Search found 664 matches

by Anima
Tue Apr 25, 2017 12:53 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 89
Views: 17639

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

:cheers:
Welcome back Doug. Looking forward to the new example.
by Anima
Sat Apr 22, 2017 7:27 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

A try in 16 colors for Atari STE Thanks. I guess that you reduced the whole sprite sheet to 16 colours or did you map the colours to a different palette? You need to be very careful with the resulting palette because the background tiles are not included. In fact it's very hard to find a good match...
by Anima
Fri Apr 21, 2017 4:00 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

one question, can you put those tiles in the same order and format as the one given in mame in the original tile banks ? I suppose you mean the sprite "tile code"!? Yes, it has been preserved in the file name of each image. I need it later on to identify the appropriate Blitter sprite to ...
by Anima
Sun Apr 16, 2017 7:26 am
Forum: Games - General
Topic: Pack-Mania
Replies: 11
Views: 3248

Re: Pack-Mania

Great work. IMHO, even with the rather slow decompressing it's more convenient than changing disks. Thanks!
by Anima
Sat Apr 15, 2017 11:17 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

EvilFranky wrote:How are you going to approach the limited STE 16 colour display Anima? Will be a challenge converting...

Yes, I know, but I think I've found a good universal palette for this task.

Edit: sheet fixes.
Image
by Anima
Sat Apr 15, 2017 4:00 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

First sprite extracting attempts:
Image
by Anima
Thu Apr 13, 2017 7:47 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Well all the sprites are at least flipped horizontally in ghouls'n'ghosts. What do you plan, keeping the routine which flip the sprite frames, or do you need to have the sprites already flipped ? When you're certain that you can sort out the tile/sprite usage of each stage than I'll try to include ...
by Anima
Wed Apr 12, 2017 8:13 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

What i propose, is to make an excel file for each tile bank, and then indicate like : Sprite level 1 Sprite level 3 Sprite level 5 Boss sprite part 1 Background level 1 Background level 5 Foreground level 2 Background level 3 I can do that puzzle, by indicating you the tile word references, that ar...
by Anima
Wed Apr 12, 2017 6:24 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

there's another thing : This game takes a lot of memory, because all the game is directly accessible. Are you planning to make the game loading only the needed parts for each level ? This will also allow to reduce seriously the amount of colors without making the graphics too much painful to conver...
by Anima
Wed Apr 12, 2017 4:15 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

(Oh, maybe re-reading that, it sounds like MAME was used to disassemble the original ROM and then its source was modified, which is absolutely brilliant, though I also would think that any patches to the source could be distributed, just not the actual source, which would need to be disassembled by...
by Anima
Wed Apr 12, 2017 1:46 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Anima, do you plan to make the game code ressourced available ? Anyway that's a great idea :) How much ram do the game will need on STE ? 4mb of ram ? I think there are two issues making the source code public. First it's still not completely relocatable and (even more important) there are legal qu...
by Anima
Wed Apr 12, 2017 10:37 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

So actually the Final Fight CPS arcade board would be a better target for a conversion rather than the X68000 version, with some effort anyway. Interesting. Yes that's correct. Well, a CPS1 "MMU emulator" for the Falcon is actually a tempting idea on the first look. At least it's a way le...
by Anima
Wed Apr 12, 2017 9:24 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Thanks! :cheers: Was this the reason why you gave up on the Final Fight (also a CPS1 game) Falcon port Anima? This rings a bell... Yes, but also having a decompression/decryption routine at start was a problem for a straight forward disassembling of Final Fight on the X68000. That's, in fact, a good...
by Anima
Tue Apr 11, 2017 5:01 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 360
Views: 67038

Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Daimakaimura (Ghouls 'n Ghosts) for the Atari STE At first I would like to say that I am not sure if the Atari STE will be able to have the power for a good port. Considering that the CPS1 system is clocked at 10 MHz (even worse: the ported game source code runs on a 12 MHz machine). Anyway, at leas...
by Anima
Tue Apr 11, 2017 4:23 pm
Forum: Games
Topic: New "secret" project status
Replies: 10
Views: 2932

Re: New "secret" project status

alexh wrote:Daimakaimura (Ghouls n Ghosts)

:cheers:
EvilFranky wrote:Ported from X68000?

