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(5 edits)

Only on the second floor in level 2, i have speed problems on my Amiga-500 machines (and when this level repeats itself, later in the gameplay, of course), when my sprite is on a conveyor-belt. The rest of the game really works very well, on 7MHz OCS/ECS Amigas. About this floppy-motor thing. I will look on the disk, if this file is there. If this is the case, you mean, that this problem is gone? I also asked this motor-thing, because in the last years, I've encountered more than one time, a problem with various new demos or games for the Amiga that were released on the Pouet.net, where the programers forgot, to reset the _MTR-Signal in the CIA or something similar to this and then the software sometimes goes on loading on real floppy-drives or the drive-LED always stays on, even when the Amiga game or demo, is already fully loaded and running. Maybe this also is a consequence of programming in emulators, not sure?

good news I found a way to make the level 2 faster. Update released, please test and report.

Hy. Thanks for the update and indeed it's better now, when a 7MHz Amiga500 is used, especially when the player-sprite is on these conveyor-belts. The game runs not completely in fullspeed, when when the user is on these places, but the update definitely improves the sitzuation, so it made sense. Thanks for that. Nevertheless, there are still three points in wanted to mention:

(1) there's still this problem, that i described one year ago, that the floppy-motor don't stop and the floppy-LED is always on, even when the game is already loaded.

(2) and I have one more request. The original Japanese level-order makes much more sense in this game, than the somewhat strange level-order of the US version, where some levels are constantly repeated and appear far more often than others. Could you please add an option to the start-menue of the game, where the user can directly load the game with the correct level-order. It could be named something like "play with japanese level order"? This would be great. This game was originally released in Japan at first, so this is the true level-order and it's also more fun

(3)  a user in the Forum64 (a german C64 forum that also has an Amiga section) noticed some time ago, that the level ending music wasn't playing in the correct order, compared to the Arcade Version of "Donkey Kong". I hadn't noticed this before, to be true, but there was a fix for this then, on Forum64, that corrected this order in Donkey Kong 500 and also the floppy motor problem and also had the ladder trick included. Maybe these things could be fixed/included directly in the original version of "Donkey Kong 500" now, then a fixed version of the V1.1 would be not necessary in the aftermath?

By the way, because i forgot to mention it. There's already a file called "floppy" on my disk, but that doesn't prevent the floppy-motor from continuing to run, even when the game is fully loaded and it also doesn't prevent the floppy LED from lighting all the time. I am not a programmer, but maybe it was forgotten, to reset the _MTR-Signal in the CIA, or something like this and therefore the floppy-motor don't stops, after the game was loaded?

Thanks for the update. Level 2 is much better now. No more glitches, but still slow. 
Probably it won't run any faster on the AMIGA500, I assume.
However Level 1 is now slower (with many barrels) than in previous versions.
Is this a side effect of the Level 2 correction?

on the contrary it should be faster. Damn.