Using FS-UAE it keeps telling me "CD32: XBox360" needs to be configured, even when I select it from the controllers through F12. Is it missing a config file?
Edit: it might work now, as follows (Xbox360 pad): green attacks, red jumps, blue or right shoulder fires secondary. This can be changed by editing Default.fs-uae inside FS-UAE\Configurations. Start the game (through Run Game.bat) with the controller already plugged.
Hi, I know it supports a CD32 controller but it's my wired XBox360 controller I've attached to my PC it doesn't seem to recognise at all. It basically keeps giving me a message saying it needs config for the XBox360 controller.
Try downloading it again (Win64), I might have fixed its config now. I'm also testing with the USB Xbox 360 , start the game with the controller already plugged. The controller setup can be changed by editing Default.fs-uae inside FS-UAE\Configurations.
Hello, Thank you for your magnificent work on our dear AMIGA. I am French, I apologize for my English (google translate)!!
I discovered a BUG in the game, When the time is up, all subsequent lives are lost because the timer remains "out of time". So that is until “Game Over”.
Hoping that this can help if this bug had not already been discovered and that it can help the developers.
Thank you very much for this report. I did a quick fix for the bug. Download again and now it'll probably stop losing lives after the timeout. Thanks again!
Merry Christmas and thank you very much! I kindly ask you a question abouyt the settings you suggest for the emualtor in your latest release: i'm not able to find those options in FS-UAE emulator. Are they releted to a different emulator (WinUAE?) Thanks!
Hi! Yes, they're for WinUAE. But that issue should be corrected now regardless of the emulator settings since I've re-uploaded all the builds with a fix. Thanks for playing and Happy Holidays!
thank you very much! Just another question: is the game now almost complete or do you want/need to add additional features/stages and so on? thank you very much!
In terms of levels, yes. But it's missing items and secrets, many songs are still placeholders, final boss doesn't has its map screen yet, and need to balance the boss fights. Final push to finish a game is tough, like being tired at the final part of a marathon so it's the hardest part.
Thank you! And thanks for posting the ending, which means that it's working fine all the way to the end (I was worried because under certain emulator settings, the final boss may fail to appear). I've posted the fix for it in the news, below the commands list.
Thank you and thanks for the video, much appreciated! Also, if the final boss fails to appear again, I've posted a possible fix (just download the game again, it's been quickly updated this Xmas eve).
This is more fun to play than the original versions!. Very excited for the final build. If possible, I would also like to request a homebrew version of "Cosmo Gang" (1992). A very under appreciated Galaga game by Namco, which only got a Super Nintendo version in Japan.
Thank you very much! The gameplay is kind of inspired by Super Nintendo's Super Castlevania IV, in a way that you have some control of your jump, among other things. Perhaps that makes it more fun and accessible. Cosmo Gang looks great, thanks for the heads up, although people are asking for original games instead of ports. :)
I also like how the doors open instantly too, no waiting around for a few seconds lol. in my opinion these ports are more interesting than original titles. There is no shortage of original homebrews for these old Comoodores, but few ports/remakes. Most "original" titles fail to do anything truly unique anyway, and just copy off of what is already known and popular. Like how many indie "Metroidvanias" and "roguelikes" are being produced every month.
I find it more admirable to restore games that few have heard of, but could use another chance at life. Games such as Cosmo Gang, or underrated X68000 titles like "Red Riding Hood Chacha" that barely anyone has even heard of, but offers something memorable and unique. It it also interesting to see how far these old systems can be pushed. There never was a true Castlevania for the Amiga, but here you are making it happen!. That is more "original" to me than seeing Joe Shmoe's version of Metroid for the millionth time. These are just my thoughts, anyway.
The game now looks insanely good and is making damn good progress. The gameplay and the level of difficulty are also right. We even love the multiple Parallax-Scrolling. Our German-language review can be found in our recorded livestream starting at 01:55:07. Automatic subtitles should be available soon (switch on, if necessary). Subscription to our YouTube or Twitch channel is welcome. 🙂
thanks! I'm trying the version for FS-UAE: i put the CastlevaniaAGA_WHDLoad.lha file into my rom folder, pushed Update Game Database and Update File Database, but the game isn't detected...do you know why? Is it necessary to create a specific COnfig in order to correctly run it? thanks!
