Could you try launching the game from the shell (CLI) instead of double-clicking the icon? Just type the executable file name and press Enter. If that still doesn't work, try increasing the stack size (the default should be 4096), for example, by typing "stack 32000" in the shell, and then restart the game.
LC-Games
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So, we've established that the game works on your Amiga. Now, as you say, it could be a conflict with some utility in your operating system. Could you tell me if the game crashes immediately upon startup or if it does so later? If it crashes immediately (as I imagine), does it at least display a black, blank screen? Could you also see if the game still crashes by disabling the screen saver?
The game actually already manages everything internally. If it detects that the machine is running at 60Hz, then the game runs at 60Hz (which is the intended speed). If it detects that the machine is running at 50Hz but can run at 60Hz, then it prompts the user to press the left mouse button to play at 60Hz or the right mouse button to play at 50Hz (in which case the speed is increased by code). For machines that can only run at 50Hz, the game speed is still increased by code to emulate 60Hz.
Or did you mean something else?
I'll start by saying that I have some experience in pure programming, but I'm not entirely familiar with all the Amiga hardware variants.
That said, I've tested the game on my real A1200 and on various emulated machines, such as the basic A500 (only 512KB of Chip RAM) and the A600 itself (with 1MB of Chip RAM), and it works perfectly.
It's really difficult to figure out where the problem might be. Could you tell me if the game crashes immediately after loading or if it happens later? Could you give me the Guru Meditation code?
I tested the game on a real A1200, both hard disk and floppy, and the top-scores are saved. I did the same thing emulating an A1200 (with FS-UAE), also hard disk and floppy (.adf file), and the scores are saved. I also tested it emulating a basic A500 directly to the .adf file, and the scores are also saved.
Can you tell me if you're playing on a real or emulated machine? If so, which emulator are you using?
Anyway, thanks for the compliments and support.
Initially, all the shapes were supposed to be blue, but then we realized that when the ghosts became edible and therefore blue, they blended in quite a bit with the walls, especially if they had a solid shape. You'd notice this too, especially in the first bonus round. So, in the end, we decided to use a different color, brown, for the walls in shapes 2 through 5.
Someone else in the past pointed me towards LeBron's maze generation (maybe it was you again?). It's certainly interesting, and I believe there are several other algorithms for generating mazes. On the other hand, the algorithm I came up with also allows for longer and more complex paths, which is exactly how I intend it. It's actually a slightly different algorithm from the one I used for Lady Pac, where the wall "pieces" are more similar to those in the arcade versions of PacMan and Ms. PacMan. I hope you like the solution I used, though.
































