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Dante Retro Dev

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A member registered Jun 08, 2021 · View creator page →

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Awesome, thank you very much!

Thanks! Some considerations that might apply:

- only real hardware and UAE on a *PC* were tested to be 100% trusted.

- In my experience, Raspberry Pi devices such as the Amiga Mini are notoriously glitchy visually regarding Scorpion Engine games in general.

- I've seen YouTube videos of weird, unexplained issues happening on MiSTer FPGA that can't be reproduced anywhere else.

Slightly older than December, but here it is:
https://www.mediafire.com/file/h6fwb3i415fdeza/CastlevaniaAGA_older.hdf/file

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I reviewed the respawn code for both A1200 and CD32 ( screenshot below) and it just reloads boss 3 level if you die. So, there's nothing I can do at all.

My only guess is emulation/save point issue?

About the whip, it should be the same like on Amiga - speaking of that, I did a small quiet update yesterday to make the whip sound the same on CD32 and Amiga (using the sound sample from Castlevania Chronicles PS1).

The skeleton firing from bottom: you can see similar stuff occurring in console games in this series - I just prefer to leave then hanging, not consider that a bug at all, because I received complaints that the game is too easy, so whatever extra minor challenge stays, the better. :)  Thanks!


Thanks for reporting that it works!

The font is Schwere Fraktur Pro, if I recall correctly.

Sí, aquí está: https://www.mediafire.com/file/uxz7ikqj97779bq/CastlevaniaAGA_CD32_ISO_OLDER.zip...

¡Gracias!

I understand, I just uploaded a new one that should work on stock like always.
Reading the build log, accounted memory total: 1868284, while the one from July (that also worked) was 1890526 - translation: both fit under 2MB.

ALT + F4 too, easier.

Working on it, please try the one on the link below.

This version asks for FastRAM just to make sure (which means adding some of it on emulator or the TF330/equivalent expansion on real hardware). Thanks!

https://www.mediafire.com/file/osemoc30rnxt0v0/CastlevaniaAGA_CD32_ISO_FASTRAM.z...

Video on how to load CD32 game on UAE: https://vimeo.com/1234771772?share=copy&fl=sv&fe=ci

Thanks for the heads up! I've just restored the one from July which was working. You'd miss the improved final boss graphics and some minor stuff (but it works).

The new one was working here and seems to work from some people on Facebook. Thrown some FastRAM in your emulation config to make sure! It's always memory, this new version has that improved final boss leaving absolutely no leeway. Previously, we had some bytes left!  And I'm talking chipRAM, which is the real bottleneck.

Ah, launch from WB is always a no-go on AGA games. They use every byte of chipRAM... and it doesn't matter if you have tons of other RAM and RTG. :\

Thanks for the heads up! I've just restored the one from July which was working. You'd miss the improved final boss graphics and some minor stuff, but it works! :)

Released - project is complete, but might receive some updates.

Get rid of that ROM in the directory devs/kickstarts, leaving only the .A1200 and .A4000.

Thank you very much!

Thanks, always appreciated!

Thanks!
Castlevania A500: I wrote briefly about that on the PDF manual (available for download below the other files). I think that Castlevania games were designed for joypad from scratch and if you do "Amiga 1-button controls" they fall apart.

Thanks!

Fantastic as always, thank you Jamie!

Thank you very much! :)

Thank you very much for reporting that. I just posted a quick fix, both issues should be fixed now.

I'm working on new games for MD, original, based on this code base. 
This one has IP, you know, and they're aware. It's only "ok" as long as it's on niche computer like Amiga. Mega Drive is not niche, it's very popular and attracts counterfeit cartridge 'factories' from China (thousands of copies), so it's complicated. But for new IP, yes. ;)  Thanks!

Thanks! Jumps are not committed on 16-bit games (e.g. Super Castlevania, X68000, etc.), so I took that as basis. Precisely Castlevania Bloodlines, I matched it side by side on a comparison video a while ago.

Hitpoints always needs some works when you're getting hit. :) I've seen people do same comment on 16-bit classics (like Contra Hard Corps) made by professional teams, not hobby, so I take it as a compliment. =)

It's down to geometric simplification, so if one is used to modern 2D indie, an Amiga (even worst if embedded emulation on PC) may feel a bit off or imprecise, and there is not too much that can be done about. Thanks for giving it a try and have a great week! :)


Ah, they expired (the shortcuts on top of page, not actual links).
Please scroll down and click on the actual download buttons, they're working (I just tested/July 20/2026). The buttons after the "more information" part (e.g. screenshot).
Thanks for the heads up and comment!


Cool, I have no experience with Retroarch, but it's supposed to run in a standard CD32 console (68020).  IIRC it actually do not work in my WinUAE if I use 68030. But good for you that now it's working, the 68030 is a neat processor on any Amiga, emulated or real. Thanks for playing!

Thank you very much for the report!

Dante.

Thanks for the heads up, yeah they probably expired. Always use main links and also, thanks for playing. :)

It's a WHDLoad issue, that happens in some systems. You may try the right click on icon and then information -> look for tooltypes.
First, remove NOMMU, and try. Save.
If it still crashes, remove PRELOAD. Save. You may also try a slightly larger value on preload, or a slightly lower value there.

More info about this error: https://eab.abime.net/showthread.php?t=100168

As a last ditch effort, you could try the LHA version (going through boot with no startup or on a very clean WB situation where most chipRAM is available because AGA tends to use nearly all of available chipRAM).

