Amiga.org
Amiga computer related discussion => Amiga community support ideas => Topic started by: utri007 on August 06, 2011, 11:19:34 PM
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It is easier to port games and apps from equal systems to 68k amigas than from modern world.
So here is small collection of forums to follow:
Risc OS ????
Atari???
Sinqlair QL has at least 040/060 mobos availlable, but are there still a scene???
So I'm waiting your hints
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I think cross-developing new Sega Mega Drive/Genesis and SNK Neo Geo CD games along with Amiga games would be alright, along with the Atari ST, Acorns, and maybe 68k Macs. It depends on the game, but they all use 68k CPUs and have similar enough graphical capabilities that something like a single-screen platform game might work.
There are already people developing games for all of those systems (except Mac 68k) so it might be cool to see if we could get some ported to our Amigas too.
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I would think one game that should be remade is Herzog Zwei, best RTS game ever made for the Genesis/Mega Drive
The Jaguar also has a 68k CPU BTW
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I think cross-developing new Sega Mega Drive/Genesis and SNK Neo Geo CD games along with Amiga games would be alright, along with the Atari ST, Acorns, and maybe 68k Macs. It depends on the game, but they all use 68k CPUs and have similar enough graphical capabilities that something like a single-screen platform game might work.
There are already people developing games for all of those systems (except Mac 68k) so it might be cool to see if we could get some ported to our Amigas too.
Kinda depends on the kind of game and source platform, though. Tile-based games aren't going to be as fast on the Amiga as on, say, the Genesis, since there's no built-in hardware support for tile-maps. (On the other hand, with video memory mapped directly into CPU address space, there's a whole lot more room for optimization than with it accessed through two measly I/O ports like on most consoles.) On the other hand, a Mac game re-optimized for the Amiga's chipset could quite possibly outdo the original, since AFAIK the 68k Macs didn't really use any kind of hardware acceleration.
Still, if they were able to do this stuff back in the day, there's no reason we shouldn't be able to pull it off now :)
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Yep, I'm fully aware of the unique hardware each of the platforms mentioned has and their capabilities, which is why I suggested a game like a single-screen platformer. Nothing needs to scroll around, you can have pretty nice looking graphics for all of the systems, even the one limited to 16 colours.
Another game which wouldn't be too hard to write for multiple computer plaftorms is one I'm working on now, a text adventure!
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Yeah, it's difficult to find a computer that isn't capable of running a text-adventure ;D
I do think you could manage something a little more complex (8-way-scrolling single-layer + sprites, at least,) but it'd probably have to be designed carefully for that goal rather than ported from another platform for which it was designed.
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Cammy do you know any links to Sega Megadrive/Genesis projects?
Some links to RiscOS programs with source
http://www.riscos.info/packages/SectionIndex.html
News
http://www.riscos.org/news/index.html
Atari projects and some programs to 030 - > 060
http://mikro.naprvyraz.sk/download.htm Atari Duke Nukem with sources, this more sophisticated than current amiga port. Could somebody check sources? At least this hints so, "It was planned to reuse some stuff from Amiga port but the assembler part was quite unoptimized so I decided to use C sources only. "
news
http://www.atari.sk/
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I have done some cross developing projects in the past and in fact was able to port one of my games to 12 (twelve) platforms! - Amiga, Vic-20, C64, Sinclair ZX Spectrum, Oric Atmos, Apple II, Commodore 64, Coleco Vision, IBM-PC (XT in DOS), Dragon 32, Game Boy (Classic), Sega Master System and Game Boy Advanced and another game to 11 (eleven platforms). Almost all the ports of the games were done on Amiga except for the MacOS X and Windows ports, where I used the alien OSes.
After doing so much ports I took several notes:
Porting to many platforms removes the uniquiness and the charm of each game on each platform. You simply can not focus on single platform and take the most of it, especailly when you are doing only one or two gaming ports and did not experiment much.
It's hard. Coding in Z80 assembler, then switching to 6502, then C, then C++, 680x0 assembler, then 65816 assembler, then BASIC, then x86 assembler, can drive you mad at times. But it works after you get used to it.
