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Old 06 January 2016, 23:25   #1
Galahad/FLT
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Atari ST to Amiga Conversion: Ranarama

Fear not, Starquake is not forgotten, and 'should' be ready for release at the end of this month.

As a diversion from all things Starquake, and Christmas, and kids, and shouting, and building FUCKING Lego sets, I thought i'd take a look at Ranarama.

I say take a look, but an hour later it was ready for its first trial run......and bugger me, it was working first time

A few bug fixes later and a working joystick routine and the Frog is moving around the game.

Still plenty of work to be done, but just an example of where we are right now.

[ Show youtube player ]
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Old 06 January 2016, 23:52   #2
Higgy
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There is nothing like taking a rest by doing more things
Lazing infront of the TV just does not cut it!

Looking forward to seeing the finished game.
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Old 07 January 2016, 00:08   #3
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Good job! Whats the min spec Amiga needed do you reckon?
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Old 07 January 2016, 02:48   #4
Galder
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Thumbs up, hopefully 68000 will be OK to play it.
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Old 07 January 2016, 10:05   #5
tomcat666
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Nice... slowly we are getting all the forgotten classic on the miggy thanx Galahad !
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Old 07 January 2016, 10:09   #6
Predseda
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Never liked Ranarama as a game, but always liked its C64 box art.

A comment from Lemon64:

Quote:
bronstein - 2009-05-14
This game is famous for looking ugly but playing fine. Nevertheless I think the programmers should've cared a little bit more about presentation.
And I think this is valid also for this ST version.
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Old 07 January 2016, 10:17   #7
DamienD
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Good stuff sir Galahad, will give it a bash
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Old 07 January 2016, 11:30   #8
NorthWay
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And there is an ST port of Thrust too. Just sayin'.
(Though I think it was perhaps not that good.)
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Old 07 January 2016, 14:13   #9
Devlin
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Oh my yes! I can't wait for this

Will be doing well to test this one thoroughly. I /destroyed/ this game when I had an actual ST to play this on.
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Old 07 January 2016, 15:06   #10
Asman
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Good job!
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Old 07 January 2016, 15:18   #11
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Never liked Ranarama as a game, but always liked its C64 box art.

I liked it on the c64 but couldn't ever determine why.
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Old 07 January 2016, 15:56   #12
Shatterhand
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Had never heard about this game before. Took a look at a longplay video of the Spectrum version, it seems to be rather complex... it took more than 2 hours to be finished, it has spells and some other things.

Looking at Galahad's video I thought it was a simple arcade game.
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Old 07 January 2016, 17:32   #13
tomcat666
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The game is a lot like Paradroid (or Paradroid'90 on Amiga)... it is complex yes
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Old 07 January 2016, 21:11   #14
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You don't like building Lego sets... ?
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Old 07 January 2016, 22:45   #15
BarryB
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You don't like building Lego sets... ?
I know, there are some grumpy bastards around
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Old 07 January 2016, 23:35   #16
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Great work fella. Keep us updated with the great progress
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Old 07 January 2016, 23:48   #17
Galahad/FLT
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You don't like building Lego sets... ?
Not 5 fucking sets that take an hour and a half each to build i dont
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Old 08 January 2016, 00:27   #18
rare_j
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Not 5 fucking sets that take an hour and a half each to build i dont
Ha ha! Good point.
So how does this St conversion thing work then? Do you make a patch and leave the original disk image/files intact? Or do you have to take the game all apart and fix it then wrap it in some kind of custom interpreter that is different every time?
Just wondering if this one is so straight forward,maybe others are as well and you could have a sort of whdload style system for St games.
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Old 08 January 2016, 01:07   #19
Galahad/FLT
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Ha ha! Good point.
So how does this St conversion thing work then? Do you make a patch and leave the original disk image/files intact? Or do you have to take the game all apart and fix it then wrap it in some kind of custom interpreter that is different every time?
Just wondering if this one is so straight forward,maybe others are as well and you could have a sort of whdload style system for St games.
Theres no universal system you can employ to do these conversions, has to be done by hand and each game is individual.

Ranarama is very ST system intensive, you just need the knowlege or access to the knowlege of what each TRAP #1/TRAP#D/TRAP#E function does, what to emulate, what to remove, and what to Amigafy.

The screen conversion routine is the same each time, the joystick routine is the same, but their implementation isn't.

Its not overly difficult, just time consuming.

Ranarama took me an hour to sort before i could even remotely try and run it.
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Old 08 January 2016, 04:20   #20
Shatterhand
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I guess the sound part gotta be really different though, isn't it? Someone must compose a .mod music to go along, and then you have more memory usage and stuff, am I wrong?

By the way, thank you for all this work
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