Thanks for video :-) Marry christmas!
tukinem
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Thank you for your positive comment :-) There is no difference. These are floppy disk numbers, because the game is on two floppy disks. The first one is for running the floppy disk version, and the second one contains the hard disk installer and the rest of the files necessary to run the game when booting from a floppy disk.
From the outset, this game was designed exclusively for AGA. With 256 colors displayed automatically, there is no chance for an ECS version. The main character and the bottom bar consist of approximately 35 constants colors, while the rest of the 256 colors change depending on the location. In addition, Fetch mode is used to speed up drawing in the game. There are poor multi-color games that require AGA, here we have 256. In this case, switching to ECS is out of the question. Besides, it's 2025 (soon to be 2026) and pretty much every self-respecting Amiga user has an A1200, and if not, they have an emulator. I don't divide players into ECS and AGA.
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Wystarczy zebrać 3 chipy, aby móc przejść poziom. Musiałbym sprawdzić, czy czasem nie trzeba konkretnie zebrać tylko trzech chipów. Pamiętam że sam nie wiedziałem jak jest w wersji PC, pytałem Macieja Miąsika, który ją pisał, ale nie pamiętał. Musiałbym zajrzeć do swojego kodu.
Jeśli chodzi o drugą sprawę... Nie mam Amiga Forever. Wszystko robię na ręcznie konfigurowanym WinUAE. W razie jakbyś miał pytania, to możesz na maila pisać: tukinem@interia.pl
Problem rozwiązałem już. Jeszcze tylko przetestujemy, czy wszystko jest ok i wyślemy poprawiony ADF na maila. Dodałem też wykrywanie procesora 68060 w levelu wstępnym. Aby to jednak zadziałało, grę trzeba uruchomić spod systemu, żeby była wczytana biblioteka 68060.library. Uruchamiając natomiast z bootującej dyskietki bez systemu gra wyświetli że posiadamy procesor 68040 przez brak wczytanej biblioteki procesora.
Co do tych chipów, przejście do kolejnego poziomu odblokowuje się tylko wtedy gdy posiadamy w ekwipunku 3 karty chipów.
Przyznam szczerze, że teraz nie pamiętam, czy zapisywałem zebrane chipy przez gracza. Zaskoczyłeś mnie i faktycznie to byłby fatalny błąd... podam Ci sposób na przeskok do kolejnego poziomu, dzięki czemu będziesz mógł grać od każdego poziomu od którego zechcesz. Wciskasz jednocześnie klawisz E+M co przeniesie Cię do kolejnego poziomu, a ja obiecuję że przyjrzę się temu problemowi.
Thank you for the gameplay video ;) it's a pity you didn't try the mini-games, which are now only manually activated with F1-F3 keys. They will randomly start during gameplay, but for now you manually start them. I especially recommend the F3 key, as I used the copper mirror effect in the minigame :-)
Here: https://retronics.eu/?a=item&id=392&l=pl :)
But now only digital version is avaible.
I will contact Fabry Amiga Vault, because he created the WHDLoad version. Try running the regular version of LhA/ADF from under the system and let me know if it also causes errors, as it will be relevant whether the error lies with the WHDLoad version itself, or if I made a mistake somewhere. I don't own a TF1260, so I have no way to test, but thanks for the information.
Hey. Thank you for purchasing the physical version of the game. The WHDLoad version is just a demo version and is available here for free without having to log in to FB. After purchasing the physical version from the store, you should receive the digital version in ADF files to your email. Yes, there was a small update here, but practically it was a small insignificant fix. Light cosmetics of appearance not affecting gameplay.
Testing the map is done 'manually' as in the original. After creating a map in the editor, we select 'TEST' and if we pass the map we created, the editor then asks us if we want to save it. If we confirm at this point, the map can be used in tournament/single play. If we manually select to save the map, it will save, but we won't be able to play it until we test it. This was the case in the original version.
The game references both Robbo from Atari and the first part of Amirobbo, which some people don't like. The first 10 levels feature levels and refined graphics from Robbo from Atari XL. The next 10 levels are levels from the first part of Amirobbo along with graphics of that game. Only from the 21st level do the “new worlds” begin. I'm glad you like the game. I wish you a lot of fun :)
Thank you for your positive feedback :-)
Unfortunately, the lack of music in the game is due to the limitation of 512 kB RAM chip. If I were to introduce music during the game, the minimum requirements would automatically increase.
I encourage you to play the full version, which has 50 other levels in the story mode, and additionally DLC packs will be created for the game. There is also a DLC Maker written, in which everyone will be able to create their own 20 levels as a DLC pack with their own graphics and their own sounds in the game :-) The premiere of the full version will be on Christmas.

















