Burntime for AROS

Burntime Remastered aka Classic/Deluxe

Moderator: juern

coffeecat
Beiträge: 1
Registriert: 04.09.2026, 20:14

Burntime for AROS

Beitrag von coffeecat »

Hi everyone,

I have been working on Rust support for AROS (reverse-engineered AmigaOS for x86 and other architectures) and have started using Burntime as a practical test project. Since .NET and MonoGame are not available on AROS, this is a small native reimplementation in Rust and SDL2 rather than a build of the existing remaster. This is a complete rewrite with the original code as a reference.

The current prototype runs on AROS x86_64: you can walk across the world map, enter Nob Hill, walk into the water shack, drink, and return to the desert. It reads the original game formats and uses the existing remaster source as its behavioural reference. The supposed release will target AROS x86_64 and aarch64.

Before taking it further or publishing it, I would like to ask whether this approach seems acceptable and how the Burntime project and its contributors should be credited. Are there any licensing caveats I should be aware of?
If Jakob sees this, I would especially appreciate his thoughts, but I do not want to chase him through unrelated channels.

Best,
Tomasz
juern
Moderator
Beiträge: 651
Registriert: 09.10.2005, 14:53
Wohnort: Mainz

Re: Burntime for AROS

Beitrag von juern »

Sounds like a fun project.

The remaster code is MIT, do with it as you wish.
The game assets can be used by fan projects, as long as they stay non-commercial - but I do not own any rights. I just have the permission to use them.
As for credits, I'd appreciate a mention of my version :)

If you're using it as behavioral reference it might be better to start with v0.9 actually - except AI player behavior.
That's the last version where I tried to mimic pixel perfect behavior of the original DOS implementation.
The latter versions include improvements that were neither in the DOS nor Amiga versions.

Do you have any git repository? I'd like to follow this endeavor.