19 May 2022, 15:07 | #161 |
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20 May 2022, 15:43 | #162 |
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Yes it certainly does.
Lot's of us were, back in the day, very disappointed with many official ports, and todays ports that these good people is making, feels like justice has won. But not only that... I REALLY like playing good ports on my Amiga, and I REALLY enjoy it. My biggest wish is that someone try and create good port for Final Fight on A500 (with it's limitations in mind, of course, and lot's of compromises). Actually, I think with some gameplay tweaking of the official FF port of Richard Aplin, we could have great port. @Aarbron Amazing work bro. Keep it up! |
20 May 2022, 16:57 | #163 |
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Final Fight is capcom. Won't it be the same issue as 1942 port?
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20 May 2022, 17:06 | #164 |
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Perhaps.
But would it be illegal if we could somewhat patch the official release? I doubt that would be a problem. Honestly, I doubt Capcom would care for 1942, or any port for the old machine like Amiga, that only a handful of people uses. What about MAME? Roms all over around.. and we are worrying about machine that is dead for 99% of the world. |
20 May 2022, 18:41 | #165 |
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I know, right?
But that's not my ass on the line. I'm not touching anything capcom, just a few unknown titles like PacMan or Scramble There's someone who posted source of a FF remake project (asm) a few weeks ago. Probably another unfinished project... Me struggling with Karate Champ A.I. and collisions already... |
04 July 2022, 04:25 | #166 |
Speedbump gimme goosebump
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@Aarbron
All Green Beret download links from your web site are broken (redirection links don't redirect properly) |
16 July 2022, 10:47 | #167 | |
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Quote:
If they don't work, I recommend to scroll down (past the controllers picture, and right above comments section) and click on the big bold red "Download" buttons, they're the native ones from Itch.io . |
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24 July 2022, 03:28 | #168 |
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Hi.
Some bugs, and suggestions. It IS fantastic to have a versions so far. I understand it's NOT easy to reproduce. It IS Indeed one of my favorites from the Arcade...to Commodore 64. Sniper's fall too quickly from where they are. The Knifing process needs to be fine-tuned. Going up a latter from bottom or middle to top happens to quickly. Joystick pointed Upperright. Jumping from trucks happens outside of where the character is standing. Same as knifing does. Jumping from middle ground to any higher platform happens FASTER than the arcade version or the C64 version. At the Boss Level I can defeat all characters coming at me with a Rocket...which I'm able to get easily through the levels. Not in this version so far. Mmmaybe that's a plus? Bet the years later, it isn't. I adore your effort so far! Last edited by AC/DC HACKER!; 24 July 2022 at 04:18. |
06 August 2022, 09:31 | #169 |
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It has been brought to my attention that the latest update includes a jump from one level to another...
I fully agree that if true then it's not faithful to the arcade version and defeats the purpose of ladders? Can someone confirm agree/disagree as to which way forward this game is going? |
06 August 2022, 21:33 | #170 |
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I downloaded GreenBeret_August2022.adf and didn't notice any jump. Oh, do you mean level skipping? Or do you mean the beginning of the game? This version, so far, has a more pronounced ability to Jump onto the latter almost to the top. It's a bit funky to me, and I think it's a bug. There are other bugs to get rid of still.
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07 August 2022, 01:18 | #171 |
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It's ok the issue was from a previous version that got fixed
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07 August 2022, 06:55 | #172 |
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I know that issue.
Btw, below is a side to side comparison of a point in the ladder reached on a jump, close enough IMHO (actually Amiga is about half degree higher, but it's ok for most people): Bear in mind that it won't be 100% accurate due to the higher vertical resolution of the Amiga and the tiles being 16x16 as opposite to 8x8 on arcade, no reverse engineering of original ASM code used etc etc. Just artisanally made on Scorpion Engine and if you go on different systems (C64, NES, ZX etc) you'll see that Green Beret is its own thing in each system, which is part of the fun. Like I always say, go play Silkworm on arcade (MAME or similar) then play on Amiga - it's NOT accurate by any means (lacks even music) but it's very good on Amiga neverthless. That's the idea! |
08 August 2022, 13:02 | #173 |
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Quite impressive work !
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09 August 2022, 02:31 | #174 |
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First off great work on this, love Green Beret.
I downloaded the latest version (august, WHDLoad package) and I cannot play it with my CD32 adapter pad. I have a Megadrive 6 button pad to CD32 adapter. At random, when I press the "red" button, it knives and jumps. Other buttons don't do anything. I'm going to guess here and say this is a pad reading timing problem. Are you using lowlevel.library for input reading? This problem does not happen on WinUAE. Amiga 600 with ACA620 and aforementioned CD32-Megadrive pad adapter. |
09 August 2022, 11:34 | #175 |
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What's changed in the August update?
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07 November 2022, 14:58 | #176 |
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I seem to have had amnesia or something! But I can no longer run the game using the game-crunch.exe file. Nothing happens if I double click and if I run from shell it gets to the Scorpion engine flash screen and stays there for ever until I reset the system.
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31 December 2022, 23:02 | #177 |
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Happy new year everyone! Here's a new version of Green Beret:
- added 2 selectable difficulty levels (Normal and Arcade), because people asked for a less brutal experience. - "Normal" has a lifebar (which is not a "heresy", since the Japanese version of Contra Hard Corps (Mega Drive) does that too ). - "Arcade" is the same difficulty as previous versions (no lifebar, 1 hit = dead). Website: https://danteretrodev.itch.io/greenberet rabidgerry: try the other exe, although I recommend you to download the latest version above, the WHDLoad one, and click in the huge GREENBERET icon that it has. |
28 January 2023, 16:32 | #178 |
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31 January 2023, 00:35 | #179 |
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Nice!
Also, worth saying that playing Green Beret on an emulated Amiga may result in some bosses not showing up here and there. So, below is the emulator settings that fixes this issue. A huge thanks to Per-Ola Eriksson that reported this and informed me about the settings. The emulator settings to fix the problem should be: CPU and FPU = Aproximate A500/1A1200 , must be "on". And Chipset = Cycle exact on FULL. Collision Level also on FULL. I suspect it has to do with the Cycle exact setting, as I've put a timer of a few seconds on the boss spawner (so the player can get ready). Anyway, it'll work now with the settings above. |
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