So, turns out the were a few missing # when using move.l #custom,A6. These were all for calls to the ptplayer routine, particularly all calls to play a sample. I'm surprised it didn't have a more profound effect, I think it mainly stopped the disabling of the music interrupt when queuing up a new sample to play. Have fixed them now, thanks for the heads up
dave18
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It looks likw DISTART and DISTOP are now working (these control the display window and the sprites are correctly lined up). I can only assume the V4SA has a bug in the implementation of 64bit fetches and how these work with bitplane modulos (from the picture it seems like each line is starting from the wrong bitplane pointer address). Are there any known issues with other AGA titles on the V4SA?
Hi Don, which version are you playing where the level doesn't restart? I've checked both the US and Japan arcade games and they definitely restart the level with all enemies back to full health.
Can you specify where you saw a graphical glitch so I can double check it. (edit, just seen the one on the floor tile - a naughty write happening where it shouldn't, will try to track it down!).
Thanks
Good game. Would like an option to turn off the enemies though because while I like the puzzle element the enemy placement and movement is quite annoying as it seems totally random and jumps character squares at a time . I spend a lot of time not moving waiting for an enemy to move out of a space I need to move in to and it can take several minutes! Also noticed a small bug. If your sd card is read only program will crash when trying to save.
