English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 01 September 2023, 16:52   #61
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
Quote:
Originally Posted by hitchhikr View Post
Updated the archive with a third script which converts X68000 ADPCM samples into WAV files (https://www.hitchhikr.net/x68kconverters.zip).

Btw, i think you're focusing on the wrong games.

I assume you downloaded the TOSEC archive and though this was it, right ?
Well, there's much more to that machine than that, download this archive instead: https://archive.org/details/Sharp_X68000_Collection

Granted, the archive is more than 16 gigabytes but it contains more than 1000 homebrews including a lot of unofficial ports of games from other Japanese platforms (like the Famicom) & other weird stuff.

Also, I checked the machine hardware more thoroughly and I noticed several drawbacks & shortcomings in it's architecture (especially regarding the CPU & the VRAM), I also checked these so-called 1:1 arcade CPS1 ports, they aren't really 1:1 ports, and even if the code for the Sharp computers was optimized to death they still suffer from slowdowns on the base machines and don't contain every elements from the originals.

The X68000 is a powerful machine alright, but it's not as "almighty" as you may think it is.

And if you're interested here's the point of view of a Japanese demoscener talking about how the Amiga was received in Japan and how it was compared to the X68000 back then: https://yosshin4004-github-io.transl..._x_tr_pto=wapp

f.
Have you successfully converted anything?

Last edited by Retro1234; 01 September 2023 at 17:08.
Retro1234 is offline  
Old 01 September 2023, 17:27   #62
hitchhikr
Registered User
 
Join Date: Jun 2008
Location: somewhere else
Posts: 515
Rome wasn't built in a day.
hitchhikr is offline  
Old 01 September 2023, 17:39   #63
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
That's cool I just wondered. I know you disassembled those games Zool etc a while back and thought it would be up your street

Last edited by Retro1234; 01 September 2023 at 18:06. Reason: disabled???
Retro1234 is offline  
Old 01 September 2023, 19:33   #64
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,437
If it could helps porting a proper version of Ghouls N Ghost to the Amiga...
sokolovic is offline  
Old 03 September 2023, 14:56   #65
Bren McGuire
Registered User
 
Bren McGuire's Avatar
 
Join Date: Nov 2019
Location: Croydon
Posts: 580
ChoRenSha 68k
[ Show youtube player ]
Quote:
Originally Posted by Bruce Abbott View Post
Name one.
Bren McGuire is offline  
Old 03 September 2023, 15:20   #66
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
totally doable on A500 without slowdowns
jotd is offline  
Old 03 September 2023, 17:23   #67
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
The x68000 cost more but you assume it must of had a library of serious applications to justify the price tag but finding any info on these apps seems impossible.
Retro1234 is offline  
Old 03 September 2023, 17:37   #68
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,529
I remember seeing a painter app in a youtube video, was using tools similar to MacPaint but with a 15 bit palette
saimon69 is offline  
Old 03 September 2023, 18:29   #69
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
Do you have a link?
Retro1234 is offline  
Old 04 September 2023, 18:54   #70
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
after looking further...... The x68000 was in the Classic Mac 68k price range. It filled a gap for a 16bit+ home computer to have Japanese characters.
It was a good development machine for Japanese game developers such as Capcom and Arcade ports were of very high quality.

It does seem to be a bit scarce of serious applications, tools and hardware. Although it was only released in Japan so maybe I'm not looking in the right place?

Also modern games such as Doom and Quake etc don't seem to be a thing - maybe a port of Dread would be welcome?
Retro1234 is offline  
Old 04 September 2023, 19:59   #71
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,529
Quote:
Originally Posted by jotd View Post
totally doable on A500 without slowdowns
Actually if you give a look of what Powder can do it might be feasible but not with 1:1 graphics
saimon69 is offline  
Old 07 September 2023, 08:41   #72
hitchhikr
Registered User
 
Join Date: Jun 2008
Location: somewhere else
Posts: 515
I added two scripts in the archive (https://www.hitchhikr.net/x68kconverters.zip)
x68kpalette2ocs.py & x68kcolor2ocs.py to help convert X68k colors to OCS ones.

I also ported a old Japanese game called Dragon Slayer (https://www.hitchhikr.net/dragonslayer.zip).

Converting it was quite easy as it's doesn't really use much of the X68k features, it's basically the FM7/PC88 version ported to the Sharp's machine. I used it to set a preliminary framework for further conversions (stay tuned).

