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Old 08 September 2023, 02:19   #81
dlfrsilver
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Quote:
Originally Posted by hitchhikr View Post
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/
Do you want to try porting an EROGE based on Dracula ? It's called Dracula Hakushasku, it's rated -18 and it's quite fun.

This one would need a translation from japanese

Otherwise why not trying to do Strider ? :P
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Old 08 September 2023, 07:49   #82
demoniac
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Do you want to try porting an EROGE based on Dracula ? It's called Dracula Hakushasku, it's rated -18 and it's quite fun.

This one would need a translation from japanese
Heh, I thought that Dracula game was more like Dead of the Brain, but I took a look at the (naughty) screenshots.
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Old 08 September 2023, 15:32   #83
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Quote:
Originally Posted by demoniac View Post
Heh, I thought that Dracula game was more like Dead of the Brain, but I took a look at the (naughty) screenshots.
The game has a great ambiance, and pretty graphics.
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Old 08 September 2023, 15:40   #84
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But it's resolution is 640x400.
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Old 08 September 2023, 18:34   #85
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But it's resolution is 640x400.
Needs AGA then.
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Old 08 September 2023, 20:40   #86
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Needs AGA then.
16 colors screens.
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Old 08 September 2023, 21:02   #87
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16 colors screens.
An OCS/ECS machine could handle it screen wise i think, but memory would be an issue there
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Old 08 September 2023, 21:53   #88
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16 colors screens.
So not AGA then.

Quote:
Originally Posted by saimon69 View Post
An OCS/ECS machine could handle it screen wise i think, but memory would be an issue there
Of course it could. Not with 512k memory I think. Some ram would be needed as for every Hi Res OCS games IIRC.
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Old 08 September 2023, 22:09   #89
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The game runs in 16 colors but an Amiga port would need to be in interlace mode.
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Old 08 September 2023, 22:45   #90
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Quote:
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The game runs in 16 colors but an Amiga port would need to be in interlace mode.
pr0n look better in interlace, is more... refined
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Old 09 September 2023, 13:36   #91
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Quote:
Originally Posted by sokolovic View Post
So not AGA then.



Of course it could. Not with 512k memory I think. Some ram would be needed as for every Hi Res OCS games IIRC.
The game logic is very simple. 1mb should be enough, as the game loads 1 screen per 1 screen, and some simple animations.
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Old 13 September 2023, 17:21   #92
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Except it won't be able to handle the sound (not as is anyway).

I updated the python scripts: https://www.hitchhikr.net/x68kconverters.zip

x68k_64k_to_png.py converts 65356 color pictures to png.
x68k_adpcm_to_wav.py converts ADPCM packed samples files to wav.
x68k_16x16_tiles_to_png.py converts 16x16 pixels tiled graphics files to png.
x68k_8x8_tiles_to_png.py converts 8x8 pixels tiled graphics files to png.
x68k_chunky_to_png.py converts 16 bits (either 16 or 256 colors) chunky graphics files to png.
x68k_convert_color.py converts a given 15 bits X68000 color to a color with a different bits one.
x68k_convert_palette.py same as above but for complete palette files.
x68k_planar_to_png.py converts 4 bits planar graphics files to png.

Last edited by hitchhikr; 13 September 2023 at 18:05. Reason: Small improvment in x68k_planar_to_png to make it more flexible.
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Old 14 September 2023, 08:25   #93
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They shared multiple arcade conversions though...sadly, I don't think a bog standard Amiga 500 and 1200 would be able to run them at decent speeds AND with audio emulation
Well there is the slight fact that not one single 2.5D racing game on the X68000 comes close to Lotus II on an Amiga 1000 NTSC model from 1985.

You underestimate Amiga greatly sir, don't confuse pathetic coding skills with chipset ability.
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Old 14 September 2023, 08:35   #94
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Well there is the slight fact that not one single 2.5D racing game on the X68000 comes close to Lotus II on an Amiga 1000 NTSC model from 1985.

You underestimate Amiga greatly sir, don't confuse pathetic coding skills with chipset ability.
Ahhh, so you are actually Immortal Amiga 1000!!!
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Old 14 September 2023, 11:49   #95
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Ahhh, so you are actually Immortal Amiga 1000!!!
Haha, you nailed him.



You can change your nick but the style will always be a dead giveaway. Seen it countless times on forums (though could never understand the why of it all).
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Old 18 September 2023, 17:38   #96
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I converted another test game: https://www.hitchhikr.net/gamex.zip

It's a small horizontal shmup (more like an endurance test as doesn't have any end & it throws more enemies the more powerful the player becomes), i wanted to get my hands on AGA programming (my first proper AGA program, actually) and make an engine able to display the sprites the way the X68000 does.

The game requires an AGA machine with 2mb chip and a 14mhz 68020.
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Old 19 September 2023, 13:57   #97
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Srcipts updated again: https://www.hitchhikr.net/x68kconverters.zip

x68k_64k_to_png.py converts 65356 color pictures to PNG files.
x68k_adpcm_to_wav.py converts ADPCM packed samples files to WAV files.
x68k_adpcm_to_raw_8.py converts ADPCM packed samples files to signed RAW 8 bits files.
x68k_adpcm_to_raw_16.py converts ADPCM packed samples files to signed RAW 16 bits files.
x68k_16x16_tiles_to_png.py converts 16x16 pixels tiled graphics files to PNG files.
x68k_8x8_tiles_to_png.py converts 8x8 pixels tiled graphics files to PNG files.
x68k_chunky_to_png.py converts 16 bits (either 16 or 256 colors) chunky graphics files to PNG files.
x68k_convert_color.py converts a given 15 bits X68000 color to a color with a different bits range one.
x68k_convert_palette.py same as above but for complete palette files.
x68k_planar_to_png.py converts 4 bits planar graphics files to PNG files.

The audio files converters normalize the samples.
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Old 19 September 2023, 18:05   #98
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Those tools are useful even for asset conversion for non strict ports
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Old 19 September 2023, 19:36   #99
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Excellent work
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Old 19 September 2023, 20:31   #100
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Quote:
Originally Posted by hitchhikr View Post
I converted another test game: https://www.hitchhikr.net/gamex.zip

It's a small horizontal shmup (more like an endurance test as doesn't have any end & it throws more enemies the more powerful the player becomes), i wanted to get my hands on AGA programming (my first proper AGA program, actually) and make an engine able to display the sprites the way the X68000 does.

The game requires an AGA machine with 2mb chip and a 14mhz 68020.
Nice work, that's a fun little game there.
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