Note that it's not really magic.
- disassemble the original game (Z80)
- reverse-engineer most of the game using static analysis & debug on MAME
- recode line by line in 68000
- patch the sound, input & display routines
Sounds hard? It is. But at least you inherit from the game designers logic & architecture and you "only" have local bugs, not general conception bugs.
I improved the tedious process by
- not RE'ing 100% of the game but starting transcode when I think it's possible and do the rest along the way on both codebases
- writing a Z80 to 68000 transcode tool which saves hours and hours of tedious & error prone work (a bit like ChatGPT would do), even it you have to carefully review the code & fix issues.
Then test & optimize to death until it works 100%.
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