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Author Topic: Bloodwych Enhanced  (Read 13377 times)

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MadMunky

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Re: Bloodwych Enhanced
« Reply #15 on: January 11, 2016, 07:09:48 AM »

Hi Bit,

Im sure if a full emulator can run in JS we should be fine to work with that. The issue i have with doing this while it is excellent that we can understand the source and can have a faultless port of the original we also limit ourselves to the restraints of the original.

Either way I think it would be a good thing to have and happy to help if I can but with my complete lack of Atari/Amiga knowledge im not sure how much help I can provide.

I think if we look at the source for the emulators I posted above and with your knowledge/port/code we should be able to knock something up :)
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Hungry Horace

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Re: Bloodwych Enhanced
« Reply #16 on: January 11, 2016, 10:36:23 PM »

I think with what bit is doing you wont need "real" emulation code Tbh... You are better off avoiding the extra overhead too :)

Any limits in the original can easily be programmed out! (As I am doing even on the Amiga !)
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Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

MadMunky

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Re: Bloodwych Enhanced
« Reply #17 on: January 11, 2016, 10:44:24 PM »

From what bit showed me before I believe his code is more of a wrapper for the disassembled code with some emulation functions and custom output for the gfx/sound etc...

Either way I'm sure we can get something together
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Bit

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Re: Bloodwych Enhanced
« Reply #18 on: January 12, 2016, 12:05:58 AM »

Hmmm, that with the limits is such a thing.
You almost feel how it did hurt them to extend npc-things in the extended levels version, ... not talking about graphics!
It's a big challenge to sort this out.
From a certain point you have to leave assembler to further develop it. But each step in a decompiling process hides new dangers - ... and then the typos...
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