Hi, thanks for playing. It happened on slightly older versions. They're everywhere, I see them like yesterday on someone doing a livestream, it's insane how they are spread and how they generate reports on issues that are already fixed.

In current version it may happen but the orb will forcefully drop so you don't get stuck (just pick it). If the orb somehow doesn't drops, press F4 to skip to next level.

¡Saludos desde Brasil!

Cool, no one ever asked for this! Seriously, you're the first ever that seems to care about true Castlevania. :)

I did the clock, check preview video below (sound on). Need further testing but just the "tick" SFX that must be included in all the music tracks and that's the tricky part. It's actually a part of each "music" (so we don't pause or lag the game to load a WAV file) and that requires musician knowledge. Where I'm a bit bottle-necked at the moment, to cut a long story short.

The clear screen cross is easier. But I'm doing an original game now (so I can receive donations here, maybe even got a deal for boxed/physical), and coupled with the fact that they were never requested, so I left the 2 things out: like "meh, no one cared". :) 
Until now. ;)  So, I'll probably do the clock/cross update at some point, and thank you very much for your words and have a great 2026 too.

Thank you very much. I replied there.

Thank you very much!
Wishing you and yours a wonderful Christmas and a great New Year.

Thanks, glad to hear. Try this:
https://www.mediafire.com/file/i00ls0icj2bx577/CastlevaniaAGA_CD32-FASTRAM_ISO.z...

Glad to hear!
Have a great weekend.

Not yet.
Question: does a previous CD32 version worked on the KTRL?

Thanks and have a great weekend.

Great stuff, got it, thanks for the report. Will focus on the non-visual one reported on the upstairs/world 2. 
Quote:
"like said, I don't know how Scorpion handle those kinda things - just wanted to report it."

Regarding the pics with bleeding of copper rainbow/background layer and other artifacts on edges of screen, that was discussed with Earok, I've sent the pic below a while ago, said he can't do much about. Only to remove the sky color, which obviously I won't.

The layer priority is also never going to be 100% - Simon will always "maybe go behind, maybe go in front", I have no total control and he's already set correctly Z wise, but the engine actually "obeying" is another matter... 

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It should be fixed, now on downloads section. 
Craziest issue so far, but to sum up, I had a backup of the last step (I do on each small step or variation) and so it restored that level. If not by that backup, project would be stuck forever on this error. Sort of data corruption.

The candle issue has to do with hitting a candle with a knife. The collision event is supposed to destroy both the knife and the candle. Problem is that the engine sometimes think Simon is a knife, and destroys him. So, that function is deactivated for now (knife will pass through a candle like the boomerang/cross does).

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Hi Pascal,

Glad to hear that the buttons are working with your adapter.
Previously, there was also a problem with the new intro not looping back to title screen, now fixed. But the main issue was an error if hitting a candle before ever throwing a knife in game. Reported by Torti. It should be fixed on November 30 one.

I'll take a look, but Return to Workbench sounds like a WHDLoad error. Can you please test with the HDF version? It's my "go to" non-WHDL version as in WinUAE you just attach it as a "drive" while getting rid of all other drives, so you have a pure test system.

No Workbench/AmigaOS getting in the way.
You know why demoscene and game devs back then were able to get the best of even a 512K A500? Well, they were always getting rid of the system before anything. ;)
Also, try the one below, I increased some safeguards for 5th level from 96 to 144:
https://www.mediafire.com/file/bje5cxlr6drxgkw/CastlevaniaAGA_WHDL_December1.lha...

Thanks for your support!

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I have my A1200, I just removed the accelerator card to clean, among other things. I can generate a 2MB/stock build if I turn off MOD music (like done in CD32) but dunno about that, too many things to worry about right now.

I did an update, the candle stuff has to do with knife, if you throw a knife when you first get it, the candle error didn't happen. I stand corrected, I don't think it has to do with emulation or not.

But anyway, here's description, you're mentioned:

"...a 'hotfix' due to a critical issue: if you jump and hit the 2nd candle entering the mansion on 1st stage, Simon vanishes (thanks to Torti for reporting). Unless you throw a knife before entering mansion, then it's fine. It should be fixed now.

Also, avoid reporting the following issues because they're well known:
- it's common that the life lost sound jingle doesn't play (e.g. losing on bosses)
- it's common that the Simon dying animation frame doesn't plays
- sometimes moving platforms give "one last chance" instead of leaving Simon to fall
- the 3rd orb from defeated boss may prematurely drop down (rare)
- sometimes enemy AI just retreats or get stuck (well, that happens most games since I started gaming)
- issues related to staircases: game uses a flexible, general purpose engine and as such its stairs handling won't match those of Bloodlines or SC IV with a custom engine made for that (although some stairs are really off and should be edited/changed for better flow)
- issues that happen while playing on emulator such as UAE, FS-UAE or a device based on an older RaspBerry Pi, notorious for flicker and stutter on Copper intensive games (real hardware is the current focus)."

Yeah, I need to make a repository of these versions. Indeed, Amiga 40th version (July) is probably what you mention as most stable. It's done in Scorpion Engine from May, 2025.

When I switched to one from November, because requests of support to USB adapter on real Amiga, which Earok promptly added, it required moving to newest version of Scorpion, which in turn generated a whole list of issues. If you can list all of then, I'll be infinitely grateful, because as I said in the other (slightly grumpy :)) reply, this project is reached its limit because original games are on the queue and people are tired of only ports.
Again, thank you very much for your effort and effort of testing this game!