Thanks! I tried it on AmigaMini, it works correctly. But if i try to rename the scorpion_dev.lha file in a different name (for example Castlevania (Aga)", the game doesn't work anymore.. do you know if it is possible to rename the game file? Many thanks
Thanks for playing! I did the same too (attempted rename, didn't work). I think it has to do with the config XML file which has this line <game filename="scorpion_dev"> so I guess changing the name between the quotes might work. But for adding more than one Scorpion Engine game, probably would need another block of text there with its own name between the quotes.
thanks, it works in this way! So i have to do same thing for others Scorpion games, if i want to rename them? I have another question: is it possible to change the button mapping? thanks
Nice! I think that for multiple Scorpion games on the same device, it'd look like the picture below (showing 2 different games with example names, each with their own configs).
For controls remap, select the game in your mini device pressing "A" on the mini's gamepad. Then press the menu button on gamepad, and go to "map gamepad". You may also wish to use "joystick port 2" as CD32 pad because you can use X (green button) to instantly shot the weapons such as knives and axe when you pick them.
ah ok! So i have to rename the <name> tag too? I renamed the <game filename> tag only...I would like to rename Turrican 2 AGA too, but i haven't done it. So i need to rename both the tag <game> and <game filename>?
This looks fantastic! With the Scorpion Engine still in development, I hope things like bob / sprite scaling and zooming will be introduced as well as things like 'rope physics'. I discussed this over at BitBeamCannon, and they will probably look into it. Back to topic; hopefully CDDA tracks will be supported in the future, as this really screams a CD32 version; its that good!
Also, is a chance there will also be a version after this based on the MSX release of 'Vampire Killer'? I always preferred that one over CastleVania on NES; it's got a bit more exploring.
Thanks and indeed! Worth saying that my real hardware right now is my CD32 (since my main A1200 needs recap and I'm afraid to switch it on lol).
About Vampire Killer, it has the keys to open doors and allows backtracking/free roaming, which is a thing I'd probably add here (specially on ladders, as jumping from one in a 'bottomless level' results in losing a life and that's not intuitive despite being what happens in the NES original - difference there is that you can't jump from a ladder but you still manage to fall from them sometimes :) as shown in the linked video below)
Thanks! It's much better now, with levels 2 and 3 working too, but I'll probably only post an update when the music is correct for each level. :) Music in Castlevania is very important and it takes a while to do properly...
I was running The HDD download on Amiga Forever. It ran fine. Is the WHDLoad the current one, or do I need to run the file from this page? Amiga Forever is a virtual Amiga there is a way to run it one way or another
Thanks for your message and interest. Yes, some planning is going on and it'd probably be based on original 1986 Castlevania (6 stages, and the original intention) instead of 1993 Castlevania Chronicles (8 stages, in shuffled order), this would give it better chances of being finished as well as running on a stock machine.
Thanks for your message and support. Last time I've checked, Scorpion Engine didn't supported CDA tracks yet. But that will be great when or if it does, because you know, this is also known as Castlevania Chronicles on PS1 with that sweet CD soundtrack.
I know Castlevania Chronicles, of course. I even played it on the PS1 back then. My favorite part is Symphony of Night. I think their AGA version looks even better than Chroinicles. Well maybe this is possible with the CDA tracks in the future. The CD32 even offers the possibility to save game saves in the NVRam. Earok is an expert in this area. He could certainly help.
I hope they finish the project, a good Castlevania port is missing from the Amiga.
The plan is to have some news or a new playable version on Halloween (October 31). :) But I can't 100% promise yet, as there are some factors outside my control. But anyway, thank you very much for the interest in this game.
For loading from Workbench. Try putting the WB1.3 FastMemFirst command in the startup-sequence, and then it means you get the full 2MB chip for games. When making the launch icon, remember to increase the memory stack value.
