25 February 2013, 12:46 | #1 |
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Ghost'n goblins rip for prepare AGA conversion
I perhaps planned on june and aga conversion of Ghost'n gobblins using arcade GFX and colors
I must first rip all amiga sprite/bob level background... but perhaps somoeone are already do it? HAve you amiga rip? (and arcade ripp)? |
25 February 2013, 13:18 | #2 |
BlizzardPPC'less
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AGA huh? I'm all in for it!! cool!
Can't help with the rips though. |
25 February 2013, 13:20 | #3 |
Old fart
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CFOU! for the president!
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25 February 2013, 13:26 | #4 | |
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Quote:
in memory gfx are not in same location.... it'll be more easy if all gfx was on screen 320x200 so if i want planned futur aga conversion i need: all gfx ripped and their memory adresse location (using better version of game =>V3 in Gng whdlaod's patch beta).... Last edited by CFou!; 25 February 2013 at 13:35. |
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25 February 2013, 13:32 | #5 |
move.l #$c0ff33,throat
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Dunno if that helps you but I made a RawDIC file ripper for this game a while ago. I only made it for Denis' version though, i.e. the other 2 versions are not supported.
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25 February 2013, 13:40 | #6 |
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I don't know if it's useful, but i looks like a complete Arcade graphics rip, only the sprites though.
http://spriters-resource.com/arcade/gng/index.html |
25 February 2013, 13:45 | #7 | |
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Quote:
if i do conversion i need GFx and memory adresse on amiga (only on version the better (Dennis & Carlo) V3) but disk ripper is interesting |
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25 February 2013, 13:46 | #8 | |
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[ Show youtube player ] |
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25 February 2013, 13:48 | #9 | |
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Quote:
i need all pieces of background to... |
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25 February 2013, 14:19 | #10 |
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25 February 2013, 14:21 | #11 | |
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Quote:
so now works is on amiga to found all memory gfx location... With all this rippe is more easy to do a conversion |
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25 February 2013, 14:38 | #12 |
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25 February 2013, 14:45 | #13 |
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I assume you update only the graphics for an AGA version, not the controls or the lame scrolling.
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25 February 2013, 14:51 | #14 |
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25 February 2013, 14:56 | #15 | |
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perhaps i will keep amiga game logical and update all display code and.... scrolling. good news for aga conversion : - few monster and GFX - few gfx block for background - few colours on arcade =>less 128 Last edited by CFou!; 25 February 2013 at 15:09. |
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25 February 2013, 15:05 | #16 |
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Sounds good.
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25 February 2013, 17:26 | #17 |
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I perhpas find a way to extract the datas. I can patch in the game the codes used to display Bob during the execution of the game. And save in memory list blitters parameters ( source adr, block size, etc.): if the source address is already in the datas list, it is not saved in memory list. with this list I can easily make a program to calculate the size of the data sources and automaticaly save datas in files. if it works, I can patch in another sense to display datas converted in aga. On paper it's pretty simple to do but there is many works. THIS is really simple if there is only some codes to display bob to patch. to try ... But i must wait June to try becaude i willl a bit of free time to code.... ps: indeed for are in memory with mask for more simple blitter access (Thanks Codetapper for this information Last edited by CFou!; 25 February 2013 at 17:46. |
17 March 2013, 15:44 | #18 |
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good news main code is easy to ressource
so i think i will can look aga possibility in june (more free times after this month) Last edited by CFou!; 17 March 2013 at 15:59. |
17 March 2013, 15:46 | #19 |
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And next: Ruff'n'Tumble AGA in full 50 FPS.
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17 March 2013, 17:03 | #20 |
CaptainM68K-SPS France
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LOL-I-LOL :
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