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Old 02 December 2021, 23:43   #1
thegeps
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New member (and retrocoder)

Hi there!
I'm the geps, proud owner of an A500+ since 1991.
Before the Amiga I had an MSX 8bit home computer, the one I am coding today...
I'd already released (and sold) a vertical scrolling shot'em'up (with smooth pixel scrolling, on a machine wothout hardware scrolling capabilities) on cartridge (and digital version too)

My favorite best game ever is Turrican2 (I know, it is the best game for a lot of people)
Now (no laugh, please) I'm coding Turrican for MSX (we hadn't a port but better this way than a slow monochrome Spectrum port...) so I want to full this void...
Julian Eggebrecht saw a video of my work and encouraged me to carry on...
I was wondering if it was possible to find information on the starting positions and movement patterns of the enemies (and maybe about the way they are stored)
Any technical info about the game is very welcome!

Here's the link to the first video of this WIP. Set quality at 720p50 to avoid frame skipping and let me know your thoughts! (Gfx actually is ripped from C64 version, sprite excluded)

[ Show youtube player ]
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Old 02 December 2021, 23:48   #2
jotd
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Muzza is porting DOS version to AGA. He certainly has level maps to share.

Looks good for a 8 bit port!
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Old 03 December 2021, 00:56   #3
saimon69
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Even though you are not going to use spectrum assets i tihnk you can still look for how data is stored in that version, maybe even borrow it and see how can be ported in my opinion - the fact that both machines are based on Z80 is helpful
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Old 03 December 2021, 02:00   #4
thegeps
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I have level maps from C64 (found them on example folder of charpad).
For what I see Spectrum engine is slower than mine, so I prefere to code all by myself instead of porting stuff from other z80 versions (Speccy and Amstrad CPC).
And looking at a disassembled code without comments coule (and usually is) a pain in the ass...maybe I'll take a look, anyway (just to see what they have done)
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