Thank you very much. I replied there.
Dante Retro Dev
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Thanks, glad to hear. Try this:
https://www.mediafire.com/file/i00ls0icj2bx577/CastlevaniaAGA_CD32-FASTRAM_ISO.z...
Great stuff, got it, thanks for the report. Will focus on the non-visual one reported on the upstairs/world 2.
Quote:
"like said, I don't know how Scorpion handle those kinda things - just wanted to report it."
Regarding the pics with bleeding of copper rainbow/background layer and other artifacts on edges of screen, that was discussed with Earok, I've sent the pic below a while ago, said he can't do much about. Only to remove the sky color, which obviously I won't.

The layer priority is also never going to be 100% - Simon will always "maybe go behind, maybe go in front", I have no total control and he's already set correctly Z wise, but the engine actually "obeying" is another matter...
It should be fixed, now on downloads section.
Craziest issue so far, but to sum up, I had a backup of the last step (I do on each small step or variation) and so it restored that level. If not by that backup, project would be stuck forever on this error. Sort of data corruption.
The candle issue has to do with hitting a candle with a knife. The collision event is supposed to destroy both the knife and the candle. Problem is that the engine sometimes think Simon is a knife, and destroys him. So, that function is deactivated for now (knife will pass through a candle like the boomerang/cross does).
Hi Pascal,
Glad to hear that the buttons are working with your adapter.
Previously, there was also a problem with the new intro not looping back to title screen, now fixed. But the main issue was an error if hitting a candle before ever throwing a knife in game. Reported by Torti. It should be fixed on November 30 one.
I'll take a look, but Return to Workbench sounds like a WHDLoad error. Can you please test with the HDF version? It's my "go to" non-WHDL version as in WinUAE you just attach it as a "drive" while getting rid of all other drives, so you have a pure test system.
No Workbench/AmigaOS getting in the way.
You know why demoscene and game devs back then were able to get the best of even a 512K A500? Well, they were always getting rid of the system before anything. ;)
Also, try the one below, I increased some safeguards for 5th level from 96 to 144:
https://www.mediafire.com/file/bje5cxlr6drxgkw/CastlevaniaAGA_WHDL_December1.lha...
Thanks for your support!
I have my A1200, I just removed the accelerator card to clean, among other things. I can generate a 2MB/stock build if I turn off MOD music (like done in CD32) but dunno about that, too many things to worry about right now.
I did an update, the candle stuff has to do with knife, if you throw a knife when you first get it, the candle error didn't happen. I stand corrected, I don't think it has to do with emulation or not.
But anyway, here's description, you're mentioned:
"...a 'hotfix' due to a critical issue: if you jump and hit the 2nd candle entering the mansion on 1st stage, Simon vanishes (thanks to Torti for reporting). Unless you throw a knife before entering mansion, then it's fine. It should be fixed now.
Also, avoid reporting the following issues because they're well known:
- it's common that the life lost sound jingle doesn't play (e.g. losing on bosses)
- it's common that the Simon dying animation frame doesn't plays
- sometimes moving platforms give "one last chance" instead of leaving Simon to fall
- the 3rd orb from defeated boss may prematurely drop down (rare)
- sometimes enemy AI just retreats or get stuck (well, that happens most games since I started gaming)
- issues related to staircases: game uses a flexible, general purpose engine and as such its stairs handling won't match those of Bloodlines or SC IV with a custom engine made for that (although some stairs are really off and should be edited/changed for better flow)
- issues that happen while playing on emulator such as UAE, FS-UAE or a device based on an older RaspBerry Pi, notorious for flicker and stutter on Copper intensive games (real hardware is the current focus)."
Yeah, I need to make a repository of these versions. Indeed, Amiga 40th version (July) is probably what you mention as most stable. It's done in Scorpion Engine from May, 2025.
When I switched to one from November, because requests of support to USB adapter on real Amiga, which Earok promptly added, it required moving to newest version of Scorpion, which in turn generated a whole list of issues. If you can list all of then, I'll be infinitely grateful, because as I said in the other (slightly grumpy :)) reply, this project is reached its limit because original games are on the queue and people are tired of only ports.
