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Author Topic: Collection Low-end systems which have still users and software development  (Read 7404 times)

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Offline Thorham

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Quote from: utri007;653433
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.
 

Offline Thorham

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Re: Collection Low-end systems which have still users and software development
« Reply #1 on: December 19, 2011, 03:49:22 AM »
Quote from: commodorejohn;671890
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.
 

Offline Thorham

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Re: Collection Low-end systems which have still users and software development
« Reply #2 on: December 19, 2011, 04:38:49 AM »
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.
 

Offline Thorham

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Re: Collection Low-end systems which have still users and software development
« Reply #3 on: December 19, 2011, 05:31:18 AM »
Quote from: commodorejohn;671899
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.