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#101 | |
Zone Friend
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Quote:
I am using an older version of the program though, so that might be the reason. |
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#102 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
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I also have no problem with Tiny Bobble with iGame in my V4+.
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#103 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 293
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Strange, mine didn't run at all on 2 configs and third from a friend.
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#104 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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#105 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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use slave v1.2 as v1.1 has graphic bugs.
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#106 |
Registered User
![]() Join Date: Mar 2017
Location: London
Posts: 124
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I've been playing TB this morning again. It really is so good. It SOUNDS really good too.
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#107 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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#108 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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1.2 uses chipmem where 1.1 uses any mem that's the only difference...
Have you tried 1.2 with "expchip" ? |
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#109 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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Yes, it works with "ExpChip" tooltype.
Many thanks jotd. |
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#110 | |
Registered User
Join Date: May 2012
Location: Gravesend - UK
Posts: 927
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Quote:
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#111 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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#112 |
Registered User
Join Date: May 2012
Location: Gravesend - UK
Posts: 927
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I thought Ross had done this in his final trainer version?
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#113 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Maybe, but will it ever be released is the question...
I've still got an old beta of that here on my laptop that's command line only for trainer options... There are a few other projects that ross started over a year ago, but alas, still nada ![]()
Last edited by DamienD; 09 April 2021 at 13:39. |
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#114 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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#115 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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#116 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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What this needs is to adjust the fall x speed of the player, in the original when you fall you move slower left and right, in this version you move the same as in the ground and this makes it way too easy.
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#117 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
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Quote:
Yeah, thats right. I implemented it like this because i didn't like the arcade movement. It felt it was done like this just to make the game harder (=more coins in the arcade) not to make it more fun. However, there is always the arcade or original amiga version to play ![]() |
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#118 |
Puttymoon inhabitant
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I like your approach.
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#119 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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Well yeah but it's not a challenge anymore. It's quite easy for anyone to reach later stages of the game. It has to be some challenge or else there is no replay value.
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#120 | |
Registered User
Join Date: Jun 2017
Location: Finland
Posts: 367
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Quote:
The fall speed in your version is one of the reasons why I enjoy it so much. The original arcade game and the ST to Amiga conversion had it slightly 'wrong' for me, this is the first time I'm not cursing about the fall speed when I play. Of course it's just a matter of taste, and I think it's great we now have another slightly different version on the mighty Amiga we can enjoy ![]() |
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