17 January 2006, 23:01 | #21 |
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i would like to see it too It's a pity you start some good stuff and often left them after some time... hum... i could say this for me too
Another Atari game never ported on Amiga is Crack'ed, i remember having some good time with this "simple" game. I think it shouldn't be too difficult to port for a good programmer here is a link from Atari Legend site : http://www.atarilegend.com/interview...interview_id=6 Last edited by Frog; 17 January 2006 at 23:12. |
18 January 2006, 10:28 | #22 |
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Some famous Atari ST titles never ported to the Amiga that I remember are:
Where Time Stood Still Oids Sundog Colonial Conquest Last edited by alexh; 18 January 2006 at 13:46. |
18 January 2006, 10:44 | #23 |
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What other decent ST titles where there that didn't get an Amiga release?
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18 January 2006, 12:33 | #24 |
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just wondering if something like IRA disassembler could be modified to handle/recognise the Atari ST ROM calls and hardware registers? It'd make cross compiling a lot easier I imagine.
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18 January 2006, 14:03 | #25 |
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how about:
Alternate Reality 1 - The Dungeon (RPG, no fancy sprites or bobs) Droid (cybernoid style shoot'em up/explore) Droid II (cybernoid style shoot'em up/explore) HeroQuest - Courts of the Witch Lord (expansion disk for Hero Quest - is this the same as 'Return of the Witch Lord' on the Amiga?) Moon Patrol (this was an official port from Atari) The Shoe People (educational title, which is incidentally M.I.A on the Amiga ) Sheer Agony (darkseed lookalike horror adventure - http://logitron.atari.online.fr/sheer_english.htm) The Short Grey (the Atari ST has an ENGLISH version! and is hopefully not as buggy as the Amiga version) Skate Ball Star Raiders (classic Atari space combat game) Substation (3D Doom clone - http://www.atarilegend.com/games/gam...p?game_id=3396) Sundog - Frozen Legacy (great scifi adventure/sim) Xor - great Boulderdash/Emerald Mine style of game, was also on the BBC and Archimedes (and possibly C64) Battlezone - classic 3D tank combat from Atarisoft. actually.. all of the Atarisoft catalogue is not available on the Amiga. Asteroids Deluxe Battlezone Crack'ed Crystal Castles Enterprise Final Legacy Joust Millipede Missile Command Moon Patrol Moonbase Robotron Star Raiders Super Breakout Super Sprint Tempest Whitewater Madness XOR (list from: http://www.atari.st/list.php?publish...tion=publisher) |
18 January 2006, 14:08 | #26 | |
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Quote:
Oids Sundog Colonial Conquest Gauntlet F-15 Strike Eagle Night Raider NorthStar Arkanoid III Asteroids Deluxe Crystal Castles Enduro Racer Missile Command Moon Patrol Trantor: The last StormTrooper Robotron: 2048 Joust Game Over 2 TNT Found about 20 others but they look naff or no-one has heard of them. |
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18 January 2006, 14:17 | #27 |
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My favourite game on any other platform that never made it to the Amiga has to be Deviants on the Spectrum and C=64. Made by the author of Joe Blade.
Great puzzles(de-fuse bombs), shooting, teleporters to different "zones", each zone having different gfx. The fore-runner of Metroid. |
18 January 2006, 16:39 | #28 |
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This is a very good super sprint clone on the amiga:
http://hol.abime.net/2187 ...and it's got different vehicles. |
18 January 2006, 18:27 | #29 |
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ee gods
A tank and a dragster on the same screen ? aahh come on!
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18 January 2006, 18:48 | #30 |
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Quite clearly stainy you forget all about, the classic wacky races
With Dick Dastardly In his drag racer, who lost against even slower racers, including an army surplus special tank |
18 January 2006, 20:40 | #31 | |
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Anyway, that's from the mixed races. There's ordinary races with superbikes or formula 1s too. The superbikes moves FAST. |
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18 January 2006, 21:21 | #32 |
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My vote goes to concentrating on Oids, Where Time Stood Still and Super Sprint
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18 January 2006, 22:30 | #33 |
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An advanced version of Xor is on the Amiga: Prospector In The Mazes of Xor
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19 January 2006, 09:12 | #34 |
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Sundog - Frozen Legacy (great scifi adventure/sim) - gets my vote... predecessor to DungeonMaster....
But more importantly.. who will be cracking this release |
19 January 2006, 10:51 | #35 |
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the Atari ST version is already cracked.. so you could just port the crack as well.
