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Author Topic: Magic Engine for AmigaOS?  (Read 6383 times)

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Offline KaminariTopic starter

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Magic Engine for AmigaOS?
« on: November 04, 2002, 12:47:00 PM »
Steffen Haeuser (Hyperion Entertainment) has recently talked about the possibility of ME to be ported over the AmigaOS, provided that enough requests are mailed directly to the author, David Michel.

"If you want the best PC-Engine Emulation Package ported to AmigaOS, write the author. I have been in discussion with the author of "Magic Engine" about an Amiga-Port. If enough people would request an Amiga Version he would port it to AmigaOS, he told me, "but up to now I did not get more than about a dozen requests". If you are interested in PC Engine Emulation on the Amiga email to: dmichel@easynet.fr. If you write him, "be nice" :) "

http://magicengine.com/

Thanks to Sinan Gurkan from Amigart for the news.
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Offline KaminariTopic starter

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Re: Magic Engine for AmigaOS?
« Reply #1 on: November 05, 2002, 12:34:27 AM »
Some corrections about the graphic capabilities of the PC Engine consoles from NEC... The CoreGrafx, SuperGrafx and TurboGrafx (US CoreGrafx) share the very same resolutions: 256x224, 336x224 and 512x224. The CoreGrafx and the TurboGrafx can display upto 512 colors out of 512; the SuperGrafx, 512 colors out of 4096. Those 512 colors are divided into 256 colors for the background, 256 colors for the sprites. Oh, and the Video RAM is actually 8 KB out of 64 KB RAM available to the console, with or without CD-ROM (8 KB out of 256 KB with a Super CD-ROM).

Aegis> R-Type on PC Engine was a nearly direct port of the arcade version. Hudson Soft released it on two HuCards (March and June 1988) for a very practical reason: the first HuCards available had a standard capacity of 256 KB (2 megabits), but the full game needed 512 KB. The two "half-games" were not labelled R-Type 1 and R-Type 2 (common misconception) but simply R-Type Part I and Part II. Later on, for the US market, the two parts were released on one single 4 Mb cartridge directly under the Irem label.



HansG> You got me interested. How did you get access to the source, since Magic Engine is shareware and David Michel (as an Amiga enthusiast) would preferably port it himself? As for Ys, the MSX versions just can't stand the comparison with the PC Engine ones (and yes, they're available in English too) :-)
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Offline KaminariTopic starter

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Re: Magic Engine for AmigaOS?
« Reply #2 on: November 05, 2002, 11:29:20 AM »
Yes indeed, it was a shame that TTi had such a poor game library, whereas the Japanese market was alive and kicking with some terrific RPG and adventure games...

I've opened a new thread on the emulation forum with a small gallery of screenshots, for those who'd be interested.

Go here.
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Offline KaminariTopic starter

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Re: Magic Engine for AmigaOS?
« Reply #3 on: November 05, 2002, 04:44:57 PM »
Steffen,

> The color-splitting for BG and sprite is for ALL models, right ?

Indeed. The displayable palette is composed of 2x16 palettes of 16 colors each. The main difference between the CoreGrafx and the SuperGrafx is the Video Color Encoder (9 bits for the CGX, 12 bits for the SGX).

I'd recommend you to visit Charles McDonald's homepage. It's a wealth of technical information about the PC Engine :-)

PS: I seem to recall that you wanted to port Charles' TGemu on the Amiga, about one year ago. What happened to the project?

PPS: silly me, OS 4 must have been the culprit :-P
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Offline KaminariTopic starter

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Re: Magic Engine for AmigaOS?
« Reply #4 on: November 06, 2002, 12:06:20 AM »
> too bad that CD-ROM/ISO support is pretty much
> useless in europe since no TG16 etc. ever was
> sold in europe (bar for some early TG's in the UK)

Useless? I think not. We must have been luckier in France, I guess :lol:
"Silence is the most resounding word." (Sima Qian)