nice conversion. Your github page is private, I couldn't check how it's done.
jotd666
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I don't see why it would make people upset. Personally I re-made a few titles on SDL or Java like Supercars 2, Gods, Bagman, and attempted Magic Pockets but stopped as it was too much work without using the original source. If you publish a PC version of Magic Pockets in 1 week I'd be very happy (I even have designed extra levels). It wouldn't shock me the least. (as maybe you know) I do amiga ports of arcade games, and without A.I. (only with scripting) sometimes I can convert a game in 1 week (using more or less the same method as you but more low-level, with transcoding and MAME-like appoach for graphics), and people are also surprised by the speed. But why spending 3 years re-doing/porting something that already exists? Keep it coming. What I'd love to see is the Bitmap Bros games done. Not sure Mike Montgommery would like it though, as Gods & Chaos Engine ports exist and sell on steam (it's a scam: no extra levels, same exact graphics, except for Gods where you can choose shitty unity crap graphics instead of original). Also Cadaver, but with A.I. enhanced graphics (more colors).
this is a great process (for a great result). How much time does it take to port a game like this? How are you handling the custom chip read/writes? And how can you do widescreen when the scrolling of those games is super-optimized not to have a lot of data on screen? I suppose you have to throw all the code away except for the high-level logic, which takes a lot of RE time.
it's completely random. On the arcade version you can have the shield on level 5 or even on level 4 but it's not guaranteed either. Sometimes the bonus can be lost, or worse the game can give you ... the stupid axe. The dragon can be defeated by anything. The shield is required for the 2 satans on level 6, and for the final boss of course. Disclaimer: I never could get past the 2 satans with the shield without cheating.


































