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1
Amiga OS / Re: Amiga Forever Kickstart ROMS
« Last post by zipper on November 16, 2025, 05:56:34 PM »
This is what they write on the support site: By popular demand, the Amiga Forever series always included ROMs, floppy disk images and system updates and patches also taking into account "Classic Support" scenarios (for use outside of emulated Amiga systems).
https://www.amigaforever.com/news-events/classic-support-3-1/ it's old, CF mentionet but SD not (yet?)
2
Amiga OS / Re: Amiga Forever Kickstart ROMS
« Last post by polyp2000 on November 16, 2025, 04:44:51 PM »
See if you can find "cloanto amiga forever essentials" on one of the alternative android APK sites - you can copy them over from your phone USB.
Failing that try archive.org - not gonna link here though not hard to find.
3
Amiga OS / Amiga Forever Kickstart ROMS
« Last post by dangerousdave on November 16, 2025, 03:33:05 PM »
Hello,

I have an Amiga Forever (Classic Support) Workbench 3.1 SD Card which I purchased from Cloanto.

I have no idea whether this includes the Kicksrtart ROMS which I am desperate to get my hands on.

I have reached out to Cloanto three times over the past month, but am yet to receive a reply.

Please can someone advise me how I should proceed.

Thanks
4
Hi SkulleateR and others in the thread,

Thanks for all the research and reporting your various settings. I am wondering if you have had any success with these titles? I just got a A1200NG and downloaded the latest version of CastlevaniaAGA (October 31, 2025) I am running the .HDF and am getting slowdowns especially on the first level. Creeping Me Out Hex Night is experiencing slowdowns as well. I am currently trying Demo 2. https://mixelslab.itch.io/creeping-me-out-hex-night I notice all these games were made with Scorpion Engine. Could there be something with Scorpion engine and A600GS/A1200NG? They run smoothly on my other emulation devices. I have tried them via AmiBench, the provided .HDF, and my own vanilla OS3.1 .HDF install. Let me know if you got any of these working smoothly. I will keep trying as well and report back if I get them working properly. Another weird one is that the classic demo State of the Art by Spaceballs slows down in a couple of parts as well. I am running that one from ADF in the launcher. Thanks so much!

Just wait for an updated Amiberry Version in the A600GS/A1200NG. The slightly older versions got that problems too but on high end SoCs like the pi400/pi500, it can compensate that with it´s CPU power ;)
5
Phase 2 of level design is going extremely well, with 31 of the 42 total levels having been finished.  The developer now estimates this level-polishing phase will be completed by the end of November 2025.

Phase 3:  December 2025 to January 2026 - Integration of final graphics into the game.

Optimization Phase:  February 2026 to March 2026 - Special effects, sound, and music will be implemented in the game.

Beta Test:  April 2026 to June 2026 - All campaign backers will receive a digital copy of the Neo Geo beta version, no matter which platform you backed - i.e. Neo Geo, Genesis / Mega Drive, Dreamcast, Switch, PS5, Xbox, PC (Steam).  So be prepared to experience the beta using the flash cart, FPGA, or emulation device of your choice.  The developer is counting on you to help iron out all bugs and give useful feedback, as Shadow Gangs Zero is very much a community-driven effort.

Gold:  The developer is aiming for the final Neo Geo version to be released by July / August 2026.  Once that's done, the versions for the remaining platforms will be developed and released in fairly rapid succession.


Don't miss out on the fun.  The campaign is accepting new pledges:

https://www.kickstarter.com/projects/jkmcorp/shadow-gangs-zero


So far, £115K has been raised.  We're just £5K away from reaching the final stretch goal of £120K, which will enable the inclusion of six unique mini-bosses - e.g. Ferocious fire-breathing dragon, Military helicopter dropping high-caliber rounds from above, Cannon wall with an arsenal of heavy fire, etc.

Thanks for your help.


P.S.  Did you know that Shadow Gangs Zero has a 2-player cooperative gameplay mode?  That means you can play solo, or with a friend!
6
A600GS & A1200NG / Re: PERSONAL PAINT 7.4 UPDATE
« Last post by hexaae on November 15, 2025, 10:41:28 PM »
News?
I bought 7.3c years ago and beta-tested it (helped in fixing a pair of bugs, reporting them to Andy...).

News for a non-AmigaGS generic 68k release (I use PPaint 7.3c under WinUAE 68k)?
7
A600GS & A1200NG / Re: Feature Requests
« Last post by Twiggy on November 15, 2025, 02:30:34 PM »
Thanks for the update. Looking forward to seeing more developments.
8
A600GS & A1200NG / Re: Power comparison
« Last post by Twiggy on November 15, 2025, 02:29:14 PM »
Be interesting to have a few different methods of comparing the NG offerings.

Not sure what our options are out there beyond, A1200NG & A600NG (boosted and not), A500mini & A1200 and I guess the Apollo 6000?

Would demos/games be a good benchmark as well as Sysinfo?
9
Amiga/MorphOS/AROS Programmers Forum / Re: Two quick assembly language questions
« Last post by Thorham on November 15, 2025, 02:25:26 PM »
Answer to the second question is simple: 680x0 asm doesn't support byte operations on address registers.
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Amiga/MorphOS/AROS Programmers Forum / Two quick assembly language questions
« Last post by taliadon on November 15, 2025, 11:34:21 AM »
Hey guys, two quick questions regarding 68000 programming:

1) Can anyone explain why move.w d0,-(a0) {8 Cycles} is faster than move.w -(a0),d0 {10 cycles}? This seems a weirdly asymmetrical to me.

2) Does anyone know why my version of Devpac doesn't like move.b a0,d0? Does this particular version of the move instruction have the same size limitations as movea{.w/.l} d0,a0? This is not stipulated within the documentation I have.

All comments are greatly appreciated.
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