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Old 06 May 2024, 09:51   #21
DanyPPC
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Tested successfully on:

- WinUAE 040/Jit OS 3.9
- Amiga 1200/030 OS 3.2
- Amiga 1200/060/PPC OS 3.9
- MiST Minimig AGA core OS 3.2

It doesn't work on Apollo V4SA, like Frogger 500.
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Old 06 May 2024, 10:56   #22
PascalDe73
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Tested successfully too on My :

- A500 Rev.6A (512+512) and a ACA500Plus 68000 @28MHz 7MB Fast OS HYP. 3.1.4.1
- A1200 GVP A1230 Turbo+II 68030 @40 Mhz 32 MB Fast OS HYP. 3.1.4.1

I saw that Joystick support to do...

@DanyPPC

Nice Icon... Many Thanks.
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Old 06 May 2024, 11:29   #23
DanyPPC
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Thanks, it's a simple glowicon
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Old 06 May 2024, 17:38   #24
TCD
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Quote:
Originally Posted by malko View Post
So theoretically it would be possible to add an entry on HOL to keep track of started project. Is it worth of it, I don't know ?
There will be a different solution for the problem
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Old 06 May 2024, 21:05   #25
Seiya
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one things about version:
ADF version in itchio is indicated 0.9, but in the game is 0.8
WHDLoad version is corrected (0.9)
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Old 06 May 2024, 22:08   #26
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Too many unfinished projects. If HOL had an entry for each of them it would be a mess.

That one will be completed for sure!
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Old 07 May 2024, 04:49   #27
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@JoeJoe

Great job! Looks promising!
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Old 08 May 2024, 00:08   #28
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Tested it on the real machine and got access fault after a while (whdload).

Too bad as it seemed smooth and super playable. I recognized the same swarm sound loop as Galaxian. They really didn't bother with sfx
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Old 08 May 2024, 11:31   #29
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I ripped every SFX from MAME and converted it with Audacity to finally create the samples in ProTracker.
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Old 08 May 2024, 13:22   #30
DanyPPC
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Quote:
Originally Posted by jotd View Post
Tested it on the real machine and got access fault after a while (whdload).

Same here with a Blizzard 1260
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Old 08 May 2024, 13:24   #31
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Quote:
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I ripped every SFX from MAME and converted it with Audacity to finally create the samples in ProTracker.

The droning sound loop probably changes frequency like in Galaxian. I've handled that by using the same sample, but with different length parameters depending on the phase of the game. It's not perfect as it clicks and length should be adjusted on zeroes.

I'll get hold of the exact error if you're interested.
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Old 08 May 2024, 16:05   #32
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I'm interested in errors.
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Old 09 May 2024, 16:54   #33
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Is the demo available for download?
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Old 09 May 2024, 18:35   #34
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yes on https://rmjoejoe.itch.io/kingandballoon500
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Old 09 May 2024, 18:49   #35
Retroplay
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There doesn't seem to be a download link there, not anymore.
v0.9 used to be there, though.

Unless, it requires logging in to itch, Idk.
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Old 09 May 2024, 23:50   #36
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logged in but still no link, i did have the old previous link
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Old 10 May 2024, 11:35   #37
JoeJoe
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First of all, I have to apologize for this. I'm currently having big problems with the SFX. The code looks clean and good, but unfortunately the result is not satisfactory. The last debugging sessions were unfortunately unsuccessful. And I can't find this sporadic bug!!
I don't want to release this version. The QM department didn't do its job, oh well, that's me.
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Old 12 May 2024, 15:45   #38
CCRider
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Quote:
Originally Posted by DanyPPC View Post
Same here with a Blizzard 1260
...and same here on a TF1260 (KS 3.2.2 and latest WHDLoad).

NOCACHE and EXPCHIP tooltypes don't make a difference.
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Old 15 May 2024, 15:58   #39
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I have just released a new beta v0.92. I hope most of the bugs are now fixed.
I am also happy to receive error logs.
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Old 15 May 2024, 17:28   #40
DanyPPC
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Thanks JoeJoe, time to test.
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