Thanks very much
dave18
Creator of
Recent community posts
I don't have the docs to hand but the game uses a word sized tilemap which reduces the space for tiles to (I think) 432 vs the SMS 448. Not a huge difference but just needs working around. I did briefly look at Stencil/Blend modes but did quite understand them, will have a look at Mike's blog to see if it helps.
I've managed to create an ISO using this tool https://github.com/fuseoppl/isocd-win
It is now in the downloads section
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
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?


