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Hello
Could it be handled as in original with 2 buttons? I'd like rather special weapon on instant and jump as up rather  than holding button.

What about  3 buttons controllers? It could be handled like as CD32 controller for 3 buttons.

Yes, that's totally possible and possibly in an update soon. CD32 controller is already supported ("green" fires special weapon). Thanks!

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Thanks for reply!
Yes, I know about control in CD32 standard. Maybe I was writing it in wrong way, but I was proposing to "clone" CD32 standard control to 3 buttons control (i.e. RED = 1st, BLUE = 2nd, GREEN = 3rd).  About option of control, maybe some options/settings/etc should be added to select?
Of course options could be saved... and also maybe high score saver?

It should have all that! The screen for control config and all.  Problem is chipRAM requirements: to run on A500 OCS (512KB chipmem), to have an idea I cannot add a LOADING graphic between scenes, that it crashes out of ChipRAM, let alone adding a full options screen with menus! That's why it feels so "abrupt" when completing stages.  It's completely on the limit for Scorpion Engine A500 OCS at the moment. If the requirement is A500+ and A600 (1MB ChipRAM) or even A1200 (2MB ChipRAM), it would have been another story.  I did the Castlevania AGA demo to see how much easier it is to do things when there's enough ChipRAM (2MB) and I have to say that doing that Castlevania Sharp X68000 on A1200 is way, WAY easier than squeezing Green Beret on A500!

The shocking part is that so far, the vast majority that I'm seeing  is not playing Green Beret on the humble A500, but on a super duper expanded A1200 or superior...

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Well... it could be separate program for this, as in some games.
About 512kB, it was still in 80's when 1MB begins to be standard. So think about 1MB of ChipRAM and 512kB any  RAM. After All many A500 users have much more than this.

1MB ChipRAM and 512KB other RAM would lead to great results. The whole bottleneck is the 512KB ChipRAM which means it's a true OCS game.  Which I think is cool, but if you're doing in 68K ASM and have more time to code tools to compress data etc.   1MB Chipmem in my book, would classify the game as ECS game instead of OCS. :)   The ideal is 2MB Chipmem/AGA, as my demo of Castlevania shows: I was able to basically put all I needed for first stage (except tree falling with sprite rotation) and it took just a fraction of the development time of Green Beret without none of the bottleneck issues there.  

Separate programs for config is a good idea!

Of course it's Your decision what to do, but 1MB ChipRAM is not same as ECS. You can have 1MB ChipRAM in OCS machine and still it's OCS machine. Moreover to have more than 0,5MB, You must after all have extension card, and hardly any today have only 0,5MB - it's rather collector's thing. Most of extensions for A500 nowadays have at least 1MB to use it also with A500+.

You found it Yourself that hardly any plays GB on  A500 with just 0,5MB extension, so It's maybe right time to force somehow collectors to put out from A500 0,5MB extension  and insert at least 1MB one. ;)

Yes, it's like a joke on you that everyone demands your game to run on A500 512KB chipmem but in the end everyone plays on expanded A1200/4000 machines with lots of RAM and CPU.  Check my Castlevania AGA demo, it was made more as an exercise: to see that it's way easier to do CASTLEVANIA SHARP X68000 on A1200 (or equivalent) than to do GREEN BERET on A500. No comparison. Green Beret was a nightmare development that I hope to not repeat. Castlevania AGA demo was a dream in comparison.  Oh, by the way, you're right, there is 1MB Chipmem in OCS machine (the Commodore CDTV was like that).

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It's not joke, It's "demand for demand". Some people tend to demand everywhere where demand is possible (and sometimes even where's not). You should get some clues from this, I think. There's one old sentence: "Still is no born anyone who content everyone". Remember that even God's son didn't do that!
For me people who demands this plays most times on UAE. Or they are collectors with opinion "It should run on (let's say) basic configurations or it's not count". Why? Because hardy one today have A500 with just 0.5MB, what I've said already. It's configuration which was obsolete already in 80's and everyone who wants to play everything what needs more than basic settings bought bigger RAM extension. And try to buy JUST 0.5MB of RAM today, almost impossible, everything's 1MB or more (not to mention powerful accelerators). So they're collectors with rare 0.5MB extension in use or they're lie for themself playing "basic settings" on... emulation.
Just saying.

Well said.  Also there's the motivation for doing something that feels legit from the day, let's say it was released on the Amiga's heyday: it'd be probably an A500 game with similar specs as this.

I have an Amiga 500 with A501 expansion just like I had back then. Actually there's the fact that I wanted to see it running on "my Amiga". This wish is far from a joke, in fact (that was a bad choice of words.:))  Here's a photo of my A500 with some of my games:


I'll just add that i forgot to mention WHDLoad "version" is also not working.

It's NOT WHDLoad version (i.e. specially made for Green Beret) but only generic kick which is only working on some configs.
So talking that it's WHDLoad version is not truth, it's just customised generic kickstart/wb slave used with game data.

Thanks for informing that,   and sorry that it didn't worked on most configs.   I don't know how to do WHDLoad version myself, so much that I failed to quickly identify what comprises a proper WHDload version.  For me, that linked one (generic kick) had worked just fine.

It was mentioned already on EAB in one topic (probably about generic slaves) and it works ok mostly on configs, where standard version is also working - 68020 or 68030. When You have 68040 or 68060 most of installs based on generic slaves popup with WHDLoad error.