This, ofcourse, is awesome! On a personal level I would prefer MSX2's 'Vampire Killer' over the game-layout of ' CastleVania' though. But hey some people are never satisfied.. Anyways, Looks brilliant already! :)
Possibly, in the same way I already did the Space Bar to work. I had MSX before Amiga and most people happily played on MSX keyboards back then, which usually offered excellent arrow keys.
Hmm, I'm getting issues trying to play the game. I boot with no Startup-Sequence, as indicated and try to run game-crunched.exe and get the error message "Please insert volume ENV in any drive".
My system is an A4000/040 with 2mb chip, 8 mb fast. Any clue?
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Using FS-UAE it keeps telling me "CD32: XBox360" needs to be configured, even when I select it from the controllers through F12. Is it missing a config file?
Edit: it might work now, as follows (Xbox360 pad): green attacks, red jumps, blue or right shoulder fires secondary. This can be changed by editing Default.fs-uae inside FS-UAE\Configurations. Start the game (through Run Game.bat) with the controller already plugged.
Hi, I know it supports a CD32 controller but it's my wired XBox360 controller I've attached to my PC it doesn't seem to recognise at all. It basically keeps giving me a message saying it needs config for the XBox360 controller.
Try downloading it again (Win64), I might have fixed its config now. I'm also testing with the USB Xbox 360 , start the game with the controller already plugged. The controller setup can be changed by editing Default.fs-uae inside FS-UAE\Configurations.
Hello, Thank you for your magnificent work on our dear AMIGA. I am French, I apologize for my English (google translate)!!
I discovered a BUG in the game, When the time is up, all subsequent lives are lost because the timer remains "out of time". So that is until “Game Over”.
Hoping that this can help if this bug had not already been discovered and that it can help the developers.
Thank you.
Thank you very much for this report. I did a quick fix for the bug. Download again and now it'll probably stop losing lives after the timeout. Thanks again!
Merry Christmas and thank you very much! I kindly ask you a question abouyt the settings you suggest for the emualtor in your latest release: i'm not able to find those options in FS-UAE emulator. Are they releted to a different emulator (WinUAE?) Thanks!
Hi! Yes, they're for WinUAE. But that issue should be corrected now regardless of the emulator settings since I've re-uploaded all the builds with a fix. Thanks for playing and Happy Holidays!
thank you very much! Just another question: is the game now almost complete or do you want/need to add additional features/stages and so on? thank you very much!
In terms of levels, yes. But it's missing items and secrets, many songs are still placeholders, final boss doesn't has its map screen yet, and need to balance the boss fights. Final push to finish a game is tough, like being tired at the final part of a marathon so it's the hardest part.
understood, thank you very much for this great game!
Merry Christmas and fantastic work!
Amazing work!
Thank you very much!
Thanks for putting so much effort and dedication to this project, enjoy it a lot
Thank you! And thanks for posting the ending, which means that it's working fine all the way to the end (I was worried because under certain emulator settings, the final boss may fail to appear). I've posted the fix for it in the news, below the commands list.
Wonderful - as usual!
Thank you and thanks for the video, much appreciated! Also, if the final boss fails to appear again, I've posted a possible fix (just download the game again, it's been quickly updated this Xmas eve).
This is more fun to play than the original versions!. Very excited for the final build. If possible, I would also like to request a homebrew version of "Cosmo Gang" (1992). A very under appreciated Galaga game by Namco, which only got a Super Nintendo version in Japan.
Thank you very much! The gameplay is kind of inspired by Super Nintendo's Super Castlevania IV, in a way that you have some control of your jump, among other things. Perhaps that makes it more fun and accessible. Cosmo Gang looks great, thanks for the heads up, although people are asking for original games instead of ports. :)
I also like how the doors open instantly too, no waiting around for a few seconds lol. in my opinion these ports are more interesting than original titles. There is no shortage of original homebrews for these old Comoodores, but few ports/remakes. Most "original" titles fail to do anything truly unique anyway, and just copy off of what is already known and popular. Like how many indie "Metroidvanias" and "roguelikes" are being produced every month.
I find it more admirable to restore games that few have heard of, but could use another chance at life. Games such as Cosmo Gang, or underrated X68000 titles like "Red Riding Hood Chacha" that barely anyone has even heard of, but offers something memorable and unique. It it also interesting to see how far these old systems can be pushed. There never was a true Castlevania for the Amiga, but here you are making it happen!. That is more "original" to me than seeing Joe Shmoe's version of Metroid for the millionth time. These are just my thoughts, anyway.
