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Old 14 December 2023, 21:35   #21
TjLaZer
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ok I'll give it a try
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Old 15 December 2023, 08:52   #22
kremiso
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ok I'll give it a try
zoned a v2 test adf and updated the post
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Old 15 December 2023, 14:48   #23
albino
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Brian the lion....would be great on ntsc
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Old 15 December 2023, 16:14   #24
modrobert
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Was going to suggest Speedball 2, but noticed it's already NTSC/PAL patched in the WHDLoad slave.

Tested the game on real hardware in NTSC, feels a bit too fast almost (played it a lot in PAL with friends back in the day), but can get used to that.
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Old 15 December 2023, 20:29   #25
kremiso
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Brian the lion....would be great on ntsc
it seems to work already, both OCS and AGA;
the music in the intro is slower, it is full screen ingame, there are some minor gfx glitches;
also music plays faster ingame

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Originally Posted by modrobert View Post
Was going to suggest Speedball 2, but noticed it's already NTSC/PAL patched in the WHDLoad slave.

Tested the game on real hardware in NTSC, feels a bit too fast almost (played it a lot in PAL with friends back in the day), but can get used to that.
i noticed also an US original disk in the Tosec, Konami
i think also this is ok
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Old 18 December 2023, 13:13   #26
kremiso
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Alien Breed 3d is another unlockable, if loaded ingame

it does have an annoying switch back to 50Hz after boot, starting the game, and going back to main menu

---
Crystal Kingdom Dizzy is another
it does crash in system error when loading the level, but ingame works perfectly fine, but sadly just smooth talking

too bad that large box in the upper part of the screen that push the effective playscreen low, so it is truncated a lot at 60Hz

---
Marvin Marvellous Adventure goes into the 'shame' list, cause the i dont know why switch back to 50Hz when a loading occurs

its a shame cause it does use a non full screen image size, and pushed at 60Hz seems doing even better, full screen included (and not truncated)

wondering if a 100% NTSC fixed version can be made, removing those crappy switches

i can upload a test adf if you want check how it does performs, when ingame

Last edited by kremiso; 20 December 2023 at 11:33.
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Old 03 January 2024, 16:18   #27
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Marvin Marvellous Adventures NTSC test adf zoned; A1200 + 1MB Fast required

this badly require a full game fix imo, its fantastic in full screen

Last edited by kremiso; Yesterday at 10:06.
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Old 03 August 2024, 10:38   #28
kremiso
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some other failed AGA titles test :

Alfred Chicken - freeze ingame
Banshee - screen truncated ofc, gfx glitches
Bubble n Squeak - freeze ingame
Fears - freeze ingame
Morph - screen a lot truncated, loadings and dies lock the game
Roadkill - freeze ingame
Skeleton Krew - broken gfx and video
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Old 20 August 2024, 20:46   #29
BlueyDragon
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A tool like this would be really cool, since I recently found out most of the games that I had on the Amiga back in the day were actually European PAL copies that I was running at 60 Hz on my American NTSC machine. I got the NTSC version of Gods, for example, and it ran painfully slow. Then on a lark I loaded up the PAL version of Gods still in NTSC mode, and it ran just as I remembered it! The resolution difference between NTSC and PAL suddenly explained why I had to always mess with the monitor's vertical hold in order to see the green status bar at the bottom of the screen.
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Old 20 August 2024, 22:21   #30
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Urban Strike would benefit from NTSC but the last time I tried to force it the game switched back to PAL (Different tool). WHDLoad patch most likely required for that one.
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Old Yesterday, 00:11   #31
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Urban Strike would benefit from NTSC but the last time I tried to force it the game switched back to PAL (Different tool). WHDLoad patch most likely required for that one.
NTSC WHDload option does work for both Desert and Jungle Strike. Urban Strike doesn't exist for Amiga.
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Old Yesterday, 08:50   #32
Whitesnake
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NTSC WHDload option does work for both Desert and Jungle Strike. Urban Strike doesn't exist for Amiga.
I meant Jungle Strike. Urban was always my favourite and yes you are right it isn't on Amiga. I remember trying to force the CD32 version of Jungle Strike into NTSC and it kept switching back.
WHDLoad wasn't an option there because of only 2MB chip ram and it being the AGA version
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Old Yesterday, 10:23   #33
kremiso
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I meant Jungle Strike. Urban was always my favourite and yes you are right it isn't on Amiga. I remember trying to force the CD32 version of Jungle Strike into NTSC and it kept switching back.
WHDLoad wasn't an option there because of only 2MB chip ram and it being the AGA version
you are right, at least the AGA version is doing that (tried the ipf)
seems there is a single switch back to 50Hz at the Ocean boot logo, but after that the game seems working perfectly fine at 60Hz, despite the image shifted down

i think this is very unlockable
i dont know why that switch back at boot, maybe to avoid the intro plays too much fast

the OCS version seems starting without issues also at 60Hz instead, same image shifted down (ipf test)

---
edited all my previous posts in the thread, as now the stock hw adf's test are into the ftp

Last edited by kremiso; Yesterday at 10:40.
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Old Yesterday, 11:15   #34
Whitesnake
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you are right, at least the AGA version is doing that (tried the ipf)
seems there is a single switch back to 50Hz at the Ocean boot logo, but after that the game seems working perfectly fine at 60Hz, despite the image shifted down

i think this is very unlockable
i dont know why that switch back at boot, maybe to avoid the intro plays too much fast

the OCS version seems starting without issues also at 60Hz instead, same image shifted down (ipf test)

---
edited all my previous posts in the thread, as now the stock hw adf's test are into the ftp
I've definitely experienced more difficulty in the past trying to get AGA games to run in NTSC. Not sure if that is a result of the US market no longer being a consideration or some kind of AGA quirk.

Captain Planet is much smoother in NTSC but you lose some of the bottom character graphic on the screen. The graphic doesn't really represent anything other than fill empty space,
seems like the developer just wanted to use the extra space. I guess an NTSC version would just remove that graphic if it existed.

Last edited by Whitesnake; Yesterday at 12:55.
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Old Yesterday, 11:22   #35
Amigajay
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Originally Posted by Whitesnake View Post
I've definitely experienced more difficult in the past trying to get AGA games to run in NTSC. Not sure if that is a result of the US market no longer being a consideration or some kind of AGA quirk.

Captain Planet is much smoother in NTSC but you lose some of the bottom character graphic on the screen. The graphic doesn't really represent anything other than fill empty space,
seems like the developer just wanted to use the extra space. I guess an NTSC version would just remove that graphic if it existed.

You can adjust the screen size in-game on Captain Planet (f keys iirc) so that shouldn't be an issue.


Jungle Strike 2MB has a slightly bigger viewable screen area than the OCS one, does the OCS version work in NTSC ok?
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Old Yesterday, 12:04   #36
kremiso
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I've definitely experienced more difficult in the past trying to get AGA games to run in NTSC. Not sure if that is a result of the US market no longer being a consideration or some kind of AGA quirk...
yes, on average also on my tests the AGA titles were more problematic

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You can adjust the screen size in-game on Captain Planet (f keys iirc) so that shouldn't be an issue.


Jungle Strike 2MB has a slightly bigger viewable screen area than the OCS one, does the OCS version work in NTSC ok?
this let me remember Speedball, there were keys to adjust the vertical size, mostly to let the lower score bar viewable on old tv's

Jungle Strike WinUAE tests (ipf non AGA version) :
on OCS systems, it does run at 60Hz
on ECS systems, it does switch back to 50Hz after the Ocean boot pic
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