![]() ![]() Aside from the monochrome rendering, the game is pixel-perfect and plays exactly the same (bugs not withstanding). The C code is a direct translation of the Z80 code to effect (in theory) a 100% accurate port. My goal in porting Knight Lore was to replicate the original experience of the game on the original platform. To be honest, I have no idea what it does or why it's needed, and I would be happy to do away with it if instructed how.Ĭomments on the graphics. I'd be happy to be tutored on bringing the design up-to-date however, at this stage, I'm sticking with gcc for other reasons.Īs for issues with ixemul.library, all I know is I downloaded and use v48 for the 68020 under WinUAE. ![]() ![]() So if the code is horrible, and/or uses antiquated libraries, this is the reason. I purposefully kept it "old school" because my last Amiga experience was Workbench 1.3 (although I'm using AmigaOS3.1 on WinUAE), and I also wanted to develop using gcc on the PC. My Knight Lore port has been possible only because of Google, reading sample code, and reading the various references online. Prior to this effort, which I began about 3 days ago, my last and only attempt to develop anything for the Amiga was an ill-fated remake of Lode Runner in (Manx/Aztec?) C on my Amiga 500 - and that was around 25 years ago! Above-mentioned blogger and author of the Knight Lore port checking in here.įirstly, thanks to SyX for pointing me to this forum!Ī bit of background on my Amiga experience - it's pretty much zero. ![]()
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