I wonder about the probability of using something like IRA to disassenble the code, then go through it and document the Atari ST hardware registers and ROM calls (so it's easier to know when trying to re-code it for Amiga), then trying to recompile it afterwards. After all, if you do a straight 68000 re-assembly, but change all the hardware registers/ROM calls etc. to what the Amiga hardware uses - surely the code should work? It won't be as fast as an optimised Amiga version using the Blitter etc. but it should still work (in theory). Hence attempting some relatively simple game (like an RPG) would have to be better as a first attempt, as you shouldn't be worrying too much about timing, interrupts etc. as you would be with an arcade game. At the very worst I'm guessing you could use an IBM and an Atari ST emulator with breakpoints/disassembler et. built in to aide in the cross-compiling. I'm not saying it'd be a quick process, but it sure should be a heck of a lot easier propostion now with emulators and virtual machines etc.etc. I'm sure I found somewhere on the 'net where someone had disassembled the original BBC 6502 'ELITE' and had cross compiled it to another CPU. I'll go looking.. EDIT: not quite what I was looking for, but it's a start - disassembled a BBC game named 'Dare Devil Dennis' to 'C', then recompiled to run under the Archimedes OS. http://www.drobe.co.uk/riscos/artifact236.html |
19 January 2006, 21:13 | #36 | |
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Large portions of the game will need to be recoded as the amiga handles the display/sprites/sound etc differently to the ST!! It is actually a difficult job converting to the amiga from st... Main game would work okay as the ST will use the same cpu registers as the amiga etc.. but rom calls and system specific stuff will definately need recoding. |
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19 January 2006, 22:27 | #37 |
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Well from some discussion I had with some ST coders I had a feeling that the display of the ST could be 100% "simulated" with amiga cooper lists (apart from interrupt driven palette changes in the middle of the screen) - thats the reason why I named one of the "rip" modes in my graphics ripper "ST". You would just need to adjust where the screen resides (either on the amiga or in the st memory). And since ST didn't have hardware sprites that would rule those out. The sound is another matter ofcourse...
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19 January 2006, 23:42 | #38 |
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Depending on who wrote the game on the ST decides if its easy to translate to Amiga without much fucking about.
If its ST only, then its harder because it was solely coded for that machine. If it was a conversion that was done for ST and Amiga, the code for the most part is structured the same in both versions, with different subroutines for graphics and sounds. Its not impossible, but is there an ST hardware reference manual on the net? Or, does anyone want to try and contact the programmer of Sundog..... never know, might still have his code! |
20 January 2006, 00:31 | #39 | |
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yes, I know that - sorry for not explaining it more throughly. The majority of the Atari ST code should be straight portable to the Amiga, but of course anything that hits the hardware registers on the ST will need to be changed for the equivalent register on the Amiga. The same goes for ROM calls (if there is an equivalent ROM call on the Amiga). eg: $FF8240 = Atari ST palette 0 hardware register $dff180 = Amiga colour 0 hardware register Possibly doing a trial run on something like a demo, or a 1 file executable (no loading etc.) conversion would be a good idea. Even if the conversion initially has no music, but it runs - then that is a success. The music can be rewritten for the Amiga hardware and added later. The Atari ST has no sprites but it does have a blitter, so the blit routines will have to be rewritten as well. Some hardware reference info for the ST is available here, though a lot of files are now 404. http://www.atari-st.lovely.net/atari-st-docs/ ahh lots of stuff here: http://hysteria.sk/~mikro/docs.htm and where you can download all the games (and emulators, for easy dissassembly, setting breakpoints in code etc.) http://www.atari.st/ hmm, looking on Aminet reveals a couple of Atari ST to Amiga convertors and emulators such as Hatari etc. which may be useful. Short: Convert Atari ST exe's to Amiga exe's. V1.1 Author: David Campbell Version: 1.1 Architecture: m68k-amigaos Source: Fish collection A program to convert Atari ST format relocatable executables to Amiga format relocatable executables, for subsequent loading into the ReSource disassembler and conversion to Amiga. ST2Amiga should also compile and run on an ST. Includes C source. Short: Lists Atari .ST diskimage content Author: lanch@tiscali.it (Fabrizio Bartoloni) Uploader: lanch tiscali it (Fabrizio Bartoloni) Type: misc/emu Version: 1.6 Replaces: misc/emu/stlist.lha Architecture: m68k-amigaos;ppc-warpos;ppc-morphos; Tested with STFormat diskimages and some game. If you have source/docs for ST diskimage creation or handling mail them to me! Changes for this release: 1.6 Now it supports more ST formats previously detected as NDOS thanks to Stefan Haubenthal, Morphos version compiled with GCC now, set a variable that grants compatibility with future Morphos update thanks to Antibike; This tool makes more sense now that we have Hatari and StOnAmiga to emulate an Atari ST than at the time it was released back in 2000. I've provided executables for 68k, WarpOs and Morphos inside the archive. It should compile without changes on Os4 and AROS, if you do please just tell me before you spread it, because i'd like to keep anything in one archive. Last edited by gizmomelb; 20 January 2006 at 02:02. |
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20 January 2006, 02:36 | #40 | |
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