Sweet game. Made some box art for it :)
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This is wonderful, and seems to have a significantly improved framerate over the last beta. Super Xevious works fine for me, unlike TjLaZer's experience, but I've noticed two small and insignificant bugs when running on Amiberry.
When playing Super Xevious the "Super" is missing from the title screen (even though it's shown in the video on this page), and when playing either game I don't get the credit sound on adding the first credit, only on the second and subsequent credits.
Neither of these are at all important but I thought you'd want to know about them anyway just in case. This is a superb port, and one I would have dreamed of back in the day. Compared to the version that came out for the Atari ST it's almost comical. Well done to both of you.
What should I be running this in? FBNeo doesn't seem to recognise either the .NEO or .ISO files, although it claims to recognise some kind of Xevious ROMset, and lr-neocd doesn't recognise the ISO either.
Sadly none of these downloads work in Amiberry. I strongly suspect it's because they have an extra layer of folder compared to all my other working LHA installs. Is it possible you could upload versions without the extra wrapper folder?
CURRENT CONTENTS OF LHA:
- SkillGrid (folder)
--- data (folder)
- data (folder)
Oh wow, I absolutely LOVE this. The Speccy doesn't have a really decent Frogger and this is pretty much already the #1. Using character-square graphics to get the screen dimenions right is a genius idea and it really looks and feels like the arcade.
I very much hope you can track down the bug as it's annoying having to remember where you've landed frogs, but this is just a great piece of work beautifully presented.
(Only thing I don't like is four lives. What arcade game ever started with four lives?)
It was always really weird that the C64 didn't have a version of this game when Parker Bros brought it to so many other formats, but it was worth waiting the extra 35 years for this stunning recreation. It's got to be in with a shout as the most accurate C64 arcade port ever.
I mean when I punch someone and the hit indicator flashes up, the impact sound doesn't come along until half a second later. Config file is as follows:
config_description=Configuration for disk 'AGA'
; *** Controller/Input Configuration
joyport1_amiberry_custom_none_north=Joy2 Fire/Mouse2 Left Button
joyport1_amiberry_custom_none_south=Joy2 2nd Button/Mouse2 Right Button
; *** Host-Specific
; *** Common / Paths
; *** Floppy Drives
; *** Hard Drives
; *** CD / CD32
; *** Display / Screen Setup
; *** CPU options
; *** Memory
; *** Chipset
; *** Sound Options
; *** Misc. Options
Keyboard control does the same thing. (I'm playing on Retropie via Amiberry, but I've never had the problem with any other game. Control on the Amiga port of ST Super Sprint, for example, is tight as a drum.)
You can actually see it happening on the video someone's posted on this page. It only seems to happen after a "full steering lock", small movements are fine. But if you do a full turn the car flicks back maybe 10-15 degrees the other way when you let go, and it really screws the steering up.
This is a lovely-looking port but it's almost unplayable due to a weird control quirk whereby if I turn left and then let go of the joystick, the car does a little slew to the right all by itself. Any reason for that?
Smashing port, maybe a little easy but very nicely done.
A little tip for anyone playing on Retropie via lr-VICE: switch Options>Automatic Load Warp to OFF or the whole game will run at about 20x speed - for some reason the warp doesn't switch off after loading as it does with most games. You can still set a manual warp key to speed up the loading.
I had the opposite - twice in one game I was showing 0 ships in reserve, got killed, and actually still had another life. (The number of ships was correct, it was the display that was wrong.) Haven't been able to reproduce it, though - I thought it might be if your Challenging Stage bonus took you through the extra-life threshold, but it isn't that.
Very good indeed so far. I've encountered a bug where the Boss Galaga and my captured fighter were the only enemies left onscreen and the boss refused to attack for over a minute, so eventually I had to shoot them both in formation to progress.