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Hi Dante, thank you for this amazing game. I like to know if there as been a fix for the KTRL jopad issue on the CD32 original hardware ?

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

Thanks and have a great weekend.

Yes the previous version works with the KTRL controller. Enjoy the rest of your weekend. 👍

The new Build can be completed - front too back. Thanks

greetz

Glad to hear!
Have a great weekend.

You too Sir Dante.

Bless you and all your loved ones.
cu

Hi Dante.

I have upload my Bug Report here :

https://www.mediafire.com/file/9xy440n5o5hu8na/Castlevania-Bugs-Part1.7z/file


and i will send you the password to your Email Address & EAB PM.

(well, i hope you are Aarbron on EAB Amiga:)

cu

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... 

No no, thank YOU Dante, for all the effort that already went into this Project.

Glad i could help a little bit ( IF, at all )

Greetings, Thanks & Respect !

Torti

very good

(1 edit)

Hi Dante,
I tested Your Update version (30Th Nov), Now on my real A1200 and my Tom+ USB adapter, about fire buton, all works fine... Many Thanks for that.

I have an error (Return to workbench) on the 5th level, above the stairs... suddenly the game freezes and returns to the Workbench.

I was able to generate a WHDLoad report.

I'm posting the report files in The Zone.

I've tried several times with the same error.

Under WinUAE 6.02 Beta 7 (November 30, 2025), I also get a return to the Workbench.

Could you take a look at this?

Thank you,

Pascal

(1 edit)

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!

(1 edit)

I tested Your Latest version 01/12/25 in HDF file under WINUAE 64 Bits  6.02 Beta 7 in config Mode A1200 68C030 (NO MMU) & 4 MB Fast. the game works correctly until the top of the stairs, then the music stops and the screen remains black. After that black screen You can't plmay anymore.

(3 edits)

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).

(1 edit)

corrected on Level 05 Many thanks, 

At the level 6 with the Boss, under Winuae all works and I can go to the level 7. 

But on real A1200, at the same place on the boss, after loosing all my lives, the menu came to continue and when I pressed Yes to continue, the game crashed... I will retry it in a few days..

Hi Dante and thanks for the quick reply.
You dont have a real Amiga to test Castlevania ? Me neither ;)

(well, the only thing i still have is the CD32 :) which i dont use)
WinUae for a quick test but i play on MIST FPGA.

The things you mentioned like the 2nd candle freeze (there are more, i think)

and the weird "sucked towards the stairs" stuff will pretty sure also happends on real Hardware.

Of course, "Apperently and accordingly" is no proper testing method.

I do lots of testing for the MiniMig AGA FPGA Team and also for Games;sometimes

(if you finish Turrican 2 AGA you will find me there ;)

Hmmm, i might have a go with the new build and write down all the bugs i find ...

that could take a while tho ...

Give me a few Days .... i will write it down and report back.

More Pople could/should test too. Common Folks !!! :)


Until then,  greetz, thanks & respect

Torti

(1 edit)

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)."

Hmm, maybe i should add a few of those BUGs, but there are so many.....

(plz, dont get me wrong, i know this is a passion project and is made in your spare time, so this is just a tiny bit of feedback, hope you dont mind)

Quote: like stairs that are now handled closer to the original

Quote end:

No, not at all :) Stairs are very ...... very ....... f......p  ;)

But those are tweaks... lets get to some bugs....right ?

Well, there are many , many new ones .... (lot got changed)

But the first game breaking BUG is right there when you enter the Castle.

WHIP the second Candle (is a bit higher) and the Player Sprite will vanish
and the game stuck in limbo (except using the Fkeys)

Testing can be a pain in the .....

Please, take your Time Dante.  (and whip every single cande)   ;)

Anyway,  thats enough for now i think; sure, there are lots of other bugs 

but you will find them, if you just play the game a few times.

Thumbs up and thank you so very much for Castlevania on Amiga!


You Rock Dante !!!

