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jotd666

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

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yeah, good graphics, but I never could get the hang of it. It has a energy bar so it's not one hit death (or 2 hit death like Ghosts'n'Goblins) but the game doesn't seem fair. I had a friend who excelled as such games. He completed Xain in the arcades as well as ... Jail Break. Note: he also loved Brat on amiga. Go figure.

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and Amiga version of Xain aka Soldier Of Light sucked shit! another disappointment.

great to see an expert player able to complete the game. Better even, the amiga version!

You may have noticed the bug at level 6 when the unicorns just go away. Hard to fix, probably very vicious. Apart from that best experienced in NTSC.


About Ghouls'n'Ghosts I'm sorry to say that it's not planned. 1) Not my cup of tea and 2) super hard to convert properly compared to that one. The amount of stages & huge bosses are just insane.

I'll see what I can do.

Xain'N'Sleena was the absolute nightmare for me. I suck so much at that game despite numerous attempts to complete it. But it's a nice idea.

switching "up" and "second button" is super simple, but that won't help people with 1-button joystick I'm afraid.

Ghouls'n'ghosts has been requested many times already. It is an even bigger challenge (which partially explains the bad port), plus I'm not too fond of that one, so I'll focus on games I want to see.

good! I'd like to hear about it.

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Because of the ladders, it would need some extra logic to replicate what Elite originally did for amiga Ghosts'N'Goblins. Personally I found the controls super frustrating with 1 button.

it's the original control method. What's wierd is "up for jump" for most amiga platformers

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I saw that. Thanks a lot!

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I've configured stripe, it should work in a few days using credit card

about the payment, I don't have a say on how itch.io handles things.No worries, enjoy the game.

expected: AGA 64 bit wide scrolling does that. Until I fix a fix (is there a fix?)

can you point to a .lha file that works? I don't know AGS.

on the contrary it should be faster. Damn.

just remove startup sequence altogether and put only one line: Donkey_Kong CRAZYKONGLEVELS

if someone packages it, probably. I don't know about the A500 mini, but there game comes as .lha with whdload, which the A500 mini supports well. I'm pretty sure someone can help you out.

Hi,

Any 68020, with - added - fast memory can run most of my ports. Gyruss, for instance, struggles slightly on A1200/020 no fast, so on A600/020 with fastmem it will run very well. Same goes for all ECS games (except maybe US Champ vball because you need 2MB chip to run it). I'm interested in the results but 68020+fastmem is the killer machine for whdload/games.

v1.1 fixes cement factory on A500. Please have a try and report results.

good news I found a way to make the level 2 faster. Update released, please test and report.

thanks. The SFX are played mainly on channel 3, where less important notes of the song are played, using priorities. Important but rare sfx like xtra life are played on channel 2. It still needs some tuning but getting there.

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I don't see the reason of the controller issue. My other ports have issues too?

For the scrolling, try 50Hz mode if your machine can bear it. Not sure if I can do better with my bad democoder skills. Someone suggested NTSC too. Worth a try.

the download link will be back soon.

Wardner is currently re-done using Scorpion by someone else. 

it's great, but 2 player mode needs rework as it blinks like crazy (I know why!)

ok I see. You can insert coins using "fire" too and start game with "up" and "down". The keyboard is fully optional.

2P mode is already working on my dev version. I'll work on the performance too.

i don't have the A500mini so I think I can't make a working lha, not without testing no.

CD is designed for CD32 (real or emulated). If you want a compilation for winuae, maybe you could get a HDF or lha (still to be created), or individual games on this page.

ben check les repositories. Je pense qu'il y a de bons candidats: Mrs Pacman (pas un transcode), Amidar (pas un transcode), lock'n'chase, burger time, pooyan, galaxian, galaga, phoenix, donkey kong, bagman/superbagman, karate champ, pengo (tous des transcodes, avec une très bonne séparation entre code du jeu et update des sprites et hardware layer en général. D'ailleurs Galaxian a été porté sur Neo Geo avec ce code. Si tu as des questions, fais des issues sur le github correspondant.

Hi,

it's a dipswitch setting. You can have the same behaviour in MAME. I forced that but yes, I could put an option.

salut, ça te dirait de porter des jeux sur ST sachant que le code 68000 transcodé du vrai code d'arcade existe et permet de faire tourner les versions amiga ? https://github.com/jotd666

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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