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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.

jotd666, thanks for the v1.2, I only saw this version today and immediately tried it. Thanks for integrating the japanese level-order in the menue as a selectable option, that's very nice. And it also works now, when the user starts the game in the US-level-order, that the floppy-motor and the LED stopps, when the loading-process is finished. Sadly it seems, you forgot to do the same, when the user starts the game in the japanese-order now. Because I tried this out some minutes ago and when the game is started this way, then still the floppy-motor and the LED stays on, after the loading is finished  :-)

And I wanted to ask you one thing, because I have not seriously played the v1.2 so far. Could you combine the advantages of v1.0 and v1.1 in this v1.2, when it comes to the point with these slowdowns? In v1.0 there was big slowdowns in the second level, when the user is on these conveyor-belts. This then was fixed in v1.1, but sadly in this v1.1, in some cases, the first level could be a bit slower, compared to v1.0. I also realized that now, after the user rh70 mentioned this here. Therefore my question, if it was technically possible, to combine the advantages of both older versions, so that the first and also the second level runs good on Amiga500 machines now, in this new v1.2? Or is this not possible at all?

And thanks again for bringing all these cool Arcade classics to the Amiga, because they were always missing from this computer's game selection and I always asked myself why, since the 90's. Now many of them are here, even if not all of them have fullspeed on A500 machines, but at least they have it on A1200 machines. By the way, the first "Dig Dug" game would also be great for porting. And "Mr. Do's Castle" and "Guzzler" would be really great too. I always loved these three games, back in the Arcade.

I think problems you're mentioning are fixed now.

(5 edits)

Hy jotd666, thanks for the new v1.2.1 and your work. Of course, I tested it at once, because I really like Donkey Kong. Sadly, some of the bugs are still there, like for example the problem with the floppy LED, that don't stopp shining. While in your v1.2.0, this problem was fixed at least when the US level-set was loaded and only the japanese level-set was affected, in this new v1.2.1, the floppy-LED (and I guess also the floppy-motor) stays on, for each of the two level-sets. You can also see this, when using an emulator, like for example Denise or WinUAE and the behaviour is the same on a real Amiga with a real floppy.

And there's another problem, that I had mentioned three months ago, further up on that website here, which sadly is still there, in v1.2.1 and it's this (I copied my old explanation inside here): "At the moment, the japanese level-order is only correct on the first cycle of the four levels. On the second cycle of the levels, after level2, it suddenly goes back to level1, instead of level3. So something doesn't seem quite right here, because it should always be the order lv1, 2, 3, 4, which then repeats endlessly, in exact that order". Seems like, another version is necessary, to have an error-free version.

And I have a question. Was it technically possible for you, to combine the speed advantages of versions 1.0 (faster barrels in first level, when many of them are on the screen, at the same time) and version 1.1 (more speed on conveyor-belts in the second level) in this new v1.2.1 now? 

I’ve only played it twice so far, but that’s certainly how it looks. The speed on the conveyor-belt in level2 seems to be higher now, though I did notice the large Donkey Kong sprite at the top flashing occasionally, in that moments, is this possible? Still, I’d rather have the increased conveyor-belt speed, when I had to choose, because when that Donkey sprite flashes some times, it's easier to cope with, than dealing with gameplay slowdowns (but perhaps, it was just coincidence, that the Donkey sprite blinked a few times, at that exact moment?). The barrels in level1 also seem to move through, quite quickly now, even when there are a lot of them at once. Perhaps you could briefly answer this question, if now both speed-advantages of v1.0 and v1.1 could be combined? Thanks.