Again, thank you very much for your effort and effort of testing this game!
Amiga 40th release (July) is probably what you mention on the other comment as most stable and the one you use instead. It's done in Scorpion Engine from May, 2025.
When I switched to one from November, because requests of support to USB adapter on real Amiga, which Earok promptly added, it required moving to newest version of Scorpion, which in turn generated this whole list of issues. If you can list all of then, I'll be infinitely grateful. Yes, I got that candle hit + player vanishes on emulator. But not on real Amiga 1200 apparently. So, are you using emulator? If so, which one? It's quite an interesting bug. Also seems you only vanish if jumping or moving. If you're standing in place, you can hit it normally.
About stairs, I don't get such complains and I watched people playing seamlessly without issues during my Amiga expo 2 weeks ago at a local retro event, at least the 1st half of the game. But I know that in worlds 3, 5 and 6 we got some odd stairs that may flip or invert Simon sprite and play tricks. Also, if by f...p... you mean that Simon does a quick acceleration when starts upstairs? Again, that's a thing that seems to happen and is exacerbated on emulator, but quite subtle on real hardware. Bear in mind that stair errors happened in console versions done by whole teams (the famous moonwalk for example) and it's overall a nightmare, so much that Konami themselves kind of scrapped the idea and in Symphony of the Night they're handled more like ramps.
Lastly, I'm afraid to say that at his point I'm quite burned by this project, it was a hobby project but this kind of thing (stairs) makes it feels like an endless chore rather than pleasure hobby and it would probably not improve too much on that, other than fixing the mentioned broken stairs at levels 3 and up. It's my limit. As I have my own original projects on queue which I going to start soon (and rest assured, I will never use diagonal stairs model in any project, ever, it isn't worth the hassle).
Thanks for your words. I also got some flicker here and there on my mini. They don't happen on a real Amiga (check video).
I got more serious issues on other games such as Risky Woods (flicker and also stutter), I think that I reported it to the related people on Discord. The upcoming THEA1200 full size next year likely won't have these issues if it uses FPGA instead of Raspberry Pi or a stronger Raspberry Pi that enables it to handle games that make heavy use of the Amiga's Copper coprocessor.
I've tested and it fully works on my A500-Mini. Check video at the end of this post.
I recommend that you don't rename it from the original scorpion_dev.lha name. Also, you should do the config below, which tells your mini to use AGA chipset, among other things.
1. Copy scorpion_dev.lha to your Amiberry device into THEA500-Games\
2. Copy the following lines into THEA500\whdboot\game-data\whdload_db.xml after the whdbooter element is opened (should be line 2):
<game filename="scorpion_dev">
<name>Scorpion Dev</name>
<subpath>scorpion_dev</subpath>
<slave_count>1</slave_count>
<slave_default>scorpion_loader.slave</slave_default>
<slave_libraries>False</slave_libraries>
<slave number="1">
<filename>scorpion_loader.slave</filename>
<datapath>data</datapath>
</slave>
<hardware>
PRIMARY_CONTROL=JOYSTICK
PORT0=JOY
PORT1=JOY
FAST_COPPER=FALSE
JIT=FALSE
CHIPSET=AGA
SCREEN_AUTOHEIGHT=TRUE
SCREEN_CENTERH=SMART
SCREEN_CENTERV=SMART
</hardware>
</game>
Yeah, it's interesting! Btw, I just posted a new build (Nov8) on EAB.
Also, a last ditch effort if nothing else works, is to add the new intro to the July 23 release (Amiga40th) because the intro is basically what's new. IIRC Pascal told me that slightly older versions like that worked perfectly, controls and all. Earok surely would prefer that the game uses the most up to date version of engine (I would do to) but I work with modern apps with Unity and whatnot and there we roll back to older Unity versions routinely, it's part of the job.¯\_(ツ)_/¯
Well spotted (screenshot on EAB), thanks, I should fill that gap that you pointed out in the map. I got way critical priorities on the queue right now regarding 3rd party controls on real hw. But the issue is added to the report list, thanks for your post.