Each platform needs to have an artist that works especailly on this platform and knows the limitations and the possibilities. While the code can stay almost the same, only ported, porting graphics from Apple II to Amiga or the vice versa would not look good. Music from Amiga to C64 is also not good with using converting tools. Each platform needs capable artist for it.
All the above notes are not valid for the new platforms, where you easily can port SDL game to Amiga, MacOS X, Windows with a single recompile, because these platforms don't have the limitations of the old hardware.
But if you want to have a game for retro platforms, better first code in or less capable machine - for example Vic-20 or Apple II and then improve it on the more powerful hardware like C-64, Sega Mega Drive or Amiga and add new ideas. Porting from Amiga back to Vic-20 will have to come with some cuts of the game that can be pain. That being said it is best to code only on Amiga and polish your game there and don't care about the other platforms, even if you play a game or two on them.
Also, I mostly gave up coding for consoles because the games did not performed as good as they were on the emulators, for too many reasons.
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But if you want to have a game for retro platforms, better first code in or less capable machine - for example Vic-20 or Apple II and then improve it on the more powerful hardware like C-64, Sega Mega Drive or Amiga and add new ideas.
I would say opposite. It is much easier develop a game for Amiga 500 and then downscale features to 8-bit machines. I dont see problem there. Often C64 games were coin-op conversions and did better than games designed for C64 only. There is still people thinking Rob Hubbard's Commando is an original.
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So how hard would it be to remake a simple RTS like Herzog Zwei? I tried years ago in Game Maker, but couldn't find rips of the sprites and couldn't get the AI to work correctly, it would either ignore me or pursue me relentlessly, ignoring its bases. Now I've been thinking about getting back into this, I think If I could develop a remake in AmigaE or C or something on both a real Amiga and Amithlon, then I could finally break some ground. It could probably run on as low end as a 500, considering the Genesis's modest specs.
One project that is developing on the Genesis is Hypertension TDGMods, using Doom on the 32x and sega CD system, but I have no idea if they're following through.
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I love software and software development forum as like this forum.
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Speaking of ports between old systems. I really wish someone would port some of the missing games from the Atari ST to the Amiga, and vice versa. Specifically I'm talking about Phatasie 2. The first and third ones both came out for the Amiga, but the second one never did. At least that I could find.
Same with Bard's Tale 2 and 3, they were never released for the Atari ST.
Kind of difficult to play through an RPG series when the second one is missing.
Obviously to port these over, we'd somehow have to get a hold of the source code from SSI. How often has anyone attempted to do something like that (get source code for an old, out of print, game?) and have succeeded?
Free the source!!!
slaapliedje
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It is easier to port games and apps from equal systems to 68k amigas than from modern world.
Games from systems in the early 2000s can also be doable. Examples include Game Boy Advance RPGs and strategy games such as the Advance Wars series (GBA and NDS).
Of course you'd have to write everything from scratch, and it's probably best done in assembler on slightly expanded machines (Adnvance Wars 2 can be done properly on an A1200 with just trapdoor fastmem and an internal HD/CF, if I'm not mistaken).
In my opinion, the only impossible things seem to be 3D games, although the Playstation 1 Final Fantasies all use prerendered backgrounds and only use 3D for character/NPCs and the battle screens (and this 3D isn't exactly advanced, maybe doable with some sort of Doom style engine). Characters/NPCs at locations could be done by partially pre-rendering them (most of this stuff can be easily ripped using modding tools) and using old style point and click scaling.
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In my opinion, the only impossible things seem to be 3D games, although the Playstation 1 Final Fantasies all use prerendered backgrounds and only use 3D for character/NPCs and the battle screens (and this 3D isn't exactly advanced, maybe doable with some sort of Doom style engine).
Don't know if you've played GoldenSun on GBA, but this is very similar to what it does (it doesn't use a Doom-style raycaster engine, but a simple scaling 360° panorama background, IIRC,) with scaling sprites instead of 3D models for the characters. Works pretty well at GBA/Amiga resolutions.
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Yes, its just me being pedantic, but gba and amiga (even low res) resolutions are pretty different (amiga low res is more than twice the res of a gba (38400 vs. 81920 pixels).The GBA's very low res of 240x160 is a big part of the reason it appeared significantly more powerful than the snes,.... its simply wasnt moving nearly as many graphics. Yes it had a more powerful cpu too, but that was only half the story.
