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Old 08 October 2021, 18:00   #21
Galahad/FLT
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@ross: you're the best


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Old 08 October 2021, 20:52   #22
ross
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Even if you are jealous there is no need to cry
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Old 08 October 2021, 22:19   #23
Galahad/FLT
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Even if you are jealous there is no need to cry




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Old 09 October 2021, 00:39   #24
malko
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Oups.. https://en.wikipedia.org/wiki/Apple_of_Discord
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Old 09 October 2021, 01:32   #25
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Old 09 October 2021, 09:12   #26
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I love you guys !
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Old 29 November 2021, 12:58   #27
Aladin
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ROSS version 100% is compatible with official slave whdload

http://whdload.de/games/MegaTyphoon.html
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Old 29 November 2021, 16:45   #28
TjLaZer
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Ross, thank you. I can report that this game works on an NTSC A1000 setup with 1MB RAM.
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Old 30 November 2021, 21:24   #29
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Thanks Ross! It's a great shooter. So far I've played it on my A500/ACA500+ so I wasn't even aware of the bugs as it worked just fine under 3.1. Time for a new session without any beef-ups
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Old 03 December 2021, 20:01   #30
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That is my german commercial Release of 1996 from Nordlicht.
Did Islona released it also in a Jewelcase or Box?
I never see something like that?
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Old 15 June 2023, 16:36   #31
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Would anyone happen to have this .adf from @ross with the fixed trainer? If someone could up it back to the Zone that would be awesome, thanks.
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Old 15 June 2023, 16:42   #32
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Probably this one

https://ftp2.grandis.nu/turransearch...0&httplinks=on

EDIT: doesn't seem to be able to download it from there.
EDIT2: uploaded to the TheZone again.
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Old 15 June 2023, 16:45   #33
TCD
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Try this link: http://ftp2.grandis.nu/turran/FTP/Th...%20ross%5d.adf (Use 'save as')
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Old 15 June 2023, 17:35   #34
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Thanks so much guys! Last night I was playing Contra 3 on the SNES and was wondering if the Mega Typhoon engine could be incorporated into a Contra style game. I think Mega Typhoon is by far the most intense shooter on any 16 bit platform and I think it would be amazing to see that type of pandemonium on a run n gun on the Amiga. With this trainer I'll finally be able to see the 3rd and 4th levels, thanks again.
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Old 15 June 2023, 18:49   #35
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was wondering if the Mega Typhoon engine could be incorporated into a Contra style game. I think it would be amazing to see that type of pandemonium on a run n gun on the Amiga.
Mega Typhoon is definitely tied heavily to the vertical scrolling, with the heavy use of hardware sprites, dual playfield, and the fact that it's able to blit a lot more to the bob playfield, as it doesn't have to store/restore the background!
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Old 15 June 2023, 19:30   #36
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Mega Typhoon is definitely tied heavily to the vertical scrolling, with the heavy use of hardware sprites, dual playfield, and the fact that it's able to blit a lot more to the bob playfield, as it doesn't have to store/restore the background!
So you don't think it would work horizontally? Wouldn't the same speed apply if you used dual playfield for side scrolling, it would just lessen the colors to 7 too again. On an A1200 you could do 15 color dual playfield and not use the background? I guess the biggest problem is sprites since you can't have more than 8 per scanline and it's easier to reposition them vertically using the raster? If it's scrolling horizontally though I thought you could still use all the vertical tricks at the same time.

There are parts of Contra 3 where the character is holding onto the edge and going up. Maybe an Amiga version could emphasize those parts. My technical knowledge is limited but I just thought that with the genius of Bernhard Braun's programming (anyone know what he did afterwards?) then maybe the Amiga could have done something like Gunstar Heroes or Contra just with limited colors on the A500 (unless using the copper for more colors like Metro Siege) and with the right palette maybe equivalent on the A1200 even with only 8 sprites.
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Old 16 June 2023, 15:24   #37
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So you don't think it would work horizontally? Wouldn't the same speed apply if you used dual playfield for side scrolling, it would just lessen the colors to 7 too again. On an A1200 you could do 15 color dual playfield and not use the background? I guess the biggest problem is sprites since you can't have more than 8 per scanline and it's easier to reposition them vertically using the raster? If it's scrolling horizontally though I thought you could still use all the vertical tricks at the same time.

There are parts of Contra 3 where the character is holding onto the edge and going up. Maybe an Amiga version could emphasize those parts. My technical knowledge is limited but I just thought that with the genius of Bernhard Braun's programming (anyone know what he did afterwards?) then maybe the Amiga could have done something like Gunstar Heroes or Contra just with limited colors on the A500 (unless using the copper for more colors like Metro Siege) and with the right palette maybe equivalent on the A1200 even with only 8 sprites.
While it's true that the A1200 could use a 15-color dual playfield, the limitation of 8 sprites per scanline would still be a challenge in a horizontal context. However, creative use of the copper could potentially extend the color palette and clever programming could work around the sprite limitation. The vertical tricks could indeed be used, but repositioning sprites horizontally could be more resource-intensive.

As for Bernhard Braun, I'm unsure of his current work, but his coding prowess could potentially have adapted these techniques. In the right hands, an Amiga version of Contra or Gunstar Heroes could certainly have been possible.
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Old 16 June 2023, 17:00   #38
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There is also another game with strange memory requirements: GOAL ! from Dino Dini.
It doesn't work with the following config:

A500 Kick 1.3 Rev 6A, ECS, 1MB Chip, 1.5MB Slow

and the same happen on WinUAE with this config.

A friend ask me if there is a patched version, but I haven't found one.

Excuse me for the out topic.
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Old 16 June 2023, 21:51   #39
Seiya
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Goal (floppy disk) require from WinUAE kick 1.3, OCS, 512k chip, 512k fast. At least, my copy run with this config.
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Old 17 June 2023, 06:57   #40
DanyPPC
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Goal (floppy disk) require from WinUAE kick 1.3, OCS, 512k chip, 512k fast. At least, my copy run with this config.
Yes, with this config. no problem.
But if an user has an Amiga 500 with 1MB chip and 1.5MB slow the game doesn't work. It's very strange.
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