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jotd666

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

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yes, thanks,it's now fixed in v1.01, available

thanks, found the problem, fixed in v1.02

this whdload slave doesn't work for me. It crashes with an access fault.

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Damn you even coded the owl that appears when you shoot tombstones, and the frog. It's insane!

that's great. I had written a whdload slave where they were fixed, but I'll update it, hoping it's the final version.

I just tried it on my real amiga wow that's super impressive, coming from someone who knows the original very well! the only thing that is missing is the ability to shoot while tapping the joystick for faster shoot rate. Incredible for a game that doesn't even use the arcade code. Bloody well done!!!

great conversion! I noticed that you are using some instructions without A6 being set to DFF000: ex here: MOVE.W    #$4000,(154,A6) but A6 is garbage as this point so it has no effect except access fault! Found 2 occurrences of that in v1.2.

I think that's an original game bug; The controls will be fixed in a few, that's my end.

sorry for not replying earlier. Yes, it's the final version. I found control issues I'm going to update it.

There's random involved that's for sure. The source of the project is here https://github.com/jotd666/phoenix

superb arcade feel

you're right. I had overlooked this. The next version will have this fixed.

ah I broke that. Now fixed in development version. I'll fix a few more things and update

Hi, It runs with vanilla A1200 no fastmem so 2MB, no fast. I'd like to do a ECS version later.

yes, someone proposed a fix on github! that's awesome.

thanks for showcasing it!

the new version also allows the ECS version to run on 1MB with the same features. So that was worth upgrading.

I have fixed the bug!!

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I confirm a problem after 2 attract loops. Access fault for me, but anyway, something is wrong (tested on AGA)

you can destroy your keyboard instead :) The joypad mode allows the use of buttons, which is less destructive too.

there's a OCS version now.

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This is now fixed in latest version (1.04), thanks for reporting it.

https://strategywiki.org/wiki/Hyper_Sports: 

The Commodore 64 version is the only home conversion that is accurate to the arcade version. The other home conversions done by Konami and released in Japan differ from the arcade release to various degrees. The MSX conversions are released across three volumes, the first of which only includes the long horse from the arcade game. The other events are High Dive, Horizontal Bar, and Trampoline

So yes, totally!

ATM yes. Not sure if I can squeeze it to ECS

glad it worked (why? I dunno). Thanks for the donation & feedback

Hi sorry to hear that. Is that whdload? have you tried 1.03?

mmh no thanks. I'm running my personal arcade projects and not coding anything: "just" translating logic from one CPU to another.

new version defaults to 25 fps and runs fine on any turbo card.

Yeah, I try. That one unfortunately needs 2MB but it's not too shabby with its 32 colors.

yes, certainly!

it only runs using whdload. There's no icon, so it runs with command line ATM.


whdload us_champ_vball_aga.slave preload

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I have reverse-engineered the Z80 code (2010 too, for a PC remake), too bad :). Also did the amiga conversion using this same code for 1:1 playing experience.

I think Pacman is the only one that only requires 512k :) Try others like Pooyan or LockNChase.

have you tried some other games by me? what happens?

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4 attached sprites for cops, using 16 colors. Rest is blitter.

great! good that you can enjoy it

better late than ever. The source of the game is on github: https://github.com/jotd666/scramble500

Excellent! is it using the original code?

Have you tried from the whdload slave ?

Almost completed the amiga conversion now. Your is impressive. Did you use the original 6502 code?