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Old 12 June 2017, 16:55   #21
Amiga1992
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This might work on a CD32 using CD32Load already. Have to check though.
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Old 13 June 2017, 02:25   #22
earok
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Quote:
Originally Posted by Akira View Post
This might work on a CD32 using CD32Load already. Have to check though.
Yes, it seems JOTD updated the whdload slave itself for CD32Load compatibility - http://www.whdload.de/games/JurassicPark.html
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Old 13 June 2017, 17:45   #23
Amiga1992
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So what was extra in Jurassic Park CD32 that would need to be added for a complete "port that wasn't"?
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Old 14 June 2017, 04:44   #24
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I'm really not sure.. controls would be the most painful thing to adapt as you've got the top down segments, FPS segments, keycode entry segments etc. Maybe there was a mag preview somewhere outlining the differences between the floppy versions and the expected CD32 version?
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Old 14 June 2017, 13:08   #25
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The magazines said the big difference between Jurassic Park AGA and the unpublished Jurassic Park CD32 was the intro and the extro animations/video plus CDDA from the film (presumably the John Williams OST).

Amiga Dream Issue 1 page 67
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Old 14 June 2017, 20:49   #26
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JP AGA runs on a CD32 with CD32load, but yes, there are too many keys to be mapped. It works with an attached keyboard, though whdload version doesn't. and it needs the latest slave that doesn't clear some memory zone so CD buffer can be located here.

AGA games can run on CD32 using CD32load but it's really a shoehorn.
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