16 November 2018, 23:15 | #301 | |
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Location: Sunderland, England
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16 November 2018, 23:17 | #302 |
Puttymoon inhabitant
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Thank you Galahad for putting this all together. Looking forward to future improvements. And now Highway Encounter awaits...
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16 November 2018, 23:26 | #303 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
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Quote:
So I found a normal disk version, copied all the files of the disk, and used a routine to relocate the ST executable to an address of my choice. That binary then stays in memory, I load it up to the address I need, and then patch it on the fly, so theoretically, the ST executable will still work on ST, not thats of any use. Some of the stuff to patch is very easy, other stuff is more tricky, but getting stuff onscreen is normally quite quick. I looked at Warhawk, and I had that up and running in about half an hour displaying and letting the demo mode play. The big headache is the realtime screen conversion routine which makes converting games like this so much easier. I don't need to code every single individual graphic routine, I let the main routine run that processes everything to the ST screen, and then realtime convert to the Amiga screen, knowing all the graphic operations have already occurred to the ST screen. For more game speed, converting each and every graphic routine is the way to go, but theres always the chance a routine is missed or is interpreted wrongly. But I already have a speed improvement for v1.2 of Starquake on 68000, so that will save me a lot of effort. Glad you like it |
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16 November 2018, 23:26 | #304 |
Registered User
Join Date: Mar 2015
Location: Sheffield UK
Posts: 360
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@Galahad/FLT
Thank you for this, I've had a short play this evening, and it seems to run very very smoothly. It looks like lots of work has been put in to improve the (sprite/bob)gfx and You changed the flippin teleport destination names!! I love it, cos it now adds a new dimension to the game for us old (Spectrum) players. Bravo! V1 |
17 November 2018, 00:32 | #305 |
Registered User
Join Date: Sep 2016
Location: Deventer - Netherlands
Posts: 599
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Great job done here, it's so cool to see how amiga is still alive. Thanks to Galahad we have this very good 2018 release. What more can we expect in the future...hopefully much more cool releases for our good old miggy..
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17 November 2018, 01:09 | #306 |
Pixel Blender!
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@Galahad/FLT, Had to pop in and say congratulations on the work you've done on this title, Your work and team efforts simply seem to go from strength to strength on every new release you get tied up into.
Quality work my friend..Quality! Have a good one |
17 November 2018, 01:25 | #307 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,913
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thank you Galahad/FLT,
your code seems too work very fast !!! i just tested it with winuae (amiga 500 512k) and it works flawlessly. And a big thanks to adrdesign too, all his works on amiga music are great. ps: your new system will help to port atari games !!! Galahad/FLT, do you think that some coders used the same kind of tricks at the time ??? I mean converting at the fly ???? Last question ! Could it be the basic for an atari emulator on the amiga ??? gfx on the fly + same processor, it just misses the sound !!! I know this is not so easy. Once again good job to every guys involved. |
17 November 2018, 07:33 | #308 | |||
HOL / AMR Team Member
Join Date: Dec 2001
Location: Australia
Posts: 2,632
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The real icing on the cake would've been if you'd had time to do a Zzap!64 diary-of-a-game for Starquake in the same mould as Andrew Braybrook did for his games back in the late 80s and early 90s. Any chance of doing a retrospective one of sorts mate (pretty please)?! I think most would find it fascinating given that your methods of converting ST games are probably not the bog standard way (past or present) of going about it. We'd really love to host a diary-of-a-game article in the HOL entry for Starquake. Adrian (aka CodyJarrett) has just upped a bunch of lovely screenshots, so mapping the whole game seems to be well on the way! http://hol.abime.net/2111 Quote:
https://fusionretrobooks.com/collect...ommodore-amiga If nothing else, I hope you and the others set aside a little bit of beer money from sales of the boxed copy for all your hard work! All the best to you & your support team in tackling future game conversions from the ST and other platforms......I know I'll be looking forward to any and all of 'em! Last edited by DrBong; 17 November 2018 at 09:25. |
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17 November 2018, 08:31 | #309 |
Demoscener
Join Date: May 2006
Location: FR
Age: 54
Posts: 459
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Crazy good to play at Starquake on Amiga in 2018!
Thanks for this great Black Friday/Christmas present Galahad! |
17 November 2018, 10:11 | #310 |
Registered User
Join Date: Sep 2004
Location: Tacoma, WA USA
Age: 52
Posts: 1,915
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Atari ST to Amiga: Starquake Amiga Conversion
Excellent job, too bad us Americans cannot play it on NTSC hardware. I think it might be the intros that block it from booting, as the game seems to not use the PAL sized screen as there is a large black gap at the bottom of the screen when I tested it on WinUAE. Tried to enter PAL at early startup on my Vampire A500 and it would not finish booting after intro screens, even turned off caches.
Edit: Tried it on a PAL A1200 with B1260 and when I turn off caches it booted and runs. I hope you guys allow it to run on NTSC, that way the whole screen is filled. Last edited by TjLaZer; 17 November 2018 at 10:35. |
17 November 2018, 12:39 | #311 |
Living and Legend
Join Date: Sep 2010
Location: Isla de Muerta
Posts: 133
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Thank you Phill and all others involved. Much appreciated.
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17 November 2018, 13:08 | #312 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
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17 November 2018, 14:43 | #313 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,801
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@Galahad & the team thank you!
At first it was not working because I was in NTSC under fpgaarcade. Work like a charm on it compared to my poor i5 laptop. Are you switching resolution after the loading screen and before the splash screen? Because I got unsupported screen reported by my monitor. Green copper on the right is not aligned might be an issue of the Replay board. |
17 November 2018, 15:57 | #314 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
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17 November 2018, 16:05 | #315 |
Puttymoon inhabitant
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Buy a better monitor, Kamelito. Amiga is too powerful for your obsolete display
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17 November 2018, 17:12 | #316 | |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,856
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Instead of "quoting" your text, I want to say 3 times THANK YOU Galahad & "team" (special mention to Yragael who makes me laugh while reading his long SoC. In addition to your coding skills, you have writing skills ) THANKS for making this release happens ! THANKS for being a donator to the Amiga Game Competition ! THANKS for keeping the "Amiga's spirit" alive ! Great work |
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17 November 2018, 19:24 | #317 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
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Thanks for uploading Starquake to EAB Zone
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17 November 2018, 20:03 | #318 |
uber cool demi god
Join Date: Jun 2006
Location: Kent/England
Posts: 2,073
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Congratulations to everyone involved. Great work.
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17 November 2018, 20:41 | #319 |
Registered User
Join Date: Aug 2006
Location: England
Posts: 218
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Great conversion, many thanks to all those involved in this project, runs great!
Looks like the ST teleport codes work too, Galahad did you add any secret codes of your own? :-) Q; |
17 November 2018, 20:52 | #320 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
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Unfortunately not, theres a place where one of the codes is written in some of the graphics, and changing the codes would have made that one bit look out of place.
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