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#81 |
Registered User
Join Date: Jul 2011
Location: UK
Posts: 341
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That Falcon Quake 2 demo is impressive
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#82 |
It's all in the reflexes!
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
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I've sent you a PM.
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#83 |
Registered User
Join Date: Nov 2017
Location: Tomball, TX, USA
Posts: 60
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I would love to see any of the x68000 Record of Lodoss War titles on Amiga, but this is probably a pipe dream.
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#84 |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
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Sorry to bump this but I was looking for arcade PERFECT ports to 68K machines and came across this... just wondering if there were any further progress on the Amiga side... I will read the ST thread for more info there.
Would love to see this running on both REAL HW and UAE/Hatari emulators! |
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#85 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,574
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BTW, any x68000 expert here who can describe the x68000 executable format (xfile) to me? Especially the relocation and symbol tables.
With sufficient information I would add that format to vasm and vlink. |
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#87 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,574
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x-format.txt contains nearly as much as I already know. But unfortunately nothing about the relocation or symbol table. Also I don't know the meaning of the "base address" in the header. I thought xfile is a fully relocatable format?
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#88 | |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,121
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Quote:
http://aminet.net/dev/misc/x68k2amiga.readme |
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#89 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 830
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@phx - I am not an expert about x68000 programming, but I hope this helps. In The Zone you will find two tools with sources. First is x68000 assembler HAS. Second one is linker HLK. I use both with x68000 emulator XM6 version 2.06 and with emulated sasi disk (one large file 40mb ) on win10. Also I use windows tool editd169e to handle files from win10 to emulated sasi disk. It is a bit pain because I muste close emulator xm6, transfer file via editd169e, close it and launch emulator. But I was able to compile two simple programs like put char a on screen, put message 'hello world' and was possible to compile and run resourced xevious after changing all local labels as I remember (HAS doesn't like local labels at all). If something is not clear or something, just email me.
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#90 | ||
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,574
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Quote:
Quote:
I wonder if this object file format is propriertary, or a standard format defined by Human68k, like the executables. |
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#91 | |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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Quote:
http://vgmrips.net/packs/pack/desert-assault-arcade |
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#92 |
The Big White Cat
Join Date: Jan 2005
Location: France
Age: 45
Posts: 829
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Is someone skilled enough to port the X68000 version of Super Street Fighter II ? Seems to be the best version to work with to have a decent Amiga port of SF2
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#93 |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
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I'm just excited that we are still talking about the incredible x68k!
Agree about the sound and graphics. Seriously this would have been good enough to be my AAA Amiga. |
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#94 |
Registered User
Join Date: Aug 2001
Location: Connecticut USA
Posts: 617
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The X68000 has a sprite generator that is miles (and I mean MILES) ahead of the Amiga's sprite system. No amount of skill can get around that, only obscene CPU horsepower (like emulation).
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#95 |
Registered User
Join Date: Aug 2017
Location: USA
Posts: 728
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its not that demanding of sprites ran fine on snes gen
its just about memory which back then wasnt cheap for very little ofc trying to run on a stock a500 would be the most difficult only 1mb ram lots of disk swapping its the high sprite count games that would be difficult shumps etc fighters arent really that tasking unless you are like neogeo with huge sprites and scaling etc with lots of animation even in 3d fighters you could really make them look better than other games due to have a very small world why even games on playstaion 1 were highres like tekken or virtua fighter on saturn anyways super street fighter just had more animation which required more mem than streetfighter 2 why neogeo games were massive and cost a shit ton to hold all that also even the x68000 couldnt make perfect ports some are lacking vs arcade i have both x68k and x68030 Last edited by nexus; 07 September 2018 at 05:37. |
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#96 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Quote:
Maybe contact EAB member AnimaInCorpore he is the guy that converted X68000 and Neo Geo games to Atari. Last edited by Retro1234; 07 September 2018 at 09:28. |
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#97 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,345
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#98 |
Registered User
Join Date: Dec 2014
Location: Netherlands
Posts: 1,408
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The only game that should be ported is Geograph Seal
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#99 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Assuming the 68k with the game logic can be emulated on amiga like the Cho Ren Sha video with the boxes the graphics wont need to be emulated they can be replaced?
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#100 | |
Registered User
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 41
Posts: 3,773
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Quote:
http://project2612.org/details.php?id=44 Omake 3 is my favourite but the entire soundtrack is a masterpiece, both technically and musically. Last edited by Hewitson; 10 February 2019 at 00:13. |
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