Looks and feels very good. This time I played level 15, the last level, and made a video about it, I also added it to my October Amiga gaming video.
Thank you very much for showing it on your video. It is much appreciated.
Great demo - as always!
Great video as always! When I saw that you played it from start to end, I knew all was fine, it works. :)
A great new demo!
Thanks for the full playthrough, awesome job as always!
You can also skip to the new stages by pressing the F4 key.
The game now looks insanely good and is making damn good progress. The gameplay and the level of difficulty are also right. We even love the multiple Parallax-Scrolling. Our German-language review can be found in our recorded livestream starting at 01:55:07. Automatic subtitles should be available soon (switch on, if necessary). Subscription to our YouTube or Twitch channel is welcome. 🙂
Thank you very much for your words and your video! Much appreciated.
Update august 12!
Thanks for playing and thanks again for the video! :)
thanks! I'm trying the version for FS-UAE: i put the CastlevaniaAGA_WHDLoad.lha file into my rom folder, pushed Update Game Database and Update File Database, but the game isn't detected...do you know why? Is it necessary to create a specific COnfig in order to correctly run it? thanks!
Great work. Amiga fans like it.
Thanks! I tried it on AmigaMini, it works correctly. But if i try to rename the scorpion_dev.lha file in a different name (for example Castlevania (Aga)", the game doesn't work anymore.. do you know if it is possible to rename the game file? Many thanks
Thanks for playing! I did the same too (attempted rename, didn't work). I think it has to do with the config XML file which has this line <game filename="scorpion_dev"> so I guess changing the name between the quotes might work. But for adding more than one Scorpion Engine game, probably would need another block of text there with its own name between the quotes.
thanks, it works in this way! So i have to do same thing for others Scorpion games, if i want to rename them? I have another question: is it possible to change the button mapping? thanks
Nice! I think that for multiple Scorpion games on the same device, it'd look like the picture below (showing 2 different games with example names, each with their own configs).
For controls remap, select the game in your mini device pressing "A" on the mini's gamepad. Then press the menu button on gamepad, and go to "map gamepad". You may also wish to use "joystick port 2" as CD32 pad because you can use X (green button) to instantly shot the weapons such as knives and axe when you pick them.
ah ok! So i have to rename the <name> tag too? I renamed the <game filename> tag only...I would like to rename Turrican 2 AGA too, but i haven't done it. So i need to rename both the tag <game> and <game filename>?
I think that just the game filename must match the actual name of the downloaded file. But it's a case of trial and error.
very good
Man that's just amazing work you've done here! Very impressive!
Thank you very much!
This looks fantastic! With the Scorpion Engine still in development, I hope things like bob / sprite scaling and zooming will be introduced as well as things like 'rope physics'. I discussed this over at BitBeamCannon, and they will probably look into it. Back to topic; hopefully CDDA tracks will be supported in the future, as this really screams a CD32 version; its that good!
Also, is a chance there will also be a version after this based on the MSX release of 'Vampire Killer'? I always preferred that one over CastleVania on NES; it's got a bit more exploring.
Awesome job!
Thanks and indeed! Worth saying that my real hardware right now is my CD32 (since my main A1200 needs recap and I'm afraid to switch it on lol).
About Vampire Killer, it has the keys to open doors and allows backtracking/free roaming, which is a thing I'd probably add here (specially on ladders, as jumping from one in a 'bottomless level' results in losing a life and that's not intuitive despite being what happens in the NES original - difference there is that you can't jump from a ladder but you still manage to fall from them sometimes :) as shown in the linked video below)
https://vimeo.com/847869122
Amazing game!
Thanks! And well played, thanks for the video!
What a banger, I can't wait for the full release.
very good! keep going and thx for this ;)
Your work is amazing my friend
Thanks! It's much better now, with levels 2 and 3 working too, but I'll probably only post an update when the music is correct for each level. :) Music in Castlevania is very important and it takes a while to do properly...
