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Author Topic: Magic Engine for AmigaOS?  (Read 6386 times)

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Offline MagicSN

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Re: Magic Engine for AmigaOS?
« on: November 04, 2002, 10:27:35 PM »
>Heh - this is funny. I have had a >working(fully, except for sound) working >Magic Engine-for-PPC on my harddisk for
How that ? When I was talking with him he had
the opinion "if, then I will do it myselves. Nobody else will see my code". How could you convince him to get a look at the source code ? :) If you are not doing anything with it, maybe you could convince him that I can continue your port ? :)

>probably as long as three years.
>I've never actually released it for a couple >of reasons:
>- It crashed with a certain regularity. >Could be because of bug in Cyberstorm/233 >board, or because of bug in David's code.

Did you try sushi-debugging ? Which compiler did you use ?

>- Programming the PPC is a bitch, just no >fun at all.

???

Steffen
 

Offline MagicSN

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Re: Magic Engine for AmigaOS?
« Reply #1 on: November 04, 2002, 11:10:28 PM »
Hmmm, maybe I was wrong... I was always assuming they were ports of the PC Engine version :) (R-Type, not Katakis). I was always wondering what the story behind Katakis was, thanks for clearing that up :)

Steffen
 

Offline MagicSN

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Re: Magic Engine for AmigaOS?
« Reply #2 on: November 05, 2002, 03:38:35 PM »
Hi!

>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.
Thanks, I was not aware of this (I was aware of the 256 BG/256 Sprites thing). Hmm, it seems that even some fansites about PCE - from where I got the resolution information - contain wrong information then. But well, it IS a bit confusing with the ton of different models for PCE :) The color-splitting for BG and sprite is for ALL models, right ? (I think to remember that my former collegue Emmanuel Schleussinger, when he still worked on his Emulator had some problems with this
on the Emulation, as he wanted to be able to
use a 8 Bit Screenmode out of speed reasons - his Emulator was 68k-only... he did some
simplifications then if I remember right,
reducing the palette in the process, but
the results he showed me - this was some years ago already - looked really okay).

>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).

Ah, again false information on some fan-sites :( I knew that the Super CD-ROM enlarged the thing though, just did not mention Super CD-ROM to make my hardware-sum-up not bigger than needed :)

Thanks for all the info ! :)

Steffen
 

Offline MagicSN

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Re: Magic Engine for AmigaOS?
« Reply #3 on: November 05, 2002, 03:43:09 PM »
Hi!

MagicEngine is Shareware. So you'd need to register with David Michel. I know already already that he is quite open to inclusion of the Demo version on CDs which also include other material. Of course the demo version is severly limited, just that you can "try-before-you-buy".

Full version of MagicEngine is 16 USD which is
okay IMHO.

BTW: It seems that David Michel is a former
Amiga user, and that he is also interested
in OS 4/AmigaOne :)

Steffen
 

Offline MagicSN

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Re: Magic Engine for AmigaOS?
« Reply #4 on: November 06, 2002, 05:53:26 AM »
Actually I would have adapted my code to 0.2 if
I ever would have got the source code for it...
but I never got anything besides the 0.1 Source... and 0.1 had some strange bugs and no CD support... I know the "strange bugs" did no longer happen with 0.2 ... my port (0.1) had no decent sound-code also... Sound jerked a lot...

Steffen