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#41 |
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#42 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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I'm under the impression that X68000 games use the OS through TRAP calls. That could be emulated once and for all using whdload/AmigaOS calls like file reads.
Apart from that, if I had to do such a conversion, I'd proceed like I do with my arcade conversions, where you have to get some understanding of how the overall game works, but some details may remain as-is and left alone running properly. The graphics are the hardest part. Replace sprites by blits or HW sprites if possible, while selecting the best screen depth. Selecting AGA 256 colors could be super slow. The sounds should also be adapted, with samples. And in the end, (that is my personal point of view) if it requires a 68040 with fast mem it's not really interesting for a 2D game. I'd call that interesting if it runs on A1200 + fastmem. I would like that such conversions hit the largest possible amiga audience, even if constraining to ECS would be clearly mad. |
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#43 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,813
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I maybe be wrong but machines such as the NEO-GEO, everything is made of tiles, the sprites, everything - I assume this would be quite tricky.
@jotd you say uninteresting but what about likelihood and quality -AmigaInCorpse has done quite a lot of work already. All other projects are fantasy etc |
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#44 | ||
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Join Date: Dec 2004
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Age: 52
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Quote:
Yes, you're right. And there's an extra limitation on first colors too (must be black or something) Quote:
He already sent me parts of the source for Galaga 90. I love this game and I would like to port it, but on the other hand I fear that it is too slow even on A1200. |
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#45 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
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#46 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
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Quote:
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#47 |
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Join Date: Oct 2022
Location: Roma
Posts: 346
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#48 |
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Join Date: Oct 2022
Location: Roma
Posts: 346
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You can make it an Amiga 4000 exclusive lol
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#49 |
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Join Date: Jun 2008
Location: somewhere else
Posts: 524
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Two python scripts: https://www.hitchhikr.net/x68kconverters.zip
One to convert x68000 chunky pictures and the other one to convert the tiles pictures to RGBA png format (need numpy and pypng). |
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#50 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
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Quote:
Unless there are different versions floating around of course. |
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#51 | |
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Join Date: Dec 2004
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Age: 52
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Quote:
that's including palettes? or machine has selectable color lookup tables? Those kind of scripts come in handy. My bitplanelib python library can convert png to amiga bitplanes or sprites. |
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#52 |
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Join Date: Jun 2008
Location: somewhere else
Posts: 524
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Yes, they handle external (or internal) palette files.
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#53 |
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Join Date: Oct 2022
Location: Roma
Posts: 346
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Uh...actually, Strider Hiryu has voice samples in the Japanese arcade release. It's the same thing on Mega Drive, which even features the "all sons of old gods, die" line:
[ Show youtube player ]
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#54 | |
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Join Date: Dec 2020
Location: Italy
Posts: 1,958
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Quote:
![]() [ Show youtube player ] Last edited by kremiso; 27 August 2023 at 17:28. |
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#55 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,973
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That's so cool, there is a video dedicated to the very sound under discussion.
Alright, I stand corrected. Of course I only saw the US version which is blissfully silent. |
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#56 |
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Join Date: Jun 2008
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Updated the archive with a third script which converts X68000 ADPCM samples into WAV files (https://www.hitchhikr.net/x68kconverters.zip).
Btw, i think you're focusing on the wrong games. I assume you downloaded the TOSEC archive and though this was it, right ? Well, there's much more to that machine than that, download this archive instead: https://archive.org/details/Sharp_X68000_Collection Granted, the archive is more than 16 gigabytes but it contains more than 1000 homebrews including a lot of unofficial ports of games from other Japanese platforms (like the Famicom) & other weird stuff. Also, I checked the machine hardware more thoroughly and I noticed several drawbacks & shortcomings in it's architecture (especially regarding the CPU & the VRAM), I also checked these so-called 1:1 arcade CPS1 ports, they aren't really 1:1 ports, and even if the code for the Sharp computers was optimized to death they still suffer from slowdowns on the base machines and don't contain every elements from the originals. The X68000 is a powerful machine alright, but it's not as "almighty" as you may think it is. And if you're interested here's the point of view of a Japanese demoscener talking about how the Amiga was received in Japan and how it was compared to the X68000 back then: https://yosshin4004-github-io.transl..._x_tr_pto=wapp f. |
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#57 |
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Join Date: Dec 2004
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very interesting. And the optimization job which has been done could be interesting for amiga ports too.
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#58 |
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Join Date: Jun 2008
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Added a fourth script which converts X68000 65536 colors pictures to png (still: (https://www.hitchhikr.net/x68kconverters.zip).
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#59 | |
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Join Date: Jun 2008
Location: somewhere else
Posts: 524
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Quote:
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#60 |
Registered User
Join Date: Jul 2009
Location: Lala Land
Posts: 604
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Geograph Seal from the github article looks quite good for all the mentioned concerns also in there about better 3D on Amiga.
[ Show youtube player ] |
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