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Old 08 January 2024, 07:48   #21
Pyromania
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Nice work, Moon Patrol is a classic that should run on Amiga! It's a really fun and simple arcade game.

@Prosonic

Yes, a Gyruss port from someone would be awesome!
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Old 08 January 2024, 09:45   #22
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Awesome! I love playing this at my localish arcade! Now I have the tune stuck in my head!!
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Old 08 January 2024, 13:42   #23
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Originally Posted by drHirudo View Post

There were also some Oric and even Amiga remakes, of which I don't remember the names, but for Oric, Super Jeep is very close:
[ Show youtube player ]

Old Amiga "port" is quite good and also has best graphics:
[ Show youtube player ]
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Old 08 January 2024, 20:44   #24
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My min req is not ECS but OCS (1MB RAM, but 512k chip). How would it behave on OCS? If it does nothing, then why not, at least for the first releases.



Yes, but I don't want to set all colors of the rest of the lines. I could but I'll see if I have no other option. After all it may be not as hard as it seems, as I already have dynamic per line color change in my copperlist.
Cant you just rearange the pallet and use color 1 or higher for bkg?
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Old 08 January 2024, 20:47   #25
Cris1997XX
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Originally Posted by Pyromania View Post
Nice work, Moon Patrol is a classic that should run on Amiga! It's a really fun and simple arcade game.

@Prosonic

Yes, a Gyruss port from someone would be awesome!
Yess, we really need Gyruss on Amiga! The NES version would be a good candidate [ Show youtube player ]
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Old 08 January 2024, 21:47   #26
jotd
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Cant you just rearange the pallet and use color 1 or higher for bkg?

background = 0 bits set = color0. So no.
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Old 08 January 2024, 22:11   #27
Minuous
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can you change the floor color to white or light gray like in the real moon?
I think it would look fantastic and more realist
also a photo of half the earth in the sky as it really looks on the moon
There's nothing in any of the game materials to suggest that Luna is the moon referred to; it is presumably a different moon.
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Old 09 January 2024, 10:07   #28
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Nice!! What are these games coded in JOTD?

Looking forward to more
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Old 09 January 2024, 11:53   #29
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68k assembly what else? like all my other recent ports. I tried C++ it was a complete failure.

the transcode thing makes it like original game coders coded it (with my help) in 68000, which is cool. You could not do that using Scorpion for instance. And C would be difficult.

The slightly bad news for Moon Patrol is that I think I'm going to put the project in the backburner.

I'll finish it as always (remember Karate Champ!) but right now I have a long term project that I can start because I gathered a lot of material on it and the motivation is higher on that.
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Old 09 January 2024, 16:18   #30
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yes it was made my day Sunday when I received a link to the video via messenger. I was like no way! I was so happy " The amiga gaming god do answer "
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Old 09 January 2024, 16:21   #31
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I like that a lot but could it be select original or enhanced as a menu option?
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Old 09 January 2024, 16:51   #32
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I always wanted to do "enhanced" but most of the time I ran out of options without changing the number of colors and all, so I kept it as close as the arcade as possible and that was it.

But if I can, why not. I already added options in older remakes like Pengo to skip sequences, or other things that deviate from the original game. In Moon Patrol, enhanced sfx would be a good addition.
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Old 10 January 2024, 20:23   #33
Neil79
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68k assembly what else? like all my other recent ports. I tried C++ it was a complete failure.

the transcode thing makes it like original game coders coded it (with my help) in 68000, which is cool. You could not do that using Scorpion for instance. And C would be difficult.

The slightly bad news for Moon Patrol is that I think I'm going to put the project in the backburner.

I'll finish it as always (remember Karate Champ!) but right now I have a long term project that I can start because I gathered a lot of material on it and the motivation is higher on that.
Thank you, and no rush... We are not going anywhere
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Old 11 January 2024, 20:47   #34
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68k assembly what else? like all my other recent ports. I tried C++ it was a complete failure.

the transcode thing makes it like original game coders coded it (with my help) in 68000, which is cool. You could not do that using Scorpion for instance. And C would be difficult.

The slightly bad news for Moon Patrol is that I think I'm going to put the project in the backburner.

I'll finish it as always (remember Karate Champ!) but right now I have a long term project that I can start because I gathered a lot of material on it and the motivation is higher on that.
Anything we could know already on this new long term project?
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Old 11 January 2024, 21:15   #35
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Why not try Blitz, you can use assembly but setting up screens etc would be quick.
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Old 11 January 2024, 22:15   #36
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Don't worry, I was just checking source code right now with a custom analysis tool to try to detect faults on the source. It's not going to be long term.

About Blitz, no thanks, I'll manage with asm, thanks.
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Old 12 January 2024, 01:15   #37
Neil79
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About Blitz, no thanks, I'll manage with asm, thanks.
RedPill?

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Old 12 January 2024, 13:21   #38
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That's what I was thinking Backbone

Seriously I think Blitz is good middle ground especially if you were interested in C.
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Old 12 January 2024, 13:42   #39
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Can all these games be ported to the Atari STE, Mega Drive, Atari Jaguar, etc. with the same transcode method?
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Old 12 January 2024, 14:17   #40
jotd
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no I'm not interested in C for the Amiga. asm all the way (much easier for a transcode anyway)

Quote:
Can all these games be ported to the Atari STE, Mega Drive, Atari Jaguar, etc. with the same transcode method?
no need to transcode twice. The hardware & OS dependencies are somewhere else. That's Mark (tcdev) design since Xevious and it works great.

So basically if someone implements the low-level services properly & finds a way to convert/display graphics/scroll & sound & music on a 68000 platform it will run, even on Mac classic
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