluggish on the Apple II version. Maybe it's due to the analog controller? I think the keyboard controls worked better overall.
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Old 02 February 2016, 12:42   #43
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Seems even the manual doesn't list all keys... (like ctrl-r which restarts the game)
But now i see what these strange codes were.

EDIT:
I can now play it 'til the end. Perhaps others should be able to try it out too, huh ?
The current version is available here.

Last edited by meynaf; 02 February 2016 at 14:24. Reason: download link given
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Old 02 February 2016, 14:41   #44
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Thank you Meynaf, incredible!!!!
Just for my 40th birthday, thanks for the gift.
Works well with winuae !!! :


Last edited by turrican3; 02 February 2016 at 14:54.
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Old 02 February 2016, 14:48   #45
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WOW, Meynaf you are a star ! This is really incredible.

Does this mean we could one day get other games that use the same scripting system ?
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Old 02 February 2016, 14:53   #46
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Tested with winuae in 68000, it seems to have a problem, it seems to freeze during the intro... But perhaps i should wait more longer... But when i switch to 68020, it runs really ecs aga. It run really nicely. A new legendary game finally ported from the atari st.
Your skill now to accomplish this just impressed me !!!!!How many hours did you work on it ???
You finally did it really fast !!!
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Old 02 February 2016, 14:55   #47
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Does this mean we could one day get other games that use the same scripting system ?
Well... perhaps. If i can get the motivation somewhere.

Quote:
Originally Posted by turrican3 View Post
Tested with winuae in 68000, it seems to have a problem, it seems to freeze during the intro... But perhaps i should wait more longer... But when i switch to 68020, it runs really ecs aga. It run really nicely
68000 is too slow for vbl screen conversion. Try with *2 speed maybe.
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Old 02 February 2016, 15:00   #48
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Well... perhaps. If i can get the motivation somewhere.


68000 is too slow for vbl screen conversion. Try with *2 speed maybe.
I tried even with 8x speed !!! hopefully on amiga 1200 it works really well.
I will give try on 68000 with more speed.
edited : fastest as possible it launches finally but stay a little slow...
edited2: It works on amiga 500 speed too but really slowly and you have too wait a long time after the title screen. It just to give you some news and tests...
The port is really good. :

Last edited by turrican3; 02 February 2016 at 15:10.
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Old 02 February 2016, 15:22   #49
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I've made own tests for 68000 under winuae. Try to uncheck "more compatible" as it seems to slow it down to a crawl...
Then it starts to be ok at cpu speed +200%.
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Old 02 February 2016, 15:22   #50
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Do you think one day, you could share the sources ???
To see how you did it ?? And perhaps trying to add a rainbow amiga copper effect and mods ??
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Old 02 February 2016, 15:23   #51
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Really a great port. Works fast enough with a standard A1200 config.
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Old 02 February 2016, 16:02   #52
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Do you think one day, you could share the sources ???
To see how you did it ??
Perhaps one day. Maybe.


Quote:
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And perhaps trying to add a rainbow amiga copper effect and mods ??
To that thing ? Merely making it work was already hard enough...
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Old 02 February 2016, 17:18   #53
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OMG; so good!!!

...can't wait to get home and give this a try

Thank you very much meynaf; and so quickly as well. Amazing stuff indeed
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Old 02 February 2016, 18:01   #54
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OMG; so good!!!

...can't wait to get home and give this a try

Thank you very much meynaf; and so quickly as well. Amazing stuff indeed
Check the Zone for a disk image.
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Old 02 February 2016, 19:00   #55
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Thanks you Meynaf for this conversion !

A question to Asman : is Slap fight still in your working project or do you work on other things ?
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Old 02 February 2016, 19:15   #56
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Nice conversion. The death music reminds me very much of the Prince Of Persia death music.
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Old 02 February 2016, 19:38   #57
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Check the Zone for a disk image.
Thank you kindly Retro

...but I already made a bootable floppy version before coming onto EAB tonight.

This .ADF also loads meynaf's "karateka.readme" file via "PPMore" (which I think is quite essential as it documents assigned keys / controls) before starting the game:



I'm getting better with Amiga stuff these days

Thank you again meynaf for bringing this to the Amiga community; it's friggin' excellent
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Old 02 February 2016, 21:02   #58
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Played a bit of the first level. Looks very good so far. Thanks!
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Old 02 February 2016, 23:47   #59
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For a moment I thought you can shoot a bow in Karateka.
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Old 03 February 2016, 00:43   #60
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I can now play it 'til the end. Perhaps others should be able to try it out too, huh ?
The current version is available here.
I beaten the game using DamienD's ADF. Everything worked for me. Great job!

Last edited by demoniac; 03 February 2016 at 00:50.
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