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#21 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,651
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This might work on a CD32 using CD32Load already. Have to check though.
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#22 | |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Quote:
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#23 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,651
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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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#24 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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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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#25 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,460
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The magazines said the big difference between Jurassic Park AGA and the unpublished Jurassic Park CD32 was the intro and the extro animations/video plus CDDA from the film (presumably the John Williams OST).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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#26 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,367
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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
![]() AGA games can run on CD32 using CD32load but it's really a shoehorn. |
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