13 February 2019, 20:31 | #101 | |
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In the end the patches to get these running on an Amiga would be extremely similar to say, Shapeshifter's virtualization to deal with graphical differences, storage access etc., and you'd need a software FM or software/hardware MIDI implementation for the sound. I have no idea what the CPU overhead for emulating those old FM synth chips is, but with sound disabled even a slow 68020 with an RTG card could probably run all base X68000 games of this type perfectly. Running on AGA would be a taller order due to C2P overhead so you'd need a faster CPU. |
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13 February 2019, 21:48 | #102 |
This cat is no more
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one of the cool arcade ports which should be possible on AGA would be Galaga '88.
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21 August 2019, 21:46 | #103 |
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Is anything like your Ghouls N Ghosts for STE actually possible on the Amiga,?
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08 November 2019, 15:31 | #104 | |
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And in practice even a stock A500 can make up for its slightly slower speed and more contentious memory by using sprites and copperlists with some fancy code rewrites. |
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08 November 2019, 23:45 | #105 |
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I think thats one of the problems there wouldnt be any use of Sprites Etc its all done with CPU power.
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13 November 2019, 21:21 | #106 |
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What I meant is that you can make up for the slightly slower CPU by identifying bits of the code that could be handled by the custom chipset instead and rewriting for that. In the case of STE ports the blitter is already doing a lot of the work so it's not as easy to find candidates for rewriting like with a pure-CPU ST game, but if you can find them and free up enough CPU cycles then you are good.
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14 November 2019, 23:22 | #107 | |
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EDIT: Correction - i confused this thread with the Next Game to port one, sorry Last edited by saimon69; 15 November 2019 at 00:45. |
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