The game should work on a vanilla Amiga with just 256k of memory.

If you want to know more about this antediluvian game:

http://www.hardcoregaming101.net/dragon-slayer/
https://www.mobygames.com/game/18618/dragon-slayer/
hitchhikr is offline  
Old 07 September 2023, 08:46   #73
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,608
Quote:
Originally Posted by hitchhikr View Post
I also ported a old Japanese game called Dragon Slayer (https://www.hitchhikr.net/dragonslayer.zip).
Nice one Had a quick go on WinUAE and it seems to work fine. Looking forward to where this is going

Edit: HOL entry https://amiga.abime.net/games/view/dragon-slayer

Last edited by TCD; 07 September 2023 at 09:27.
TCD is offline  
Old 07 September 2023, 10:43   #74
hitchhikr
Registered User
 
Join Date: Jun 2008
Location: somewhere else
Posts: 515
Updated the game archive:
I included a manual and fixed a bug with reloading the save file when starting a new game (if the file is present).

EDIT: And a visual bug with the warps.

Last edited by hitchhikr; 07 September 2023 at 10:58.
hitchhikr is offline  
Old 07 September 2023, 17:03   #75
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
Wow great work dude
Retro1234 is offline  
Old 07 September 2023, 17:45   #76
kremiso
Registered User
 
Join Date: Dec 2020
Location: Italy
Posts: 1,901
ah Dragon Slayer, old but surely a milestone
cool choice, thanks

bookmarked the thread
kremiso is offline  
Old 07 September 2023, 17:45   #77
PortuguesePilot
Global Moderator
 
PortuguesePilot's Avatar
 
Join Date: May 2013
Location: Setúbal, Portugal
Posts: 609
Quote:
Originally Posted by hitchhikr View Post
I added two scripts in the archive (https://www.hitchhikr.net/x68kconverters.zip)
x68kpalette2ocs.py & x68kcolor2ocs.py to help convert X68k colors to OCS ones.

I also ported a old Japanese game called Dragon Slayer (https://www.hitchhikr.net/dragonslayer.zip).

Converting it was quite easy as it's doesn't really use much of the X68k features, it's basically the FM7/PC88 version ported to the Sharp's machine. I used it to set a preliminary framework for further conversions (stay tuned).

The game should work on a vanilla Amiga with just 256k of memory.

If you want to know more about this antediluvian game:

http://www.hardcoregaming101.net/dragon-slayer/
https://www.mobygames.com/game/18618/dragon-slayer/

Awesome! Any more of these low-spec (X68000-wise) "easy" ports around? If yes, keep 'em commin'!
PortuguesePilot is offline  
Old 07 September 2023, 18:50   #78
hitchhikr
Registered User
 
Join Date: Jun 2008
Location: somewhere else
Posts: 515
Added x68kplanar2png.py to the x68kconverters archive (see url above).

Quote:
Awesome! Any more of these low-spec (X68000-wise) "easy" ports around?
yes.
hitchhikr is offline  
Old 07 September 2023, 19:41   #79
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,775
Presumably the way the graphics are displayed are very different to the Amiga - So how does that work?

Last edited by Retro1234; 07 September 2023 at 19:54.
Retro1234 is offline  
Old 07 September 2023, 20:43   #80
hitchhikr
Registered User
 
Join Date: Jun 2008
Location: somewhere else
Posts: 515
There are 5 different graphics types:

16 bit 65536 colors.
16 bit chunky 256 colors.
16 bit chunky 16 colors.
Planar bitplanes 16 colors (same as on the Amiga).
Tilemapped 256 colors (sprites & 2 backgrounds).

The first three ones are using the same graphic memory so they're mutually exclusive.
hitchhikr 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
EXE On Amiga? 512k support.Apps 5 15 July 2019 17:17
Interview with 0x4015: X68000 vs. Amiga Amiga1992 Nostalgia & memories 21 03 September 2017 03:07
Is possible to play sharp x68000 modules on Amiga? _ThEcRoW Amiga scene 7 27 February 2012 23:12
Amiga Exe Hunks heavy Coders. General 4 16 August 2007 00:20
If WinUAE cannot detect your supposedly empty HDD, look for zap.exe or wipe.exe. fmcpma support.WinUAE 5 08 August 2006 00:35

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 07:33.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10273 seconds with 13 queries