Kudos for your great work, it really starts to be a best remake of this game ever.
I was running The HDD download on Amiga Forever. It ran fine. Is the WHDLoad the current one, or do I need to run the file from this page? Amiga Forever is a virtual Amiga there is a way to run it one way or another
Thanks for your message, the HDD download is probably fine. But you may try the latest one here for comparison reasons.
Any updates on this?
Thanks for your message and interest. Yes, some planning is going on and it'd probably be based on original 1986 Castlevania (6 stages, and the original intention) instead of 1993 Castlevania Chronicles (8 stages, in shuffled order), this would give it better chances of being finished as well as running on a stock machine.
I'm already eagerly waiting for the game.
Will you also make a CD32 conversion ? There would be the possibility to play the audio tracks from CD. And C. has a damn good soundtrack.
Thanks for your message and support. Last time I've checked, Scorpion Engine didn't supported CDA tracks yet. But that will be great when or if it does, because you know, this is also known as Castlevania Chronicles on PS1 with that sweet CD soundtrack.
I know Castlevania Chronicles, of course. I even played it on the PS1 back then. My favorite part is Symphony of Night. I think their AGA version looks even better than Chroinicles. Well maybe this is possible with the CDA tracks in the future. The CD32 even offers the possibility to save game saves in the NVRam. Earok is an expert in this area. He could certainly help.
I hope they finish the project, a good Castlevania port is missing from the Amiga.
Maybe Roland MT-32 support for midi music would be an option as well? The x68000 has a great midi soundtrack :)
Any new demos coming for this one?
The plan is to have some news or a new playable version on Halloween (October 31). :) But I can't 100% promise yet, as there are some factors outside my control. But anyway, thank you very much for the interest in this game.
Thanks! I work for the ZZAP! AMIGA magazine, so we try to cover the game (news or demo on our covermount). Is there a way I can get in touch?
For loading from Workbench. Try putting the WB1.3 FastMemFirst command in the startup-sequence, and then it means you get the full 2MB chip for games. When making the launch icon, remember to increase the memory stack value.
This, ofcourse, is awesome! On a personal level I would prefer MSX2's 'Vampire Killer' over the game-layout of ' CastleVania' though. But hey some people are never satisfied.. Anyways, Looks brilliant already! :)
New gameplay! Nice soundtrack!
Hello, that's really great! I would also donate to your work. Best wishes!
Amazing game!
Thanks for your great videos.
Release had a small "debug" number left in the place of stage number.
I've removed that, download the same file again and that'll be fixed.
Have a great Sunday!
would it be possible for you to implement some basic keyboard controls?
Possibly, in the same way I already did the Space Bar to work. I had MSX before Amiga and most people happily played on MSX keyboards back then, which usually offered excellent arrow keys.
Thanks for this. Game feels great to play. I made a video on my channel about it https://youtu.be/R0ImHob093U
Someone can make an HDF file for emulator?
There's a WHDLoad version (courtesy of Aladdin/AmigaFrance.com ), works nicely from Workbench here (using Generic Kick 3.1 out of the 3 launch icons: https://www.amigafrance.com/download/Aladin/WHDLG/DemoEarly/CastlevaniaAGAdemo-W...
Hell yes, finally a new port. I hope you add a save option or password system. I think there was one in the original Japanese.
It's great, please Continue this, I would donate something for such a great Amiga Game.
Hmm, I'm getting issues trying to play the game. I boot with no Startup-Sequence, as indicated and try to run game-crunched.exe and get the error message "Please insert volume ENV in any drive".
My system is an A4000/040 with 2mb chip, 8 mb fast. Any clue?
I've seem there before back in the day. Click on Cancel in that pop up enough times for it to go away, then you can type. Type ASSIGN ENV: RAM:
That will tell that ENV to go somewhere (to the RAM) and it will not bother you anymore.
Type game-crunched.exe again and it may work!
If not, try to type game.exe instead.
Sorry for the long procedure but that's how prototypes are, and thanks for downloading it anyway!
Looks great, hope you continue with this !
880MB ----> is a 880Kb disk :D
Thanks for noticing the typo, fixed to 880Kb now. :)