I just saw a current preview clip of "Another World" ported to the MEGA65 (WIP currently with no sound):
[Externes Medium: https://www.youtube.com/watch?v=_9NPjuYS46E]
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I just saw a current preview clip of "Another World" ported to the MEGA65 (WIP currently with no sound):
Another Port of Eric Chahi's Masterpiece
Soll das bedeuten das der C64 Port damit gestorben ist, oder sind das verschiedene Projekte?
AFAIK muss man da wohl nicht viel "Spiel" portieren, da die eigentliche Spiellogik eine kompakte VM nutzt. Es ist dann eher die Vektor-Grafikengine die performant portiert werden muss.
Ein Blogger hat mal vor 1-2 Jahren die Implementierungen von Another World auf den zeitgenössischen Systemen dokumentiert und verglichen.
...guggl guggl, da:
Als Laie sehe ich keinen großen Unterschied von dieser C65 Version zur OCS Amiga Version.
Does that mean that the C64 port died with it, or are these different projects?
I'm working on both versions
AFAIK you don't have to port a lot of "game" since the actual game logic uses a compact VM. It is then rather the vector graphics engine that has to be ported for high performance.
A blogger once documented and compared the implementation of Another World on contemporary systems 1-2 years ago.
... guggl guggl, because:
- The Polygons of Another World
- Amiga 500
- Atari ST
- IBM PC
- Sega Genesis
- Super Nintendo
- Game Boy Advanced
- Atari Jaguar
As a layman I don't see a big difference between this C65 version and the OCS Amiga version.
To be more exact the MEGA65 and C64 versions are the porting of the PC DOS version from 1992 (with the "lost level" included).
I had the honor to test the game already on the MEGA65 and it's a blast. i was not able to spot a difference towards the Amiga version.
It just looks and feels natural amazing on the MEGA65.
Wow, very impressive.
What I would like to know is how this has been technically implemented (as a soon-to-be MEGA65 owner )
Which graphic mode, how is the scrolling done, which registers are affected etc...
OK. There is no scrolling here, but how is that done on the MEGA?
wie cool! Als ich ein Video vom Vorspann gesehen hatte, war ich zwar beeindruckt, dachte aber nicht, yass am Ende das Spiel fertiggestellt wird (kennt man ja von anderen Spielen, da das Spiel an sich programmieren dann ja doch nehr Arbeit frisst). Umso schöner, dass es hier schon spielbare Versionen gibt! Wird die Mega65-Version zum Teil die neue Hardware nutzen oder "nur" eine kompatible Version der C64-Version sein?
We played the game on DoReCo yesterday. We had a lot of fun. I hope, the sound will come too.
majikeyric has uploaded a preview version to the filehost.
Great work!
I have a strange flickering rectangle at the right side of the screen constantly (xemu current master, latest ROM), but I assume that's on xemu only(?)
Titelbild für die C64 Version ...?
We played the game on DoReCo yesterday. We had a lot of fun. I hope, the sound will come too.
Don't forget to tell the developer about the missing background pics (the cliff pic missing / does not appear, the next one beneath will not appear either..) just before 'n' previous the cave-water stage.
Correct game logics, but 2x repeating the last background graphic where it shouldn't, at one little point in the port. Or mybe just our dl had that error by accident, who knows.
But on the other hand the dev(s) will notice that by themselfs, if they aren't too lazy to play through the game at one point in time before releasing it as final ;).
Another thing I noticed: The "video"-sequence when you move up with the elevator, and then having a look out of that window, to soak the atmosphere, is not complete (it ends just before the horizon with its mountains / cities 'n' stuff will appear).
AnotherWorld for MEGA65 hasn't even worked before on Xemu because of an emulation bug on char_width with NCM mode. It has been fixed (it's very very useful to have such a great new works for MEGA65 like AnotherWorld port, since otherwise I wouldn't have test material too much to test emulation which was often the case in the past), but indeed, there is a mysterious bug remained with that flickering rectangle at the right. Currently I haven't get too much idea yet what causes that, and why only a rectangle is affected always at the same place, very mysterious problem, indeed :-O
Hmm, we did not notice any retangle effect graphic error(s) while running it on the Mega 65 at the DoReCo party. It worked perfectly in every aspect, besides that two mentioned happenings
I did mention above (15hrs ago). [One of the devs recorded the first mentioned one on video via smartphone, several times, to maybe later show it to you in some way.]
Currently I haven't get too much idea yet what causes that, ...
Maybe the border of xmega65 is too small ...
Currently I haven't get too much idea yet what causes that, ...
Maybe the border of xmega65 is too small ...
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Only in windowed Mode ....
We played the game on DoReCo yesterday. We had a lot of fun. I hope the sound will come too.
But on the other hand the dev (s) will notice that by themselfs, if they aren't too lazy to play through the game at one point in time before releasing it as final;).
For sure porting AW to a new platform is everything but a work for a lazy dev, your nickname suits you very well I think.
The uploaded version on the M65 filehost should fix the mentionned bug.
your nickname suits you very well I think.
The uploaded version on the M65 filehost should fix the mentionned bug.
Oww oww what is going on here.., why so personal ? Did I say anything wrong or personal against the devs ? Man, I just wanted to help + it was a joke (that is what the ";)" stands for).
(Ok, maybe just I don't get it, when those very obvious and simple bugs -wrong scenery graphics in two or three screens- stay in any release. That was all.)
And well, it is VM based (Another World) as someone said here, so after that post and info, amateurs like me think that it must be quite simple to convert it to any platform.
That's probably why it was released sort of 1:1 on so many platforms in the past (MD, SNES, Jaguar, 3DO, PC,...). Just copy and paste, haha
.