04 February 2016, 13:23 | #1 |
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Knightlore amiga port...
I have discovered a nice blog about reverse engineering and the blogger, tcdev has made a port of ZX Spectrum Knightlore to Amiga, the first beta is available there.
The guy is having a few problems with his amiga port and i have redirected him to our forum. The blog is http://retroports.blogspot.com, and the entries about the amiga version are the two last. Enjoy! |
04 February 2016, 13:25 | #2 |
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Knightlore was converted also for Atari XL/XE computers few years ago https://www.youtube.com/results?sear...ightlore+atari
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04 February 2016, 13:40 | #3 |
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That'd look nice with some extra colours - not a do-over of the graphics since they're great as they are but some shading would be nice (like an improved version of the Amstrad ports):
Something like this maybe? Last edited by Aegis; 04 February 2016 at 14:44. |
04 February 2016, 17:54 | #4 |
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The MSX 2 remake would make a better Amiga port
[ Show youtube player ]
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04 February 2016, 18:02 | #5 |
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04 February 2016, 18:56 | #6 |
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He's depicted as an elderly man with big moustache in later games and artwork.
Anybody had any luck running the port? First try it wanted ixemul.library for some reason and after adding that running the kl file gives "illegal instruction" (running on winuae 68020 AGA). |
04 February 2016, 19:52 | #7 |
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04 February 2016, 20:20 | #8 |
Puttymoon inhabitant
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Even in Gun Fright he is bearded, isn't he?
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04 February 2016, 20:25 | #9 |
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04 February 2016, 21:00 | #10 |
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04 February 2016, 21:19 | #11 |
Gentleman
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Nooo! That's hideous! So drab and dull - the lighting effects are nifty but the graphic re-design's robbed the game of all its character
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04 February 2016, 21:27 | #12 |
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Mazes look like mix of HeroQuest and Cadaver to me. I think Amiga Knight Lore should be closer to Head Over Heels graphics http://hol.abime.net/677/screenshot
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04 February 2016, 21:35 | #13 | |
Gentleman
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Quote:
The black walls cry out to be filled in but that substantially changes the look (as would sticking a floor in there) - even making the scrolls white changes the whole feel of the scene. I like the idea of multicolour sprites to give them more depth but if I was doing this I'd keep their silhouettes pretty much as they are. What I would want though is some kick-ass original music - presumably a modest graphical overhaul wouldn't tax the Amiga too much so sink everything else into the sound |
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04 February 2016, 23:36 | #14 |
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Above-mentioned blogger and author of the Knight Lore port checking in here.
Firstly, thanks to SyX for pointing me to this forum! A bit of background on my Amiga experience - it's pretty much zero. Prior to this effort, which I began about 3 days ago, my last and only attempt to develop anything for the Amiga was an ill-fated remake of Lode Runner in (Manx/Aztec?) C on my Amiga 500 - and that was around 25 years ago! My Knight Lore port has been possible only because of Google, reading sample code, and reading the various references online. I purposefully kept it "old school" because my last Amiga experience was Workbench 1.3 (although I'm using AmigaOS3.1 on WinUAE), and I also wanted to develop using gcc on the PC. So if the code is horrible, and/or uses antiquated libraries, this is the reason. I'd be happy to be tutored on bringing the design up-to-date however, at this stage, I'm sticking with gcc for other reasons. As for issues with ixemul.library, all I know is I downloaded and use v48 for the 68020 under WinUAE. To be honest, I have no idea what it does or why it's needed, and I would be happy to do away with it if instructed how. Comments on the graphics. My goal in porting Knight Lore was to replicate the original experience of the game on the original platform. The C code is a direct translation of the Z80 code to effect (in theory) a 100% accurate port. Aside from the monochrome rendering, the game is pixel-perfect and plays exactly the same (bugs not withstanding). Having said that, in light of the remakes and ports to other platforms, I have thought about enhanced graphics and it should be possible, within certain constraints, to enhance the graphics on the Amiga port with very little or no changes to the existing code. I particularly like the shading example posted by Aegis above. I will be releasing the source code within the next few weeks. But first, I'd like to complete the Neo Geo port as it will require changes to the core itself to facilitate hardware sprites. Once that's done it should be relatively easy to port to other platforms, and/or enhance the graphics. FTR I'm using gcc for all platforms and a common makefile and source base. I am (now) interested in tweaking the Amiga port to get it to a point where it can be released to the general public as a shrink-wrapped playable game, rather than a proof-of-concept which is how I would describe it now. I would also welcome anyone else having a go at enhancing the graphics, and would happily advise/assist in that process. In the mean-time I'll post a few technical questions on this board in the appropriate forums and hopefully get the assistance I need. Thanks all for your interest! |
04 February 2016, 23:55 | #15 |
pixels
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Nice work Tcdev and welcome to EAB forum
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05 February 2016, 00:15 | #16 |
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Is there a download somewhere? I looked at the blog but can't find it.
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05 February 2016, 00:25 | #17 |
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Good job tcdev! Look forward seeimg what u do next!
@Aegis that looks like the 80s TV program Alf to me! |
05 February 2016, 00:53 | #18 | |
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Quote:
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05 February 2016, 01:08 | #19 |
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05 February 2016, 01:29 | #20 | |
Gentleman
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Quote:
Ha! I see the likeness - I didn't draw it though - I just recoloured the Spectrum original |
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