10 April 2019, 14:55 | #1 |
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Total Carnage CD32: Special Edition
Ok, it's finished. This was only ever intended to be a short term project, but I ended up doing a lot more tweaks than I had originally intended.
GAMEPLAY:
BOMBS: As per arcade game -
CONTINUES:
GRAPHICAL FIXES:
AUDIO:
DOWNLOAD: CD32 - https://mega.nz/#!IupDgCzD!seFxpxfZW...vX7IOfmQvKTNVE LHA - https://mega.nz/#!JnglTKTQ!BbXFL2onV...45aqDsBCnNN80Q Last edited by earok; 25 April 2019 at 10:18. Reason: Officially launched |
10 April 2019, 15:34 | #2 |
Ex nihilo nihil
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Thanks for that earok !
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10 April 2019, 15:42 | #3 |
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I salute You for picking that game. I made a mistake in my life and it was buying that game. I play it till I finish it, sadly never got chance to enter dome and never back to it. Till this day, maybe I will try it again after all that years. I must ask You - why creating SE version for this game?
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10 April 2019, 21:48 | #4 |
Freak
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@earok: Thank you for "remastering" this game. Yea, the difficult of it makes it before very unfair.
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10 April 2019, 21:50 | #5 |
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Many thanks ;-)
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11 April 2019, 01:09 | #6 |
J.M.D - Bedroom Musician
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Am doing something for a third party that requires me to do 20k mods, let me see if i can use those methods to churn up something good for ya
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11 April 2019, 03:53 | #7 |
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Thanks guys
@JMD Sadly the crash seems to happen regardless of the size of the MOD file I'm not exactly sure why, but the game fails to allocate memory under certain conditions only if there's something running in the background. This seems to happen regardless of how much RAM is actually available. If someone ASM savvy wanted to take over and properly add tracker music into the menu and/or game itself, I've got disassembled source code I could bundle up and share (since it's disassembled, unfortunately 99% of the labels are set to automatically generated placeholders, so you'd need to figure those out) |
11 April 2019, 10:14 | #8 |
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Ok! Time for an update.
@JMD I resolved the music issue. Currently the game has the music that came with the "Total Carnage Plus" version (in menu, cutscenes and loading scenes only). If you'd like to provide a different mod file, I'll happily receive it for the final final release just replace music.mod in the folder with a different one if you wanted to try it out. This version has been minimally tested - I'd love to receive any breaking bug reports before treating it as final. (Downloads removed, latest version on top post) HDD version is the same as the CD32 version. It "should" work on Workbench (it does on my configuration with some glitches) but that isn't guaranteed. Last edited by earok; 16 April 2019 at 14:34. |
11 April 2019, 11:38 | #9 |
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I watched some video about this game a few days ago, I played it on the Amiga when it was released and remember it was quite crappy, didn't realise back then that it was actually an arcade game though. The AGA version looks terrible, maybe in the future the gfx could be replaced/improved too?
I'm gonna try your enhanced version. |
11 April 2019, 12:37 | #10 | |
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Quote:
Hope you can enjoy it anyway. My changes aren't major but (IMO) they do make the game a hell of a lot more tolerable. |
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11 April 2019, 20:09 | #11 |
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thanks EaRok, i will give a try tonight or tomorrow with the HDD version with the TF330, i will see if i'll burn a CD (if you send me blank CD ) , my memorries about this game is that he had potential ruined by a asthmatic gameplay from hell , but for you, i will test again.
edit : tested and approuved, working like a charm on CD32 TF330, no glitchs, music working great on intro and in menus gameplay sucks Last edited by thairacerjp; 11 April 2019 at 22:11. |
12 April 2019, 02:55 | #12 | |
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Quote:
Haha.. I don't know, I still find it kind of fun (at least now that I can beat the damn game). But I'm somewhat biased towards that genre. If there's any minor tweaks you can think of that could improve the gameplay, I might be able to slip them in. |
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12 April 2019, 07:23 | #13 |
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anyway, i like this sort of game, not much more on Amiga (ikari warriors, warzone) but it's the control who, i think came from the arcade "smash tv" game, The left stick moved your character and the right stick fired, so if you could do something for more easy control and the ennemies goes little bit to fast !
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12 April 2019, 08:39 | #14 |
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Dual stick probably is a little beyond what I could hack into it, but I'm up for tweaks to make it easier (not too much easier, but oddly there's certain elements about the arcade game that are actually easier than the Amiga version - enemy bullets are slower and mines are much more useful since they detonate almost immediately. So any minor changes that bring it more inline with the arcade machine, I could look at)
I might do maybe just one more update - if JMD has any music for me, I'll chuck that in, do a readme, put it on earok.net and that'll be final release |
12 April 2019, 14:38 | #15 |
Ex nihilo nihil
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A gave a quick go here on the HD version.
Everything is working fine (played up to the pink slime on the tank). Controls are responding really smoothly. I quite dislike that enemies can walk on mine and not die. Also dislike that enemies can kill you even when they are dying (on the blood explosion phase) ?? Strange. Otherwise I think this game is worth a play in the EAB competition due to his hardness Will propose it if not already played. |
12 April 2019, 15:27 | #16 | |
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Quote:
I've noticed that the exploding enemies are still deadly (and even more frustrating, they still block shots). I'm not really sure if I can fix that without upsetting the balance of the game. Edit: I played it online via Amiga Live tonight. That was actually a lot of fun. |
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14 April 2019, 14:05 | #17 |
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I thought I better give a quick update, the "final final" version is still coming and there's been a fair few changes since what I last posted. Here's the list of everything, including what was in the previous version:
On top of all of that, I've been talking with JMD about a new soundtrack for the menus/cutscenes. As an aside, I uncovered some easter eggs. It's possible to blow up the radio towers and MiGs with airstrikes, as per the arcade game. This isn't documented in game (maybe in the manual), and is frankly a little useless but a really cool effect. I wouldn't have known about it at all if I didn't play the arcade game through to try and get a better feel for it. Though the arcade game has even more things you can call airstrikes on, that you can't in the Amiga version (radioactive tower, large vehicles) Another aside, I found that the graphics for warp portals are in the tilesets. Warp portals are used in other versions (SNES/Arcade) to jump to secret levels or skip through the game, but don't seem to be present in the Amiga version at all. I'm pretty sure that they were simply never coded, but it was kind of interesting to know that the warp portals were at least planned. |
14 April 2019, 14:12 | #18 |
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For someone who wanted kind of "SE coding break" , these modifications are quite cooool earok !
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14 April 2019, 16:20 | #19 |
Freak
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The only thing i miss, is an whdl installer for AGA and CD32 Version... But thank you again earok for your work! It's... great!
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16 April 2019, 14:34 | #20 |
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Just a quick note to say that I'm done! Details and downloads in the first post
And, cheers guys |
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