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Old 07 May 2022, 14:10   #1
akarabinstudio
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Working on a port of an Amiga game called Megaball to PC

Hello everyone, newcomer here.

I am currently working on porting the Amiga breakout series called "Megaball" to PC.

The first in the series, named "Ball" is Public Domain and thankfully the source code is available on the disk.

So the question I want to ask is: what should I take into consider when coding the port? And how do I read the game logic from the source code and apply it in C++ (the programming language I'm using)?

Current problem I'm facing: I'm unable to convert the game font to TTF for Windows to recognize and use the font. I've looked up and tried some guides but they don't work properly.

Thanks in advance.

Last edited by akarabinstudio; 08 May 2022 at 09:51.
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Old 07 May 2022, 17:29   #2
Matt_H
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I assume you have this archive already? Ed and Al Mackey converted several assets to PC formats for a port that they never finished (or started).

Quote:
So the question I want to ask is: what should I take into consider when coding the port? And how do I read the game logic from the source code and apply it in C++ (the programming language I'm using)?
Forgive me, but if you need to ask this question it sounds like this project might be above your skill level. You need to be familiar with Amiga 68K Assembler, and specifically AssemPro, which I think was the original compiler for MegaBall. The game also does a lot of hardware banging, meaning it uses specific features of the Amiga hardware that you'll need to rewrite. It's not an easy task, and probably part of the reason that the authors' own PC port was never completed.
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Old 07 May 2022, 19:10   #3
akarabinstudio
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Quote:
Originally Posted by Matt_H View Post
I assume you have this archive already? Ed and Al Mackey converted several assets to PC formats for a port that they never finished (or started).
Yes I have.

Quote:
Forgive me, but if you need to ask this question it sounds like this project might be above your skill level. You need to be familiar with Amiga 68K Assembler, and specifically AssemPro, which I think was the original compiler for MegaBall. The game also does a lot of hardware banging, meaning it uses specific features of the Amiga hardware that you'll need to rewrite. It's not an easy task, and probably part of the reason that the authors' own PC port was never completed.
I believe they just intended to release the assets and the source and nothing else.
As for learning 68k, yes I will work on that.

Thank you for your comment

Last edited by akarabinstudio; 07 May 2022 at 19:22.
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Old 07 May 2022, 19:48   #4
Bruce Abbott
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Quote:
Originally Posted by Matt_H View Post
You need to be familiar with Amiga 68K Assembler,
Luckily 68k assembler isn't hard to understand.


Quote:
The game also does a lot of hardware banging,
Apart from the music player I don't see any hardware banging.


Quote:
It's not an easy task,
If it was easy it wouldn't be a challenge, and therefore a lot less fun.

Quote:
Originally Posted by akarabinstudio
Current problem I'm facing: I'm unable to convert the game font to TTF for Windows to recognize and use the font. I've looked up and tried some guides but they don't work properly.
Have you tried this?
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Old 07 May 2022, 21:36   #5
Aladin
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Game similar to megaball on Pc:
DX-Ball 1/2/Super (1996/1999/2004)
Rival ball (2001)

https://classic.blitwise.com/superdxb.html
https://longbowgames.com/rival-ball/
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Old 08 May 2022, 07:42   #6
akarabinstudio
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Quote:
Originally Posted by Aladin View Post
Game similar to megaball on Pc:
DX-Ball 1/2/Super (1996/1999/2004)
Rival ball (2001)
Similar, though not the same. And yeah, I'm aware of those games.

Long time fan.
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Old 08 May 2022, 09:50   #7
akarabinstudio
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Quote:
Have you tried this?
Thank you very much! I managed to get the font!
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Old 08 May 2022, 11:35   #8
akarabinstudio
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Can you suggest me some great 68k assembly learning resources?
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