This time from the arcade machine. So now I think that I should create a new thread about this port.
by Anima
Tue Apr 11, 2017 3:42 pm
Forum: Games
Topic: New "secret" project status
Replies: 10
Views: 2932

Re: New "secret" project status

It's from 1988.
by Anima
Tue Apr 11, 2017 1:31 pm
Forum: Games
Topic: New "secret" project status
Replies: 10
Views: 2932

Re: New "secret" project status

A short update: JagPad support added and tested. So playing the game works. However, my gameplay skills in this game makes it hard to explore how far it will work.

The name of the game begins with a "D" and it's an arcade port.
by Anima
Tue Apr 11, 2017 8:56 am
Forum: Games
Topic: New "secret" project status
Replies: 10
Views: 2932

New "secret" project status

Here's a first look on the first important milestone: ported game logic running on the Atari STE:



https://youtu.be/fBOW0NhxUZc

I guess that someone will spot the game for sure, the moving patterns are clearly too familiar. :D

by Anima
Thu Apr 06, 2017 3:39 pm
Forum: 680x0
Topic: Just another Blitter demo
Replies: 81
Views: 24291

Re: Just another Blitter demo

according to this page A500 can run ~19 bobs 32x24 per frame (draw/restore) on a 320x256x5 screen and this tool shows 17 bobs 32x32 per frame (save/draw/restore) on a 320x200x4 screen btw. Anima is it your tool? https://jsfiddle.net/rcvbakLa/ Yes, I was curious how the Amiga Blitter performance is ...
by Anima
Tue Apr 04, 2017 6:01 am
Forum: Games
Topic: Cho Ren Sha 68k for the Atari Falcon030
Replies: 80
Views: 30532

Re: Cho Ren Sha 68k for the Atari Falcon030

Hi ! @Anima, do you know the "Vampire Accelerator card" for the Amiga family ? One of their member wishes to work with your help to port Cho Ren Sha on this hardware... would you be agree with that ? I've got your message on my blog as well. Sorry for the late reply. I'll send you an emai...
by Anima
Mon Apr 03, 2017 7:26 pm
Forum: Games
Topic: Cho Ren Sha 68k for the Atari Falcon030
Replies: 80
Views: 30532

Re: Cho Ren Sha 68k for the Atari Falcon030

Wow, really great that you're still playing it. Unfortunately finding the time for the scrolling implementation was quite hard due to real life activities. Also a new (secret) Atari project is on the way so I cannot make a promise for the schedule. However, I have some ideas to improve Cho Ren Sha 6...
by Anima
Sun Feb 26, 2017 6:28 pm
Forum: FPGA Chat
Topic: Apollo Team announces developing of Vampire standalone version to run as AMIGA and ATARI ST
Replies: 457
Views: 84511

Re: Apollo Team announces developing of Vampire standalone version to run as AMIGA and ATARI ST

This is an Amiga 500. ...and was degraded to a keyboard/mouse adapter. Same as Falcon +CT60+SuperVidel? No. All older accelerators like the CT60 are kind of an investment insurance so that you still have a "modern" machine while keeping all your important programs. Today this has changed ...
by Anima
Sun Feb 26, 2017 10:18 am
Forum: FPGA Chat
Topic: Apollo Team announces developing of Vampire standalone version to run as AMIGA and ATARI ST
Replies: 457
Views: 84511

Re: Apollo Team announces developing of Vampire standalone version to run as AMIGA and ATARI ST

1st1 wrote:This is an Amiga 500.

...and was degraded to a keyboard/mouse adapter.
by Anima
Thu Dec 29, 2016 4:08 pm
Forum: Games
Topic: Cho Ren Sha 68k for the Atari Falcon030
Replies: 80
Views: 30532

Re: Cho Ren Sha 68k for the Atari Falcon030

paul92706 wrote:Hi Anima, i did all of the above and looks like it's still bombing out 2-3 bombs! i also tried different video settings and same thing! hmmm

Does the program detect the Fast-RAM properly by displaying that in the "detected machine" text at the very first text screen right after start?

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