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jotd666

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A member registered Feb 18, 2021 · View creator page →

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nice conversion. Your github page is private, I couldn't check how it's done.

there was an issue with lha but it has been resolved.

yes, the graphical errors you reported are known. Is it really faster? Wow. That would be awesome.

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what's the size of your "mspacman" file? it should be 143928 bytes

I know that in 2005 someone remade an Alien Breed game and Rico Holmes e-mailed him to congratulate him (the subject was even a joking "copyright infringment"). I don't think Team 17 gives a s**t (unlike Mike Montgommery from the former Bitmap Bros)

that's great news! Note that you're requiring the cracked version of Superfrog ADF to run so copyright reasons... you know :) CD32 files would have been a better choice. Anyway everyone copies them from anywhere now, I wouldn't bother personally.

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I don't see why it would make people upset. Personally I re-made a few titles on SDL or Java like Supercars 2, Gods, Bagman, and attempted Magic Pockets but stopped as it was too much work without using the original source. If you publish a PC version of Magic Pockets in 1 week I'd be very happy (I even have designed extra levels). It wouldn't shock me the least. (as maybe you know) I do amiga ports of arcade games, and without A.I. (only with scripting) sometimes I can convert a game in 1 week (using more or less the same method as you but more low-level, with transcoding and MAME-like appoach for graphics), and people are also surprised by the speed. But why spending 3 years re-doing/porting something that already exists? Keep it coming. What I'd love to see is the Bitmap Bros games done. Not sure Mike Montgommery would like it though, as Gods & Chaos Engine ports exist and sell on steam (it's a scam: no extra levels, same exact graphics, except for Gods where you can choose shitty unity crap graphics instead of original). Also Cadaver, but with A.I. enhanced graphics (more colors).

actually thanks to you I could "recenter" Commando that didn't require horiz scroll so at least that is fixed with no performance hit

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this is a great process (for a great result). How much time does it take to port a game like this? How are you handling the custom chip read/writes? And how can you do widescreen when the scrolling of those games is super-optimized not to have a lot of data on screen? I suppose you have to throw all the code away except for the high-level logic, which takes a lot of RE time.

I know but that's the classic issue when the game scrolls laterally but you're using fast fetch mode on AGA: screen is shifted by 64 pixels.

Now for Commando, I can get rid of this and I will.

I think problems you're mentioning are fixed now.

yes, it's really a good game, but there are a lot of small annoying issues. I hope to publish a new version at the end of the year.

I've upgraded the startup, can you check the new .adf?

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laser or "bomb", the "pow" power ups add one each time. One of the fun parts when playing for score is to shoot the enemies when they're aligned (turtles for instance) for more points. See attract mode to see how.

nope. Manual disassembly. For that one, Mark (tcdev) did a very good job so it was even faster.

yes, several. But I can't really say which one will emerge at the moment.

if anyone provides the .mod C64 style I'll make an effort to include it. In the meantime, let's just wait for IM76 recreation of the original arcade tune which is pretty good.

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With some training, I could complete one loop. I had never played this game before converting it :) You seem to have missed a lot of features: egg, second button for flashlight for instance.

Yes, it's seriously considered. I have Rally X in the works which uses the same layout.

Yes, it's seriously considered. I have Rally X in the works which uses the same layout.

yes it is released

thanks!

it was done for a while but didn't take the time to update the adf version. Only CD32 classics had a better version

it's completely random. On the arcade version you can have the shield on level 5 or even on level 4 but it's not guaranteed either. Sometimes the bonus can be lost, or worse the game can give you ... the stupid axe. The dragon can be defeated by anything. The shield is required for the 2 satans on level 6, and for the final boss of course. Disclaimer: I never could get past the 2 satans with the shield without cheating.

thanks. TBH I never played it until last month. In easy mode I can reach level 4 quite easily now and I could beat it twice.

CD32 version offers a startup menu where you can adjust some settings. Else it's in whdload splash screen

damn I should have checked this earlier. I can reproduce the issue, thanks!

CUSTOM1 needs to be set for that (or in whdload splash screen). Else keys will be inactive. Set CUSTOM1=16 to enable the keys (F1, F2, F3)

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yes, but I cannot reproduce it. Is it on winuae? which setup? which winuae version? works fine with winuae 6.0.2, and on real machine

oh and level 6 bug has finally been fixed!

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You need to set CUSTOM1=16 to enable cheat keys (or tick "cheat keys" on whdload menu). At some point I will create a in-game menu to general demand :)

thanks! Double Dragon 2 seems way more challenging. More sprites, faster action. Possible if I can speed the first opus to some point.

ah that's expected, I will fix this.

this is a tough game all right! needs a lot of training. And yes I will continue converting. Not planning to stop yet.

stereo in a bad way. Amiga has 4 mono channels, and most games don't use stereo effects, it would waste too many channels.

well, the game uses sfx only on one or 2 channels, and there are priorities so everything can more or less be ok on 4 channels. So sometimes there are compromises.

thanks I'm adding this to the distribution

it has nothing to do with the archive. But the .info file points to Rocnrope.slave it should be changed to either _aga.slave or _ocs.slave

I think AGS is buggy. It uses some async IO that fails randomly. Worked on my real console and also on emulator.

I don't know what you mean? just ran the menu and the image appeared.