Well this is incredible news, and one I didn't expect for a bank holiday Monday. As a classic gaming icon has made a surprising leap over to the Commodore Amiga 1200 as a highly anticipated work-in-progress demo of Sonic the Hedgehog. Titled as Aonic and released by reassembler, this impressive technical feat ports the blue spinning hedgehog over from the Sega Mega Drive to the Amiga. This project over the many months of development, has captured the attention of Amiga retro gamers eager to see how Sega's flagship title performs on the Commodore A1200 hardware.
The underlying engine relies directly on the original Mega Drive source code, utilizing the comprehensive disassembly published by the Sonic Retro team. Because it shares this foundational DNA, the homebrew port plays identically to its console counterpart, preserving the precise physics, momentum, and speed that defined the 1991 classic. However, because the remainder of the game is still being implemented, certain aspects of the performance and design could still improve or degrade before a final release.
Translating the game to the Amiga required significant engineering adjustments because the two systems are very different pieces of kit, despite sharing a similar 68000-based CPU. Specifically, hardware like the Amiga 1200 struggles with bus contention when moving large amounts of data around—a hurdle that is easy to circumvent when designing an Amiga game from scratch, but highly problematic when porting an existing title at high quality. To overcome this, the rendering engine was heavily optimized and rewritten for the Amiga, resulting in some necessary visual differences while keeping the gameplay intact.
- Stock A1200, 2MB Chip Ram required




From real hardware
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NICE ! :)
DeleteGreat work as usual, but I think you should use 2x fetchmode for bitplanes to make blitting faster. Move screen 32 pixels to right to not lose HW sprites. Thats how e.g. Turrican did it to not lose HW sprites with scrolling on OCS, but that was 16 pixels shift only. Or lose the HW sprites and have less sprites for background layer, its unimportant anyway, and even with all 8 sprites, you cant cover whole background layer in 15 colors. Another option is to have less width of screen, like you already have, so 2x fetchmode should be well possible with 288 pixel wide screen.
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