Also, worth mentioning that the goal was to provide a playable version of the original Castlevania but with an Amiga flavor. Not a port of the Sharp X68000 or PlayStation "Castlevania Chronicles" game, it only happens to use a bunch of level tiles and sprites from that game.
I hoped that at some point I would be able to get rid of all assets remaining of that X68K game, like what Amiga's Rastan wonderfully did (Amiga assets tailored for Amiga specs). Or the new Sonic GX game for Amstrad Plus/GX4000, which is not Mega Drive, Master System or Game Gear version, but something that was tailored to play to the strengths of the machine in question. ;)
Thanks for the report! As serious as it may seem not loading a level, it's way more chill than what Pascal has reported. :)
Meanwhile, an idea for now is to ask for some WHDLoad trick that enables these buttons to be forced into the stable version of the game available on main download page. I mean, they can add a second button to an old game that had no second button to begin with, so, that would be smoother and safer if possible.
Thanks!
DanyPPC is testing too (real A1200/030) and isn't having such serious issues.
So, I suspect that all your problems are because of WHDLoad on your real hardware installation. DanyPPC was able to launch the game normally, not Load_whd file.
What I can do, is suggesting to add this on the game's icon/Information:
Also, variations, like NOMMU but removing the PRELOAD.
But, I'll keep working on it. This happened in the past: I kept trying newer versions of the engine that gave different results until settling on a new stable one. For now, the game version on the main page download will stay on the version of the engine that I consider stable for the game, recommending do use a normal DB9 Amiga joypad directly into the Amiga without any adapter until we can solve these new issues. Thanks again!
I've found that the attract scene mode crashes under the new engine, so it's temporarily removed (it does the cutscene intro then after the Simon whips, it loops back to title screen menu, skipping the troubled demonstration scene).
But if the button works and you can play, that's a step in the right direction:
https://www.mediafire.com/file/lc2sxjkbl34uiqh/CastlevaniaAGA_WHDL_Nov6.lha/file
Here it goes, a preliminary version with the new version of the engine, attempting to solve the fire button. The attract/demo scene mode crashes under the new engine, so it's temporarily removed (it does the cutscene intro then loops back to title screen menu, skipping the troubled scene).
But if the button works and you can play, that's a step in the right direction:
https://www.mediafire.com/file/lc2sxjkbl34uiqh/CastlevaniaAGA_WHDL_Nov6.lha/file
DanyPPC,
I'm working on it, as seem by the thread below with Pascal De Maeseneire. Earok did a new version of the engine to account for these button issues. The buttons worked after the new version, but it apparently added a new set of glitches to the game itself, which was previously fine.
I typically stay on a version of the engine that I can label as "stable" for as long as I can go, because changing engine version has proven in the past to add new glitches in other areas derailing the actual game development. When the time is right, I take a deep breath and change the version of the engine, which means a new dev cycle spent testing everything head to toe and fixing the new issues that appeared. But I did a new branch on this new one, so expect some news soon.
Thank you very much for you and Pascal for your reports and to bring to us this issue of pads w/ more than 2 buttons being used on an A1200
Thanks for the report. Glad now that your Tom+ adapter now works. Can you please check if the text scrolling speed fluctuation happens with the LHA build too or only the WHDLoad? It was also happening in the previous version of the game that didn't supported your adapter or is this a new issue? Thanks again.
Well spotted, in my case I had to force it a bit as you can see in my video, that's why this went unnoticed. I'll investigate it. Glad to hear that Dracula is fine now, that was priority. This new one is a bit less serious, because the vast majority of players disable the "up for jump" or play at default (disabled). But I'll try to solve it anyway, thanks!
Yes, the issue with 3rd-party joystick adapters I'm on it, I uploaded a preliminary test version here:
https://www.mediafire.com/file/ipyh2eq2k0ji3zz/CastlevaniaAGA_attempt_joystick_f...
