Commander X16 ports of existing games and software

All aspects of programming on the Commander X16.
OguzhanKuyubasi
Posts: 20
Joined: Wed Feb 03, 2021 4:47 pm

Commander X16 ports of existing games and software

Post by OguzhanKuyubasi »



3 hours ago, desertfish said:




Intel Atom cpus are extremely slow compared to regular contemporary cpu's so it's not really surprising they can't run the emulator fast enough.



My PC who it's running Windows XP has a Intel Pentium 4 1.8Ghz without HT and has 512MB SDRAM.

But my Lenovo PC from 2008 what I got 2019 there the Emulator is running in full speed and has a Intel Pentium Dual Core E5400 and 4GB DDR2 800Mhz of RAM and its running Windows 10 64-Bit.

OguzhanKuyubasi
Posts: 20
Joined: Wed Feb 03, 2021 4:47 pm

Commander X16 ports of existing games and software

Post by OguzhanKuyubasi »


Also how about a Super Mario Kart, Streets of Rage, Kirby Super Star/Kirby's Fun Pak and a Sonic CD Port for the Commander X16?

Elektron72
Posts: 137
Joined: Tue Jun 30, 2020 3:47 pm

Commander X16 ports of existing games and software

Post by Elektron72 »


Super Mario Kart relies on SNES Mode 7 graphics tricks to function, so it would be very difficult to create a game for the Commander X16 with similar functionality.

xanthrou
Posts: 165
Joined: Mon Jan 25, 2021 11:57 am

Commander X16 ports of existing games and software

Post by xanthrou »



9 hours ago, OguzhanKuyubasi said:




Also how about a Super Mario Kart, Streets of Rage, Kirby Super Star/Kirby's Fun Pak and a Sonic CD Port for the Commander X16?



A X16 port of Sonic CD would be quite interesting.

kelli217
Posts: 521
Joined: Sun Jul 05, 2020 11:27 pm

Commander X16 ports of existing games and software

Post by kelli217 »



2 hours ago, xanthrou said:




A X16 port of Sonic CD would be quite interesting.



Can we start with the Master System version and work our way up to that? ?

xanthrou
Posts: 165
Joined: Mon Jan 25, 2021 11:57 am

Commander X16 ports of existing games and software

Post by xanthrou »



21 hours ago, kelli217 said:




Can we start with the Master System version and work our way up to that? ?



Makes sense actually. Starting with consoles like C64, Apple II, Master System, NES/Famicom, VIC-20, CP/M, MS-DOS of CGA/Tandy/EGA era, is always a good idea. Then, when we learnt enough, we would slowly move towards 16-bit era consoles/computers like Amiga, Sega Genesis/Mega Drive, SNES, MS-DOS of VGA era (which is a bit difficult to do), TurboGrafix-16, PC-FX and Macintosh.

xanthrou
Posts: 165
Joined: Mon Jan 25, 2021 11:57 am

Commander X16 ports of existing games and software

Post by xanthrou »



On 1/26/2021 at 3:44 PM, BruceMcF said:




I am expecting if there is a playable "Doom Port", it will be more like an upgraded version of the VIV-20 " Doom port" than something that can actually execute a WAD ... IOW a port of a WAD rather than a port of an engine.



Is it possible to make FMV for X16?

SlithyMatt
Posts: 913
Joined: Tue Apr 28, 2020 2:45 am

Commander X16 ports of existing games and software

Post by SlithyMatt »



31 minutes ago, xanthrou said:




Is it possible to make FMV for X16?



Only with certain tight constraints. Streaming off the SD card presents a pretty tight bottleneck, and the CPU can't really handle decompression.

kelli217
Posts: 521
Joined: Sun Jul 05, 2020 11:27 pm

Commander X16 ports of existing games and software

Post by kelli217 »


Yeah, RLE is about all it can handle.

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desertfish
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Location: Netherlands

Commander X16 ports of existing games and software

Post by desertfish »


Isn't that LZSA decompress routine in the kernel supposed to be quite fast?

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