English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 07 January 2024, 00:26   #141
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
there is no such option but yes I could add it.
jotd is offline  
Old 07 January 2024, 10:53   #142
franeti
Registered User
 
Join Date: Jul 2014
Location: Spain
Posts: 60
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!
franeti is offline  
Old 07 January 2024, 11:29   #143
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
If I live 800 more years I guarantee to port all MAME games
jotd is offline  
Old 07 January 2024, 11:59   #144
VincentGR
Registered User
 
VincentGR's Avatar
 
Join Date: Dec 2012
Location: Greece
Posts: 293
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.
VincentGR is offline  
Old 07 January 2024, 12:55   #145
Seiya
Registered User
 
Seiya's Avatar
 
Join Date: Nov 2014
Location: Italy
Posts: 2,436
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.
Seiya is offline  
Old 07 January 2024, 14:48   #146
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
Quote:
Would it be hard to port a game like SEGA's Repulse to the Amiga?
I didn't know the game, just watched a video. I think it's perfectly doable on A500 with all colors (with copper tricks, as the images are static). Zooming can't be done in real time (I suspect they already had hardware zooming since them Buck Rogers 1982 game and just before Outrun) apart from that it could be done.

Quote:
what kind of software need to port another platform game to Amiga without the source code.
First, MAME with its debugger (transpose it to any platform MAME doesn't support if it exists). You absolutely need this to RE the game properly. Even if you have the source it will be handy to check values at run time. It can also record videos, and if you hack the game to turn off music or find the proper service mode, you can isolate game sfx.

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...)
jotd is offline  
Old 07 January 2024, 15:03   #147
Retroplay
Lemon Curry ?
 
Retroplay's Avatar
 
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,133
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.
Retroplay is offline  
Old 07 January 2024, 15:06   #148
mrv2k
Registered User
 
Join Date: Apr 2020
Location: England
Age: 53
Posts: 436
If you leave the attract mode running you get some characters left on the instructions when it clears for the next set of text. Not sure if this happened in the original.

mrv2k is offline  
Old 07 January 2024, 16:23   #149
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
Quote:
If you leave the attract mode running you get some characters left on the instructions when it clears for the next set of text. Not sure if this happened in the original.
probably not. I'll fix this. And will add pause as someone requested, along with music off option.
jotd is offline  
Old 07 January 2024, 17:18   #150
franeti
Registered User
 
Join Date: Jul 2014
Location: Spain
Posts: 60
Quote:
Originally Posted by jotd View Post
If I live 800 more years I guarantee to port all MAME games
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…
franeti is offline  
Old 07 January 2024, 17:26   #151
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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.
jotd is offline  
Old 07 January 2024, 17:31   #152
franeti
Registered User
 
Join Date: Jul 2014
Location: Spain
Posts: 60
Quote:
Originally Posted by jotd View Post
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.

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, because most people stop as soon as there's some planning required.
If the game is already in megadrive for example that has same motorola, is it easy to port ussing a engine like scorpion?
Just for curiosity, This is a video of shinobi megadrive port

[ Show youtube player ]
franeti is offline  
Old 07 January 2024, 17:33   #153
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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.
jotd is offline  
Old 07 January 2024, 20:18   #154
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 344
Quote:
Originally Posted by jotd View Post
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.
That project isn't finished as far as I know, and it will probably never be. There haven't been any news in years
Cris1997XX is offline  
Old 08 May 2024, 11:22   #155
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
small update as I fixed an annoying display bug and added pause
jotd is offline  
Old 08 May 2024, 12:21   #156
hexaae
Bug hunter
 
hexaae's Avatar
 
Join Date: Jul 2006
Location: Italy
Age: 48
Posts: 2,171
Binary link?
hexaae is online now  
Old 08 May 2024, 13:22   #157
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
first post
jotd is offline  
Old 08 May 2024, 14:36   #158
hexaae
Bug hunter
 
hexaae's Avatar
 
Join Date: Jul 2006
Location: Italy
Age: 48
Posts: 2,171
Can't see Releases builds on GitHub...
hexaae is online now  
Old 08 May 2024, 15:16   #159
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
itch.io as always
jotd is offline  
Old 08 May 2024, 15:16   #160
VincentGR
Registered User
 
VincentGR's Avatar
 
Join Date: Dec 2012
Location: Greece
Posts: 293
https://jotd666.itch.io/tetris1200
VincentGR is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
[WIP] Frogger conversion JoeJoe project.Amiga Game Factory 99 24 December 2023 13:11
[WIP] Super Bagman conversion jotd project.Amiga Game Factory 26 24 November 2023 08:07
[WIP] Galaxian conversion jotd project.Amiga Game Factory 107 16 July 2023 19:37
[WIP] Pengo conversion jotd project.Amiga Game Factory 95 14 July 2023 17:16
Ms Pacman conversion WIP jotd project.Amiga Game Factory 86 22 November 2021 21:45

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 20:54.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10820 seconds with 13 queries