07 January 2024, 00:26 | #141 |
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there is no such option but yes I could add it.
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07 January 2024, 10:53 | #142 |
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Thanks for this amazing port JOTD, the amiga community are lucky with your work!
I love these Amiga ports more than new games, because at the time we could only dream that one day they would be released for our machine like Tetris or games that were released but were not up to the standard of our Amiga. I encourage you to keep making more of these! |
07 January 2024, 11:29 | #143 |
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If I live 800 more years I guarantee to port all MAME games
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07 January 2024, 11:59 | #144 |
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LOL
Thanks for the games jotd. A question (not a request). Would it be hard to port a game like SEGA's Repulse to the Amiga? It was also a bootleg of it called Son of Phoenix. |
07 January 2024, 12:55 | #145 |
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wow, i'd like to be a programma to port everything on Amiga.
@jotd but, a part programming knowledge, what kind of software need to port another platform game to Amiga without the source code. |
07 January 2024, 14:48 | #146 | ||
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Quote:
Quote:
Then, you need to convert the assets (specially graphics). I use python+custom libs. Sometimes using PNG as exchange/debug format. I transcode 95% of the game code using my self-written tools (I have written z80 and 6502 to 68000 converters). Then it's manual rework to fill the missing parts & debug the wrong ones. And for the amiga side, it's standard game development (open screen, blitter, sprites...) |
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07 January 2024, 15:03 | #147 |
Lemon Curry ?
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Repulse, sweet memories of this one although it was Proma's or possibly Kyugo's "'99 - The Last War" version I played back in the day.
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07 January 2024, 15:06 | #148 |
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07 January 2024, 16:23 | #149 | |
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Quote:
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07 January 2024, 17:18 | #150 |
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Hahaha, Just in case, start with shinobi or double dragon!
As you know both are in amiga very bad ports… make your magic jotd Just for understanding , would they be difficult to port? Shinobi had a not official port to megadrive and double dragon one user here started the port a long time ago but he didn’t finished… |
07 January 2024, 17:26 | #151 |
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Shinobi is of course difficult, as a 8 way platformer with a lot of colors & enemies at the same time. Means a lot of blitter, no efficient way to use sprites... If I'd do those I'd probably got AGA directly. 8-way scrolling looks tough (check devlog of standby Black Tiger ...). A lot of blitting is involved, plus you have to manage to preserve the backgrounds, use double buffering to avoid flicker... all adds up to create a more complex game, and the risk of not working at 50 fps or even 25.
Double Dragon is 8 way but more like side scrolling. Also slightly older means less power required. Plus I don't pretend to do wonders with amiga hardware. Just managing. In case you're wondering why most of those 16-bit arcade ports aren't finished, it's super hard to make those in asm or C but easy to throw a few sprites in Scorpion show a vid of first level without enemies, then make all people hope. But I would say that 1 project out of 10 is completed (Acid Bottle shows it's possible, also the creators of Green Beret, and Rastan is probably going to be done too), because most people stop as soon as there's some planning required. Also I found out that if you use the transcode method you get a rougher start but once it works you don't get stupid bugs and the game is perfect. I found out the hard way with Karate Champ that I first almost completed without the source code (only resourced A.I.) then threw it all away and re-did in transcode for a full success with a lot of debugging but overall less work. Projects I'd like to see are non-Scorpion ones like Robocop AGA or Black Tiger. Sorry for the book I just wrote Last edited by jotd; 07 January 2024 at 17:32. |
07 January 2024, 17:31 | #152 | |
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Just for curiosity, This is a video of shinobi megadrive port [ Show youtube player ] |
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07 January 2024, 17:33 | #153 |
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MD port looks brilliant. Scorpion would be an easy way to see if the game is viable on amiga.
Let's not forget that the megadrive is litterally made for those: lots of tiles & sprites. But if the coder shared his 68000 code & assets, it would save a lot of work for the person willing to take up the challenge. |
07 January 2024, 20:18 | #154 | |
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08 May 2024, 11:22 | #155 |
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small update as I fixed an annoying display bug and added pause
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08 May 2024, 12:21 | #156 |
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Binary link?
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08 May 2024, 13:22 | #157 |
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first post
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08 May 2024, 14:36 | #158 |
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Can't see Releases builds on GitHub...
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08 May 2024, 15:16 | #159 |
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itch.io as always
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08 May 2024, 15:16 | #160 |
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