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Plans for Amberstar support?
This is more of a general question than a feature request per se. Do you have any plans for supporting Amberstar, or are the games too different / lack of interest? For some perspective, I tried playing the German version in P-UAE (Libretro core) and it was broken.
Otherwise, must say I think this is a wonderful project and am amazed at your pace!
I tried playing the German version in P-UAE (Libretro core) and it was broken.
Amberstar includes self modifying code and so doesn't work with CPUs that have caches turned on. Switch your emulated CPU to 68000 and it will work.
That doesn't seem to solve my problem. To clarify: the issue was never that the game didn't run, but that dialogue boxes would consist of nonsensical strings of random words. This remained constant using both 68020 & 68000.
Bad emulator or bad disk images. It's worked with UAE for over 20 years
Porting Amberstar with the same engine could be doable in a reasonable amount of time. Especially as the data formats are similar in some parts.
But in my priority list there are other things for the near future including a sequel of Ambermoon.
I can't promise anything at this point in time. ;)
I've put together some very initial notes on parts of AmberStar: https://github.com/creichen/amber-remix/blob/main/docs/FORMATS.org This includes some information that is documented elsewhere, but also some that I couldn't find (text, Hippel-CoSo music files, map images). No promises that this will go anywhere, and I am not sure if the code will actually be useful, but just in case I've set it up to use the same licence.
I've put together some very initial notes on parts of AmberStar: https://github.com/creichen/amber-remix/blob/main/docs/FORMATS.org This includes some information that is documented elsewhere, but also some that I couldn't find (text, Hippel-CoSo music files, map images). No promises that this will go anywhere, and I am not sure if the code will actually be useful, but just in case I've set it up to use the same licence.
Cool stuff. In case you missed it, I also started to decode some files here: https://github.com/Pyrdacor/Amberstar
Unfortunately I only had 1 or 2 days of time. So there isn't much there for now. But the palettes are already decoded, if you are interested.
@Pyrdacor I had inexplicably missed that entirely-- thank you, and great to see! Apart from the palettes and the tilesets (where your spec is strictly more useful than mine) we don't seem to have duplicated any effort yet. Given that you seem to use this repository as a clean space only for specs, I'd propose that I convert my specs into markdown format (split into separate files by resource type as you have done) and send you a pull request? (I'm off to a quick vacation tomorrow, so this might have to wait until next week.)
It also seems that "Amberstar" without the capital "S" is the more commonly used name, so I should switch to that...
If you don't mind, I really would appreciate a pull request and would merge your findings into the repo. Thanks!
When we talk about Amberstar, I suppose Albion is using a very compatible engine too.
Albion is of course even more advanced. There is an open source project for Albion already called ualbion: https://github.com/csinkers/ualbion
We work on Amberstar decoding here: https://GitHub.com/Pyrdacor/Amberstar
Closing this as answered. ;)