01 September 2023, 16:52 | #61 | |
Phone Homer
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Quote:
Last edited by Retro1234; 01 September 2023 at 17:08. |
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01 September 2023, 17:27 | #62 |
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Rome wasn't built in a day.
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01 September 2023, 17:39 | #63 |
Phone Homer
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That's cool I just wondered. I know you disassembled those games Zool etc a while back and thought it would be up your street
Last edited by Retro1234; 01 September 2023 at 18:06. Reason: disabled??? |
01 September 2023, 19:33 | #64 |
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If it could helps porting a proper version of Ghouls N Ghost to the Amiga...
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03 September 2023, 14:56 | #65 |
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03 September 2023, 15:20 | #66 |
This cat is no more
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totally doable on A500 without slowdowns
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03 September 2023, 17:23 | #67 |
Phone Homer
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The x68000 cost more but you assume it must of had a library of serious applications to justify the price tag but finding any info on these apps seems impossible.
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03 September 2023, 17:37 | #68 |
J.M.D - Bedroom Musician
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I remember seeing a painter app in a youtube video, was using tools similar to MacPaint but with a 15 bit palette
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03 September 2023, 18:29 | #69 |
Phone Homer
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Do you have a link?
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04 September 2023, 18:54 | #70 |
Phone Homer
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after looking further...... The x68000 was in the Classic Mac 68k price range. It filled a gap for a 16bit+ home computer to have Japanese characters.
It was a good development machine for Japanese game developers such as Capcom and Arcade ports were of very high quality. It does seem to be a bit scarce of serious applications, tools and hardware. Although it was only released in Japan so maybe I'm not looking in the right place? Also modern games such as Doom and Quake etc don't seem to be a thing - maybe a port of Dread would be welcome? |
04 September 2023, 19:59 | #71 |
J.M.D - Bedroom Musician
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07 September 2023, 08:41 | #72 |
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I added two scripts in the archive (https://www.hitchhikr.net/x68kconverters.zip)
x68kpalette2ocs.py & x68kcolor2ocs.py to help convert X68k colors to OCS ones. I also ported a old Japanese game called Dragon Slayer (https://www.hitchhikr.net/dragonslayer.zip). Converting it was quite easy as it's doesn't really use much of the X68k features, it's basically the FM7/PC88 version ported to the Sharp's machine. I used it to set a preliminary framework for further conversions (stay tuned). The game should work on a vanilla Amiga with just 256k of memory. If you want to know more about this antediluvian game: http://www.hardcoregaming101.net/dragon-slayer/ https://www.mobygames.com/game/18618/dragon-slayer/ |
07 September 2023, 08:46 | #73 | |
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Quote:
Edit: HOL entry https://amiga.abime.net/games/view/dragon-slayer Last edited by TCD; 07 September 2023 at 09:27. |
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07 September 2023, 10:43 | #74 |
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Updated the game archive:
I included a manual and fixed a bug with reloading the save file when starting a new game (if the file is present). EDIT: And a visual bug with the warps. Last edited by hitchhikr; 07 September 2023 at 10:58. |
07 September 2023, 17:03 | #75 |
Phone Homer
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Wow great work dude
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07 September 2023, 17:45 | #76 |
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ah Dragon Slayer, old but surely a milestone
cool choice, thanks bookmarked the thread |
07 September 2023, 17:45 | #77 | |
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Quote:
Awesome! Any more of these low-spec (X68000-wise) "easy" ports around? If yes, keep 'em commin'! |
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07 September 2023, 18:50 | #78 | |
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Added x68kplanar2png.py to the x68kconverters archive (see url above).
Quote:
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07 September 2023, 19:41 | #79 |
Phone Homer
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Presumably the way the graphics are displayed are very different to the Amiga - So how does that work?
Last edited by Retro1234; 07 September 2023 at 19:54. |
07 September 2023, 20:43 | #80 |
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There are 5 different graphics types:
16 bit 65536 colors. 16 bit chunky 256 colors. 16 bit chunky 16 colors. Planar bitplanes 16 colors (same as on the Amiga). Tilemapped 256 colors (sprites & 2 backgrounds). The first three ones are using the same graphic memory so they're mutually exclusive. |
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