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LC-Games

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A member registered Apr 12, 2020 · View creator page →

Creator of

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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.

I tried with WinUAE 4.10.1, and the top scores are still saved. It's a slightly older version, but it's the one I have on my PC. I normally use FS-UAE. Perhaps some settings in your emulator is preventing it from saving? Or, for some reason, has the MikeMech.adf file been set to read-only?

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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?

I'm glad you find it entertaining. And thanks for the support! ;)

Thanks for spreading the word! ;)

Thanks for the appreciation and, as always, thanks for the video!

Thank you so much!

Thanks!

The arcade style is what suits me best, and I'm glad it's evident.

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?

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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?

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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.

Maybe one day I'll consider it, but I really have so many other things with higher priorities to think about.

I'm glad you liked it, thanks for letting me know!

Glad you like it! ;)

It's the G key.

Have fun!

May the best man win!

Thank you for letting me know how much you appreciate it. I hope you'll find the time to play a few games and enjoy it.

I'm so happy to hear how much you appreciate my work and the attention to the details I've put into it, staying as faithful to the original as possible. Thank you for letting me know, and of course, thank you for your donation.

Glad you appreciate!

Much appreciated, thank you.

Much appreciated, thank you.

Much appreciated, thank you.

Thank you for supporting me.

Thanks! Much appreciated as always!

I'm so glad to hear that! Thanks for letting me know.

Thank you for your consideration!

I'll take your request into account, but I have so many other things to do, and this isn't a priority.

Unmissable contribution, thank you!

Thanks so much! I'd already seen the video anyway. ;)

OK, I tried seeing how the symmetrical mazes turned out, and they're not as bad as I feared. So download version 1.10, which also features a few other small changes, and enjoy!

Thank you for the video.

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.

Thank you for appreciating my work.

On the other hand, I must also admit that I hardly follow the ZX Spectrum scene at all.

Regarding the ghost AI, their behavior remains unchanged; it is not taken into account whether a wall is short and linear or long and winding.

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.

Thank you!

Attract mode has just been added. Download version 1.4.

Glad you like it!

Thanks for the confirmation!

Regarding your question, the answer is no. The game always remains in C128 mode; it simply doesn't use the VDC. To be honest, I've only acquired a superficial understanding of the machine, just enough to convert the game to run natively, so I can't tell you more.

I'm glad you like it. I'm waiting for someone to tell me the game runs perfectly on a real C128. Can you confirm this?

If so, let me know if it works, because I've only tested it on the VICE, not having a real C128. To be honest, I don't even own a real C64, at least not yet.

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I did it! It took several days of study and work, but I finally made your wish come true. I hope you and the C128 community will be grateful. 😉