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Port of AGS to Commodore Amiga

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Emufr3ak:
Hi there

I'm an entusiast for Oldschool Computers and Adventure Games. There are some quite modern development tools for computer games on the Commodore Amiga but unfortunately not for adventure games. I'd like to change this.

Because of this I thought of porting an adventure engine over to the commodore Amiga. AGS looks like an interesting candidate:

- It's actively developed
- It has a lot of features
- No 3D stuff that makes it more complicated
- C++ programming for the Amiga is possible (No Std Library though)

On the other hand there are really a lot of question marks. Is the code of the AGS Engine efficient enough to run on such limited hardware? My target system would have around 6MB of RAM. I don't expect all the AGS Adventure Games to run on it, but it should be possible to run some reasonable complex adventure games on it similar to theAdventure Game Classics.

I'm reasonably good in Programming C and Assembler on the Amiga. My knowledge of C++ is more theoretical as i never did a serious C++ project beforehand. The AGS Engine is new to me too.
 
Maybe there are some Engine Developers on this forum who might be able to estimate if this is a realistic project.

eri0o:
It's feasible somewhat, because the SDL2 library is ported to amiga. I would use the latest sdl2 version along. You need to write down a new platform driver and some functions are platform specific too. You may have some minor writing yourself on allegro remnants parts and some build system adjustments and code adjustments in the macros used in the FreeType version used.

AGS uses only C++11 but there are in fact C++17 compilers for amiga too - yes including std.

Overall more trouble you will have is RAM, AGS is very economical on that front but any game that is not really low resolution will have trouble running. I think you will have more lucky if you make games that yourself that are specifically meant to be ported to Amiga.

Also bear in mind it's not a platform AGS is meant to support so you will probably do hacks that are only useful for you and it's not something that is interesting to support in the main project.

Crimson Wizard:
It's hard to tell. AGS code is not very efficient, and may be quite slow in places. Namely its script interpreter currently became slow due to some compatibility layers (mostly meant to run a range of game versions). Contemporary desktop systems don't care (unless there's a 3D raytracing engine written in script, or something), but low-end devices may struggle with it.

We had a PSP port a while ago (I think PSP is more modern than Amiga and has more ram?), and yet we had to drop it eventually because after some changes the games run too slow; and we did not have enough time and human resources at that time to put an effort in improving this situation.

6MB of RAM sounds too little to run contemporary games. Maybe some early 2000-ies games will be able to run in this amount of memory. Disabling certain features, like digital music, may also help.
Perhaps cutting of some layers of code may also improve the memory requirements and speed things up.
Maybe even taking the much older version, such as 3.2.1, from the times before the opensource project has began, could provide better results; it was much less "safe" and more fragile, yet faster in certain ways.

Emufr3ak:
I think it would be mainly about creating custom games with the Amiga in mind not about existing games. So we're talking about really low resolutions. Most likely 320*256. CD quality music would be out of the question also. I think AGS does support MOD files.

This would still be great as you could use the AGS Authoring tools to create your Amiga game.

eri0o:
Do you have the hardware to test? Including some way of getting the binary file in Amiga - some adapter for SD card or some other hardware.

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