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#1 |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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The X68000 games porting experiment
Hello guys,
I am about to port some X68000 games to the Atari Falcon030. Is there any interest in having that ports on the Amiga as well? The progress so far: [ Show youtube player ] fully playable on an Atari Falcon030 (16 MHz, 14 MB RAM) but lacks sound though. [ Show youtube player ] in an early "emulation" stage. Atomic Runner Chelnov in a "label renaming" process. ![]() Since I don't have an Amiga I would like to know if someone is interested to help in respect of doing the port for the Amiga 1200? Cheers Sascha |
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#2 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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YES!
Galaga 88 is fantastic and Pac-Mania's X68000 port is pixel-perfect. But if we need something like an 060, then it becomes a bit out of the league of most users. Sound would be a problem, though. How are you handling it in the Falcon? Because the X68Ks have, besides the DAC, an FM synthesizer. |
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#3 | |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Quote:
Music and sound is not emulated yet but the DSP subsystem could do this later on. In fact, the audio logic is "outsourced" to a memory resident program which is started right before the game. This is quite a common practice on the X68000. Cheers Sascha |
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#4 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Sorry I can't help but very interested in your project
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#5 | |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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Quote:
I think on the Amiga it will be pretty impossible to keep music AS IS unless you have a beefier system on which you can run an FM emulator system, or even send the data through MIDI if you have a MIDI innterface, to an external module (the X68K could do this if I remember correctly) |
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#6 | |
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Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Quote:
IMHO this audio interface within the game makes it relatively easy to create an Atari/Amiga proprietary audio solution for the port as the replay is commonly called by a "trap". So the commands are basically only: start_music(), stop_music(), play_sample(), wait_for_music()... ![]() Cheers Sascha |
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#7 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,665
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But that's all fine and cool for sample-based audio in the game, whatever the X68 does on the DAC, but all calls to the YM2151 synth chip will go exactly where on a system like the Amiga with no such thing?
Re-composing those to MOD will be, well, quite a challenge for whoever wants to do the conversion. In any case, I am really impressed of the results you obtained with the Falcon. I wonder how Galaga '88 would look on an 030 Amiga. Keep up the awesome work. |
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#8 |
It's all in the reflexes!
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
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You did an amazing job Sascha, especially considering your port runs on an unaccelerated Falcon030 !
![]() For what I understand you used the Falcon030 65K color mode, an advantage the Falcon030 has over the A1200. Hopefully the 256 colors AGA modes will not be a severe limitation for an Amiga port of Galaga88 or Pacmania if you intend to bring them to the Ami. Anyway it would be great to have such ports for the Amiga ! As for the audio, it's time for an YM2151 clockport card ( ![]() ![]() |
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#9 |
Registered User
Join Date: May 2001
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Posts: 19,665
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#10 |
It's all in the reflexes!
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
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#11 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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How does an Amiga AGA 030 do against Atari Falcon030 ?
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#12 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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NEO GEO emulation on the Atari Falcon 030
http://www.atari-forum.com/viewtopic...t=25780&start= [ Show youtube player ] |
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#13 |
CaptainM68K-SPS France
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just awesome, maybe once sascha release the source code ?
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#14 |
Junior Member
Join Date: Aug 2001
Location: France
Posts: 1,392
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they look's like perfect port ! As weel as the Neo Geo emulation which own some pretty nice games (Blue's Jurney, Alpha Mission II, Puzzle Bobble, Last Resort, Last Hope, Magical Drop...)
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#15 |
Registered User
Join Date: Dec 2013
Location: Hartlepool / England
Posts: 389
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YES!! PLEASE!
X68000 Akumajo Dracula is Awsome ![]() |
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#16 |
BoingBagged
Join Date: Aug 2007
Location: The South of nowhere
Age: 46
Posts: 2,358
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Really nice hack!
The X68000 had some great games. I would be really cool to have this in our miggies. |
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#17 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,679
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let me bump on this: how is it going?
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#18 |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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#19 |
Moderator
Join Date: Nov 2001
Location: Germany
Posts: 881
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You did adapt the games by reassembling the code (in opposite to only modify the original code slightly)?
I would be interesting to know how difficult the gfx emulation/adaption is. If I remember right the x68k has good hardware sprites. |
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#20 | |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 236
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Quote:
However, the sources are disassembled and many important functions commented. The reassembled source runs natively on the X68000 again even with changes. So I was able to make a Pac-Mania trainer for the X68000. The graphics emulation is done by putting "jsr" hooks in the source code where the sprites and background are being drawn on the Atari. The sound emulation was simply commented out. The X68000 has indeed a decent sprite hardware but it is still limited by the fact that the memory mapped area of the sprite data is quite small. The games need to refresh that area to get all the sprites displayed so this results in either a DMA copy (Pac-Mania sprite animation) or caching (Galaga 88 compressed sprites) strategy. What needs to be done for the Amiga port is to replace all the graphics functions and convert the graphics (sprites and backgrounds). This applies to the sound as well but that seems to be a far "simpler" task. Cheers Sascha |
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