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Game looks lovely! I don't see any other CD32 users in the comments, so I'll share a few glitches I experienced. I'm using a CD32 with the TF330 expansion (68030 50MHz, 64MB Fast RAM, IDE). The only issue I found so far that affects playability is frequent pauses every 2-3 seconds - the graphics stop updating and the input stops responding for about half a second. This also happens on the title screen (the rain animation hitches), and the pauses line up with disc activity, so I assume it's because we are streaming the music from one of the large .iff files on the CD and blocking the rest of the game while we fill some kind of music buffer. (Ironically, my CD32 has enough fast RAM to preload all 3 music files into RAM, but obviously that's not a solution for stock CD32s.)

Minor glitch: I saw a yellow vertical bar appear for a few frames and scroll rightwards, while I was wandering around the first level near the goat north of the start location.

Finally, the music is only coming out of the left speaker - could well be an intentional design choice to have mono music and leave more capacity for sound effects, but flagging it in case it wasn't intentional :)

Great work and let me know if I can help with any more CD32 testing!

It is exactly   what you thought.  The music buffer ...and  I   thought that  Winuae emulates  that and if it is ok  then ok.  It is  a problem on Hdd as well but faster.  I  am sad that it is so visible.  Loading the whole music to ram if possible? ... i will try. It would be better if I find  something for amos, like how to play audio cd in Cd32 , it would be a solution for the sound chanels too.  I dedicate the channels... Player+enemies+events+music. So  possible to change  it but  more managable like that.  The stripes are  the leafes  (sprites) going off screen. ... Solvable.

I tried to solve the pause problem caused by the music.
I made a test in one of my other ...NoneOfUs mini game. Can You test it please. I will do the same with Quest if it  is working (...or better). Thank You!

Now.... if You have enough FastRAM, the music will preload into RAM and no more pause/load/lag while playing. (In that case, there is a timing error in the end of the music track, what I try to solve next time) The glitch is also gone...(or not visible on my side/Winuae)

Have Fun! :)

Sorry, I got a notification for your first reply, but I didn't get one for your subsequent replies :) I'll test the new ISO soon and report back!

Latest Quest ISO, testing on CD32+TF330 again: preloading the music works, it takes 15-20s but the pausing glitch is gone from the title screen and the game. (Besides, plenty of CD32 games take that long to load...) The glitch you mentioned at the end of the track  is present - sounds like it's reading off the end of a buffer and interpreting miscellaneous memory contents as audio data?

Latest NoneOfUs ISO - same, although the loop glitch sounds like audio rather than non-audio data in this case :) Maybe just the way stuff ended up ordered in RAM.

End of the music is fixed.