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dave18

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A member registered Aug 02, 2020 · View creator page →

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Weird, does it give a memory message or just silently fail? (I would have thought the Vampire has plenty of Chip and Fast).

Issue with Vampire AGA compatibility I'm afraid, there's nothing I can do my end as I don't have a Vampire to test why it is misbehaving. I'm using 64 bit wide fetches for both bitplanes and sprites so maxing out the bandwidth. Out of interest, does the ECS version run ok on the Vampire?

Yes, by default it will just use the red button as a single button joystick but you can go into the option and change to CD32 pad, then yellow will jump, green will attack left and blue attack right. Red is still used to confirm menu choices.

I've managed to create an ISO using this tool https://github.com/fuseoppl/isocd-win

It is now in the downloads section

Sorry, you said ECS version so you shouldn't need fast mem. Just burn the files onto a cd although a quick Google suggest there is an extra step to make is bootable.

It's a lot of work to redo all the assets for Kunio-kun. Maybe I'll take a look at some point but not in the near future, sorry.

Do you have fast mem on your CD32? If so I assume to you just need to burn a cd image with the correct files on. Not sure what make a CD32 disk bootable though.

Thanks, glad you're enjoying it. To be honest, not a lot of the engine is reusable. Some of the sprite/tile stuff can be but the game logic is quite specific to this title. I did learn a few concepts around how certain structures and collision works which is good knowledge to take forward at least.

It does run now. I didn't update the version number so just redownload.

Yes it should be able to, will package up an ECS, 2mb chip only version when I get a chance.

V1.6 now comes as an HDF

I've made some more fixes to the way she moves, hopefully it is now as expected. I tried to check it against the arcade as best I could

It's simple enough to create an HDF so I will upload one when I get a chance

No, just an executable that can be run from workbench/AmigaDos. The Lha version can be mounted as a hardfile in winuae just use the archive option in the hard disk settings.

Running punch seems to be the best tactic, although that is harder to do now she is charging

Thanks for posting the video. Running punch is your friend against Big Bertha!

Hmm, should work ok. I've tested it on PiMIGA 5 and it run fine. I've tested it with the Read/Write box checked and unchecked and it makes no difference.

Glad you're enjoying itm Will take a look at Bertha's behaviour.

ok, crash is vasm related. When I assemble using genam/blink on my Amiga it work fine. Must have a bad option set somewhere. Bad new is it runs a lot slower on A600 than A1200 with CPU lower to 7mhz :(.  A lot of optimising to do.

They are welcome to include it

Thanks for reviewing. No plans for 2 player simultaneous mode I'm afraid. You were playing on the default settings which has the difficulty set to normal (arcade coin eating), if you change it to Easy in the options then it is a lot easier (even easier than the arcade with the dip switches set to easy)

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

Thanks, will investigate. Is the 154 decimal so INTENA rather than SPR2DATA?  Were both occurrences to 154?

I'll play around with the video timings to try and find a sweet spot for origin hardware and fpga

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?

My favourite Spectrum game too, I was so disappointed when I first played it on the Amiga, so I was determined to right a wrong with this release.

Hi, I'm not sure what you are after. An LHA is just an archive, so once you extracted it you would just have the executable again. To play it on emulation just create a bootable hard drive directory and copy the file in. Once booted to the shell type renegade to play

Can you try v1.2 to see if it works

Can you try v1.2 to see if it works

First one is definitely a glitch, second one is more a feature as they are on the same y axis and fighting to be the first to win the race 😁. I think the arcade would display similar behaviour in such a scenario 

Not sure how to without some research. It is just an executable though so just copy it onto a hard drive image and it should run, or is it a lack of chip mem causing you a problem?

I have a MiSTer so will try it out on that when I get a chance . Quite strange though as unless you select 60hz mode it uses standard video timings. So far I just tested on real hardware (both SCART and Indivision MK2), winuae and fs-uae and they all display fine.

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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.