01 August 2014, 19:43 | #1 |
Going nowhere
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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. |
01 August 2014, 20:04 | #2 |
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Awesome news good sir ! On a side note how challenging are these conversions ?
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01 August 2014, 20:18 | #3 |
Registered User
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Awesome news - I loved the C64 version of Starquake!
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01 August 2014, 20:23 | #4 |
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Coooool, Galahad, You're The Man !
Last edited by meckert; 01 August 2014 at 21:17. |
01 August 2014, 23:37 | #5 | |
Going nowhere
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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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02 August 2014, 02:47 | #6 |
Moon 1969 = amiga 1985
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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. |
02 August 2014, 13:44 | #7 | |
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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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02 August 2014, 14:05 | #8 |
move.l #$c0ff33,throat
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These are probably just GEMDOS/XBIOS calls, most of them are not too hard to convert/emulate but it's quite a boring task.
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02 August 2014, 14:08 | #9 | |
68k
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Quote:
In the zone you can find package with resourced files: quake.prg, star.one. And If I understand correctly quake.prg just run star.one + other not interesting stuff. But there is still a lot work with both resourced files and probably some labels are named in wrong way. |
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02 August 2014, 14:16 | #10 | |
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Quote:
STAR.TWO is all the graphics for the game, STAR.ONE is the program code plus some graphics Will check out your files. Cheers |
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02 August 2014, 14:24 | #11 |
move.l #$c0ff33,throat
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02 August 2014, 14:52 | #12 |
Zone Friend
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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. |
03 August 2014, 02:29 | #13 | |
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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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03 August 2014, 16:29 | #14 |
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03 August 2014, 21:06 | #15 |
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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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03 August 2014, 21:42 | #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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03 August 2014, 21:48 | #17 |
Zone Friend
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but do you remember teleport codes?
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03 August 2014, 22:09 | #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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04 August 2014, 09:32 | #19 | |
son of 68k
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Quote:
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04 August 2014, 09:40 | #20 |
Phone Homer
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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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