Thanks!
Earok did a tweak on the engine to attempt to make it more compatible to third party joystick adapters, here's the link for a new test version of the game:
https://www.mediafire.com/file/ipyh2eq2k0ji3zz/CastlevaniaAGA_attempt_joystick_f...
WHDL: https://www.mediafire.com/file/bcm95k21czua508/CastlevaniaAGA_WHDLoad.lha/file
Ok, the 'asset ZZ6' code on your screenshot means that a map asset wasn't fitting in memory (due to fragmentation). The course of action was unload all asset bundles between stages, according to the guide and advice on the engine's Discord.
I gave it a shot, please try again (updated ISO). At the moment, I unloaded the assets between levels 5 and 6, because it's where the memory is getting fragmented to the point that the asset isn't loading. But I will ask there if it's recommended to do that between all the levels, which I'll do if the problems persists. Thanks again.
Further tweaking (November 04), please download again: https://www.mediafire.com/file/4792nt8vour8a9a/CastlevaniaAGA_WHDLoad_offcent.lh...
I think I fixed the Dracula issue. Because the game was reloading that level 2x after player respawn. Also yesterday I improved the hitbox on Dracula's head (was way off), so you might want to download main version once again. It may be too easy to hit Dracula now... so hard to balance. Anyway, here goes the "off center" faster version with Dracula fixes:
https://www.mediafire.com/file/vhph7kc4jws3boz/CastlevaniaAGA_WHDLoad_offcent/fi...
Here it works directly after reboot, I mean, if I run something else before (like Dopus for example), then it fails to run. Memory got fragmented. FBlit program on startup-sequence used to help a bit.
This is also a good gauge - the amount of RAM that the Amiga CD32 version uses:
"Accounted memory total: 1841882"
That version works on the stock machine so that is about the amount needed. But the CD32 has no Workbench booting up and getting in the way, so that's part of what makes it possible.
ECS, if you mean as 1.5 or 2MB chipRAM A500/A600, then it's not impossible.
But OCS as in A500 512K chipRAM, then it's quite a problem: back then we had great looking games for it but people complained they lacked depth/gameplay.
Memory was such a bottleneck that sometimes they weren't able to even fit in-game music, let alone some varied and complex levels and bosses. CV AGA soundtrack alone is nearly 1MB, MOD music takes a lot!
I did a new emulator config with another way for remapping commands (native emulator mapping is Right Ctrl for fire button and something else non-standard, that's why I did the remap which may cause lag). Try downloading again, it might be improved in that area with the changed config file. It's on CastlevaniaAGA_Win64\FS-UAE\Configurations\Default.fs-uae so you can edit and alter mapping if you use a controller and want other button maps etc.
About Genesis, I was told (by contact working for the IP holders) that, as long as it's on a niche system like Amiga, I'll be fine. If it goes to modern PC or even the popular Genesis, there could be legal scrutiny. New Genesis games are made into cartridges by the Chinese to be sold by the thousands at AliExpress, so, money involved = big problem. But, I could do a Genesis game with original IP using this codebase or parts. ;)
Thanks! Glad to hear that it works on A4000 now. That's a neat suggestion about 2nd button, I did this quick version for testing. If you enable up for jump on the menu, the second button automatically defaults to special weapons:
https://www.mediafire.com/file/e22e9k7zq0eraw7/CastlevaniaAGA_WHDLoad.lha/file
About speed, for the stock CD32 at ~14MHz it's using a method that adds performance/extra bandwidth but in exchange you get the screen off center.
You may see many Amiga games from back then (Fire & Ice AGA) or recent (BD vs Dragon Ninja AGA) with off center picture. I personally prefer some slowdown here and there - even NEO GEO games have, it's part of the experience - than oddly off center screen. :) But here goes another version for such testing w/ the method enabled:https://www.mediafire.com/file/qgwd1v0w2mnsm9x/CastlevaniaAGA_WHDLoad_offcent/fi...



