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Just for the hell of it I grabbed the Atari ST version and took a look at the game file (75k of mostly code which is rather big for a game).
Now I'm no expert but I reckon it would be quicker to completely rewrite the game from scratch on the Amiga rather than trying to understand the code enough to be able to replace all the graphics and sound routines. Galahad: If you have also pulled apart the main exe I would be interested to see if you came to the same conclusion. From my 5 minute analysis it appears that the game has not been written with any thought of conversion to future platforms in mind. But I would love to be proven wrong on this! |
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All graphics were pulled from screenshots and then chopped and changed.
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I haven't taken any code from the ST version, because frankly, its a mess.
Would be nice to have the actual source code to work from with documentation, that would be quicker than writing from scratch. |
The authors of Sundog still have a web presence.
http://brucefwebster.com/sundog.htm http://sundog.sourceforge.net/ |
Arse, ST version was written in Pascal.... yeughh!
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oooof! 0_o
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Interesting... the original International Karate was an Atari ST only title.
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One of my favorite 8bit games...
StarQuake Also wouldn't mind Where Time Stood Still on the miggy :) |
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@Alexh : i always found International Karate graphics really amazing, same thing for the samples... well in his time, i've not see it since ;) BTW there's a good Solomon's key clone called Spherical on amiga http://hol.abime.net/2057 but you may know it ? |
They kinda got the colours all wrong in the ST version :) The C64 version has better ones... The original game was done by Stephen Crow. He also did Firelord, Wizard's Lair and later on the Eliminator (which was also on miggy).
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Actually, super sprint was one of the VERY few games that I appreciated on ST. ST sucked horse**** though.
Edit: **** |
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I wanted to also make an Amiga port of SuperSprint
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Super Sprint was my all time favorite ST game, I own an Amiga and I played this game at a friend home. We knew it perfectly for example the score are displayed with one decimal while its internaly coded with 2 with a precision equal to .02 meaning that you could have 5.20 5.22 score and so on. So our highscores wer're written in paper. There's also a bug in the last circuit where you can kill the computer while playing at 3 against the computer and so grab as many bonus and key as you want to buy options. Not too long ago I did a disassembly of the code, its clean as it nearly do not contain any datas. I was able to re-assemble it under ST emulator and it worked fine. My plan was then to identify input/output for sound, gfx, files, keyboard, joystick and replace them with Amiga specific code but I got lazy by then... If you want it I've the .prg source code of the Atari ST version. I don't say that I'll never do it but I just found a new job and its top priority for now... Regards Kamel |
The dude who did OIDS is still around. He even ported it to Mac OS X. I imagine that if someone who knew what he was doing approached him about doing an Amiga port he might be down with it.
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Remember playing Super Sprint on a friend's ST when visiting, one of the very few ST titles that were playable. Would be great if you ported this! :)
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Any progress on Super Sprint port ?
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I sent you the source code of the Atari version months ago (I did sent it to gizmomelb too) and I was wondering if any of you made any progress in the Amiga port of Super Sprint) Regards Kamel |
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