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#1 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 50
Posts: 4,808
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Heroes of Might and Magic II
Hello,
This thread is for all those who like this game and want it to be ported on the Amiga. You may well think it is overly ambitious, especially because sources are not available, but I started the project anyway and got some interesting result. Grab it from here : meynaf.free.fr/tmp/h2.lzx All updates will be done at this same address. Of course, to run it you'll need the game data files and I can't provide those. Note that this is a full port using original code that I have reSourced, not a complete rewrite like Free Heroes2. It also works (or must work ![]() Now, I'm here to ask for help. I especially need : - coders expert in fast hires chunky graphics - musicians who can convert/redo midi (or cd audio) musics into regular tracker - audio programmers who can do fast 4 or more mono channels playing from fastmem with good quality (for both music and sfx) - coders expert in floating-point ops removeal (there is a legion of them, and computer AI is very slow because of this) - someone who can reSource and/or decompile the PC versions so I can use that to implement h2x extensions not present in the Mac 68k version I've used I can give the sources to whoever wants them, but beware : they are large. There are many bugs, but you can theoretically play. Don't expect the game to be fast, but it's not very slow either. You can help in several ways, including play testing. But please read the readme file in the archive before reporting anything ! So what... can I get any help in here or not ? EDIT: link is now http://meynaf.free.fr/pr/homm2.lzx Last edited by meynaf; 09 January 2016 at 21:57. Reason: download url changed |
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#2 | |
Computer Nerd
![]() Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,412
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This may not be helpful at all, but:
I don't think there's a difference between high and lowres c2p except that because you're using interlace you only have to update half the number of scanlines per frame (needs double buffering). This may sound silly, but why not convert the graphics to bit planes and do the effects using chunky+c2p? Quote:
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#3 | |||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 50
Posts: 4,808
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Quote:
Quote:
Quote:
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#4 | |||
Computer Nerd
![]() Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,412
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Quote:
![]() Quote:
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![]() Last edited by Thorham; 16 November 2009 at 21:02. |
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#5 |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,313
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Cool, I'll have to try this on my Miggy.
If you're after fast C2P you should look at the ADoom source code (on Aminet) although most C2P is designed for low-res screens and will not work with 640x480. As for the floating point stuff, you could either target FPU users (like me!) or borrow the fixed-point code from ADoom. |
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#6 |
cheeky scoundrel
![]() Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 41
Posts: 6,365
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I don't have anything to offer to this project, but I want to show my moral support anyway. Cool project, the more challenging, the better I say!
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#7 | ||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 50
Posts: 4,808
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Quote:
Besides, you might regret that the day your game works on a non-interlaced screen. Quote:
Or do you have a very fast blitting routine ? (I guess not ![]() Quote:
Quote:
Yes ![]() Quote:
![]() (anyway not by enough to be significant) But perhaps there exists better refreshing methods. For now I just C2P whatever screen region the game tells me to refresh. Quote:
![]() I don't see how I could borrow some fixed-point code. What I need is that float stuff to be rewritten to no longer use float. It's not extremely difficult (already half done in the editor), it's just that the game has too many of them to do. |
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#8 | ||||
Computer Nerd
![]() Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,412
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Quote:
Quote:
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Perhaps cd audio can be an option? |
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#9 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 50
Posts: 4,808
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#10 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 50
Posts: 4,808
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So, didn't anyone test it ?
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#11 |
Senior Member
Join Date: Jul 2004
Location: Nagoya, Japan (moved!)
Age: 40
Posts: 745
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I'm gonna give this a shot once i get my amiga working with my japanese telly.. pal > ntsc sucks
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#12 |
Junior Member
![]() Join Date: Sep 2001
Location: No(R)Way
Age: 41
Posts: 3,071
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this is cool stuff, i will test and report later!! working nightshifts now..
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#13 |
Cuthbert The Movie
![]() Join Date: Jun 2006
Location: 5150
Posts: 5,456
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Missed this project sounds very good you reSourced the Mac68k code to work on AGA Amiga
![]() As soon as I can get the Data files ill try - Do the Data files have to be from the Mac version or can they be from any version? |
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#14 |
Computer Nerd
![]() Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,412
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Tried it today, and there was one solvable problem: The game data from HOMAM2GOLD PC version doesn't include one of the intro anims. The game says it can't find sh2intro.smk, so I just cloned snwclogo.smk (I think it was that file). Problem fixed
![]() It might be a good idea to simply skip those non important anim files if they're not found, and display a message if it can't find an important one, and just continue the game. Could you send me a list of expected anims so I can see which ones are missing? Maybe it's not as bad as it looks. Anyway, I only tried playing very briefly, and although combat seems to be fast (I only tried AUTO, and died ![]() 10/10 for effort, and when the game gets it's much needed optimization, it should be quite good to play ![]() Last edited by Thorham; 08 December 2009 at 00:22. |
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#15 |
Registered User
Join Date: Feb 2020
Location: Tachov / CZE
Posts: 280
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Hi I test your version 0.1 and its amazing!
It have few bugs, but its realy much better then some freeheroes2 via sdl (I hate sdl). Hope you'll do a newer version soon can't wait for it ![]() I used the PC version datafiles. |
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#16 |
Registered User
Join Date: Aug 2007
Location: Tasmania, Australia
Age: 38
Posts: 1,185
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I am going to try this too, as soon as the PC version finishes downloading. Will I also have to rename the animation file, as Thorham did? I guess we'll soon see.
I like the idea of resampling the CD audio tracks to stereo IFF samples (or another easily played format) that can spool from the hard drive, leaving two channels free for sound effects. If you have a look at the old game Labyrinth of Time, it uses the same method for playing back its awesome atmospheric soundtrack. |
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#17 |
hastala vista winny vista
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#18 |
Computer Nerd
![]() Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,412
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#19 |
Cuthbert The Movie
![]() Join Date: Jun 2006
Location: 5150
Posts: 5,456
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Just tried this - Worked great on WinUae -Agreed a bit slow on A1200/030 now after trying this im even more impressed
![]() ![]() Going to investigate the game further. |
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#20 |
Registered User
Join Date: Aug 2007
Location: Tasmania, Australia
Age: 38
Posts: 1,185
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