(1 edit)

 Amiga 40th release (July) is probably what you mention on the other comment as most stable and the one you use instead. 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 this whole list of issues. If you can list all of then, I'll be infinitely grateful. Yes, I got that candle hit + player vanishes on emulator. But not on real Amiga 1200 apparently.  So, are you using emulator?  If so, which one? It's quite an interesting bug.  Also seems you only vanish if jumping or moving. If you're standing in place, you can hit it normally.

About stairs, I don't get such complains and I watched people playing seamlessly without issues during my Amiga expo 2 weeks ago at a local retro event, at least the 1st half of the game. But I know that in worlds 3, 5 and 6 we got some odd stairs that may flip or invert Simon sprite and play tricks. Also, if by f...p... you mean that Simon does a quick acceleration when starts upstairs? Again, that's a thing that seems to happen and is exacerbated on emulator, but quite subtle on real hardware. Bear in mind that stair errors happened in console versions done by whole teams (the famous moonwalk for example) and it's overall a nightmare, so much that Konami themselves kind of scrapped the idea and in Symphony of the Night they're handled more like ramps.

Lastly,  I'm afraid to say that at his point I'm quite burned by this project, it was a hobby project but this kind of thing (stairs) makes it feels like an endless chore rather than pleasure hobby and it would probably not improve too much on that, other than fixing the mentioned broken stairs at levels 3 and up. It's my limit. As I have my own original projects on queue which I going to start soon (and rest assured, I will never use diagonal stairs model in any project, ever, it isn't worth the hassle). 

Hi. 

Love this Project  Dante, but soo many new BUGS where introduced in those last updates,
so i stick to an older version (i think Juny or July). While it also have already some of those new issue, it is at least playable from start too finsih.

(while being WAYYYYY to easy of course) ;)

A option to change the Main Sprite would also very much appreciated.
(Let us choose between the OG Sharp, Richter or the new one pleaaase)

Anyway, enough of my ramble.

Thanks, greetz&respect

Torti

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!

I just noticed the animated grass in Stage 1 is missing from the CD32 version. Is that because of RAM? If so, maybe adding extra memory support would be a good idea

Yes, it is. 
I've heard complains about 'too many versions confuse people' so I didn't added CD32 extra RAM version yet, but I may do one page for extra hardware versions or even legacy versions in the future.

(4 edits)

Hi Dante,

Sorry to report tha but with Your latest version, about the fire button, it doesn't works on my real A1200 with my Tom+ adapter...With  the previous version (8th Nov) it worked... I tried this version with the latest slave included and the previous Earok slave 0.98 but both doesn't works with this latest version... About graphic intro and demo mode (Press fire) all seems to works correctly now. 

Regarding the WHDLoad version, QuitKey works correctly in both slaves, and the ToolType preload remains correctly removed from my icons.
As on my A1200, apart from my USB pad working with the Tom+, I only have a DB9 joystick and it's easier to play with a pad, I'm playing under WINUAE to continue testing this version.
I also just tested the A500 Mini USB controller with my TOM+ adapter, and the result is the same: the Fire button doesn't work.
So the problem isn't with my F310 controller....
It seems that the issue with my TOM+ USB adapter only occurs in this game.
Do you have any other suggestions or explanations?


Please Could You have a look ? 

Many Thanks.

Pascal

Hi Pascal!
Thanks for all the reports and feedback.
Don't worry, the version from 8th Nov that worked for you, its source is stored and safe and I will try to get a build based on it next week.
The current one here on Itchio is still the DB9-only/no adapters version, regardless of its upload date.

Hi Dante,

Many thanks for this clarification.

Good Evening,

Pascal

Amazing job! I did not expect to get such a game, but it's far better than I had hoped for! Thank you! :)

Deleted 26 days ago

This is a scammer, report them

This is just a suggestion, but maybe you could add some sort of FMV intro in the CD32 version? Like the one from Castlevania Chronicles on PS1, I don't think it'll take up too much space

Absolutely!

FMV support is not available yet (was dropped IIRC) but as Earok is a fan of FMV games (e.g. Road Avenger conversion) I'm sure it'll be available at some point. 

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