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#1 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Starquake Amiga - Released at 7PM
Having taken a look at it, i'm confident I can tackle this the same as Where Time Stood Still and I am officially working on it.
That is all ![]() Last edited by Galahad/FLT; 16 November 2018 at 19:43. |
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#2 |
Registered User
Join Date: Jun 2014
Location: Uckfield, UK
Age: 53
Posts: 195
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Awesome news good sir ! On a side note how challenging are these conversions ?
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#3 |
Registered User
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 1,157
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Awesome news - I loved the C64 version of Starquake!
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#4 |
Registered User
Join Date: May 2007
Location: Gdansk, Poland
Posts: 180
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Coooool, Galahad, You're The Man !
Last edited by meckert; 01 August 2014 at 21:17. |
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#5 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
The ones Meynaf tackled hardly hardware bang the ST at all, its mostly system friendly games, which for him are easier as he has more experience of the ST than me. Where Time Stood Still only used the system to load files, other than that, it was logically laid out and progress was constant on it. Starquake appears to be coded the same way. |
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#6 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,913
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first, thank you galahad,
2nd, do you think it could be possible to use your engine to port games from others platforms than the atari st, i mean others 68k platforms ? Like arcade 68k games or sharp x68000 ?? even if we should need more cpu power. |
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#7 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
And unlike the ST, both systems you mention have custom hardware in much the same way as the Amiga does, so routines would have to convert Sharp blitter calls and change them to blitter or cpu calls the Amiga understands. ST conversions are relatively easy dependant on how they are written, because the ST has no proper hardware other than the sound chip and the chip that to get stuff to the screen. After looking at Starquake in more depth, this will be a bit more difficult as it has lots of TRAP calls in the game that I now need to interpret to get the game to run. |
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#8 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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Quote:
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#9 | |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
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Quote:
![]() In the zone you can find package with resourced files: quake.prg, star.one. And If I understand correctly quake.prg just run star.one + other not interesting stuff. But there is still a lot work with both resourced files and probably some labels are named in wrong way. |
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#10 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
STAR.TWO is all the graphics for the game, STAR.ONE is the program code plus some graphics ![]() Will check out your files. Cheers |
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#11 |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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#12 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,835
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I remember that a french coder hanging here did a disassembly. (not Meynaf)
If you're interested there is a Nintendo DS remake with source code (C based) at http://www.karmatoad.co.uk/wp-conten.../Starquake.zip Kamelito @Galahad, Another thing Paul Hughes was programming Starquake 2 which was never released, as a UK dev you may ask him ![]() He may have the original source code of Starquake. Kamelito http://www.pauliehughes.com/ ZX spectrum gfx : http://www.icemark.com/downloads/fil...e_graphics.zip and it's format :http://www.icemark.com/dataformats/starquake/index.html Last edited by TCD; 02 August 2014 at 15:07. Reason: Back-to-back posts merged. |
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#13 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
Would probably be enough to get games that don't directly access ST registers to work. I suspect just like Amiga, you can call a certain TRAP to get a base address for a screen, and call a TRAP to activate that base address to setup screen and display. |
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#14 |
Moderator
Join Date: Jan 2003
Location: ...
Age: 52
Posts: 1,838
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#15 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Awesome... another classic being converted to Amiga. Soon it will be time to sell all our ST's we have in the attics
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#16 |
Puttymoon inhabitant
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No, this can't be true! One of my greatest amiga wishes would be fulfilled! Galahad, this is just awesome news! Starquake for Amiga!
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#17 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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but do you remember teleport codes?
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#18 |
Puttymoon inhabitant
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I remember all the teleport codes from C64. Never played it on that... eerrm... minor platform
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#19 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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Quote:
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#20 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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I know ive said many times but games like sundog and stos stuff run quite well at full speed with the ancient Gems emulators
if you guys could put something i would be very appreciative. |
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