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dave18

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

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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.

(1 edit)

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.