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Nebulon6

7
Posts
A member registered Nov 02, 2021

Recent community posts

Just when you thought it was over.... 

I decided to give it one more try -- this time on real hardware. Arrrggg!

Yep, it freaked out, and in a big way. 

This is turning into the magical mystery phantom bug for sure!

https://youtu.be/Fwf3ORAOI3o

Okay, I think I might have something useful for you. Here's the emulator settings I was using:

Emulator: WinUAX

CPU: 68000

CPU Speed: Real

CPU Compatible: No

Cycle Exact: No

Video Chipset: Agnus

Video Mode: PAL 50Hz

Chipmem Size: 512k

Fastmem Size: 0k

Slowmem Size: 512k

Fast Copper: Yes

Immediate Blits: No

Collision Level: Sprites and Playfield

---

When [CPU Compatible] is switched on, it seems to run perfectly. No graphics glitches at all. Toggling the other settings didn't seem to make a difference; only the CPU Compatible switch seemed to help.

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Thank-you so much for adding the on-controller cut scene skip function. Greatly appreciated. 

I was able to get it to freak out under emulation. However, on a real Amiga 500 I couldn't get it to show any signs of graphics corruption. So it looks like it's more stable now. Here's a new video: https://youtu.be/q09tMesoNK4

Here you go: https://youtu.be/Xj7DhdEZOuc

1) I guess I'll have just park myself closer to the computer when using a controller  :-]

2) Looking forward to this, if you decide to go implement that.

3) No worries. Keyboard input and config keys are a nice-to-have and not a biggie.

As for the tearing, I'm seeing pretty extreme tearing and phantom pellets in-game for levels 7, 12 13, 15, and 18. I haven't made it past 18. It seems to be the worst when fruit appears (fruit also wanders through walls). I'm using a PAL Amiga 500 (I suspect this only works in PAL mode anyway). Not sure what's setting this graphic bug off. I wish I could tell you more about it, but it's borderline-intermittent. I do know that the maze returns to normal after the character dies and is regenerated. So the 'refresh' of the board does fix the graphical issue. Although I did work for Nintendo at one time, I was purely a graphics content guy and not a coder, so I'm kind of clueless from a pure debugging standpoint.

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Time Pilot (and TP 84 are both high up on my list of arcade greats). I've always hoped someone might take a stab at making more levels for Mr. Do (another Z80 game). The existing arcade levels have paths carved out in the background of zero through 9. What if there were additional levels using A through Z as the pattern? Just a thought. Or maybe a level editor and the end user could make and save levels and post them online for others. Nothing complex mind you. I'm thinking of an even simpler editor than Lode Runner. Again, great work and awesome attention to detail. The tightness of control in Ms. Pac-Man Amiga is the best I've seen. Perfect for twitch players.

Fantastic port of Ms. Pac-Man.

I did, however, note screen tearing on the second cut scene, as well as on level 7, 12, 13, 15, and 18. I was running it on both a stock Amiga 500 with 512K Chip and 512K Slow (real hardware), as well as on the WinUAE emulator for XBOX. Both exhibited similar behavior, including phantom pellets and fruit passing through walls. I was using the 2021-10 version.

If you do decide to go back into the code, here's a wish list:

1) Ability to skip cut scenes using the pause button.

2) Multiple skill levels.

3) Alternative of keyboard input with define keys option.