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Don't know if you've played GoldenSun on GBA, but this is very similar to what it does (it doesn't use a Doom-style raycaster engine, but a simple scaling 360° panorama background, IIRC,) with scaling sprites instead of 3D models for the characters. Works pretty well at GBA/Amiga resolutions.
Yup, played them both :) Those are actually very convertible, and the graphics for both games are available (I have them). Could be an interesting project.
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Yes, its just me being pedantic, but gba and amiga (even low res) resolutions are pretty different (amiga low res is more than twice the res of a gba (38400 vs. 81920 pixels).The GBA's very low res of 240x160 is a big part of the reason it appeared significantly more powerful than the snes,.... its simply wasnt moving nearly as many graphics. Yes it had a more powerful cpu too, but that was only half the story.
Depends on the game. Something that's all-software, like DOOM, certainly is going to have an advantage on a smaller screen, but most GBA and SNES games rely heavily on the hardware tiling. The difference between 80K pixels (Amiga) and 37.5K (GBA) pixels is much larger than the difference between 896 8x8 tiles (SNES) and 600 8x8 tiles (GBA.)
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Also, for games such as Advance Wars where you have four 16x16 aligned tile and sprite layers (only one unit can move at any time), it's petty easy to do an Amiga version because of the low frame rate, and you can do it full screen 320x256 in 256 colors. All this can be done faster than fastmem rendering+c2p. Same goes for the Fire Emblem series.
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Quite so. In fact, I've been toying with the idea of doing a tactical RPG/TBS game on the Amiga myself. It's a natural pick for something with a limited number of sprites.
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Quite so. In fact, I've been toying with the idea of doing a tactical RPG/TBS game on the Amiga myself. It's a natural pick for something with a limited number of sprites.
I've actually been working on an Advance Wars 2 conversion (and since I have A LOT of Fire Emblem graphics, I've been thinking about a cross between Fire Emblem and Ultima).
The biggest amount of work is fitting all the in-game graphics in one palette, with fog of war and all five sides playable on the same map (original only allows four). Thank goodness that job is almost finished (required a lot of hand editing using Brilliance and Adpro).
The biggest problem is the AI, I have no idea what to do there. Maybe I should just get a tech demo up and running, and see if anyone wants to help with the AI.
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That'd probably be best. AI is all scripting stuff anyway, as long as you've got a capable scripting facility in with the rest of the engine you're good to go.
I'd kind of think you'd ultimately be better off trying to create an original title, tailored to the hardware, rather than a conversion, though. Still, any development is good development :)
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The amigas sprite hardware isnt nearly as limited as it sounds on paper. Even I managed to get 20 16 color 32x32 hardware sprites moving around the screen happily. This can be extended somewhat too.
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True, but you're still limited in the area of arbitrary arrangement - in a strategy/tactics game, for example, you can't have more than four 16x16 16-color sprites on a single scanline. It's plenty flexible if you can flex with it, but that's not always the case.
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The limitation is in the total width of sprites per scan line (which I suspect is what you was getting at, even though you wrote 16x16), but this can be supplimented with bobs. With some proof of concept code I was fooling with I simply read the total width of sprites per scanline and when that exceeded 64 I instead used bobs (or just wrote to bitmap, depending on what the graphic was,... sometime bobs arent needed and overwriting bitmap is quicker).
AGA of course in theory can have 64 pixel wide sprites per channel, which with multiplexing is enough to have next to no restrictions. Unfortunately the theory and practice here dont match 'cos Commodore screwed the hardware up and instead gave us near unlimited sprite power that is drawn off the physical screen :/
Interesting thread though for my tastes. Im currently on the lookout for what to work on next now that my Jooleem offshoot is nearing completion (graphics and sound are still needed, but its easy enough to add/replace them whenever I feel the urge).
Something Zelda-esque, or some sort of RTS type game are what Im considering, being that they both lend themselves well to the Amigas hardware. I have some skills, but Im no hardcore asm coder, so am on the lookout for stuff that's both a good match for the amigas custom hardware and the sorts of specs that are common these days for classic users.
Probably favoring a RTS type game, soley 'cos its something that could still be playable to the coder (zelda-esque adventure game could be a little boring to play back when you know the game inside out).