• Commodore Free Magazine, Issue 77 - Part 5

    From Stephen Walsh@39:901/280 to All on Sun Mar 2 13:15:29 2014
    Logic
    emulation.

    * SCSI tape drive emulation.

    * Can install Amix without hacks.

    * Both reading and writing supported.

    * Works also with most backup
    software that supports tape drives.

    * SLIRP user mode NAT emulation.

    * A2065 and uaenet.device emulation
    without need for host side extra
    drivers.

    * 68020 cycle-exact mode emulation
    rewritten to better match real
    hardware, accuracy improved, more
    improvements planned in future
    versions.

    * Added GUI button that opens small
    disk image information window.

    * GUI open log file and open error
    log buttons added.

    * New WiX based installer.

    UPDATES:

    * Two new field based interlace
    options added, reduces interlace
    artefacts.

    * Chipset emulation compatibility
    improved, more undocumented chipset
    corner cases emulated.

    * Game Ports panel input
    configuration improved.

    * Built-in HRTMon and AROS ROM
    replacement updated to latest
    versions.

    * Do not wake up all sleeping hard
    drives if loaded config has mounted
    physical hard drives (or memory
    cards) that are not currently
    connected.

    * SCSI HD and CD emulation
    compatibility improved.

    * SCSI HD/CD/TAPE statefile
    compatibility improved.

    * CIA TOD counting is now
    cycle-exact.

    * 68020/030 cycle-exact/prefetch is
    fully compatible with FPU
    emulation.

    2.6.X BUGS FIXED:

    * Some OFS formatted hardfiles didn't
    mount.

    * Wired Xbox 360 pad (possibly
    others) missed input events.

    OTHER BUGS FIXED:

    * All Input panel events stopped
    working in some situations.

    * RTG mode video recording display
    size fixed.

    * Same game controller was inserted
    in both joystick ports if loaded
    config file had non-existing
    controller in second port.

    * Built-in lzx decompressor didn't
    always decompress last byte of
    file.

    * CD CUE file parsing fix, some
    images had incorrect CD audio
    timing.

    * Output panel crashed on some
    systems.

    * Crash when system was reset if it
    caused immediate PAL/NTSC mode
    change.

    You can download it here

    www.winuae.net/files/WinUAE2700.zip

    Homepage is here www.winuae.net/



    *************************************
    NEVER BEEN SO MUCH FUN
    The Making of Cannon Fodder
    *************************************

    How Sensible Software turned the horror of war into a 90s classic.

    Jon Hare talks about the making of the game

    www.eurogamer.net/articles/2013-12-04-never-been-so-much-fun-the-making-of -cannon-fodder



    *************************************
    REVIEW: BOMBERLAND
    RGCD Samar Productions Release
    By Commodore Free
    *************************************

    SYSTEM REQUIREMENTS

    * A Commodore 64/128 (in 64 mode)/GS
    (with limitations) Supports both
    (PAL and NTSC machines).

    * A joystick/joypad (Protovision or
    Hitman adapter although it can work
    with keyboard only)

    * A VDU / Tv or monitor

    Programming, and Design:
    Michal Okowicki (Samar Productions)
    Music, Player & Sound effects:
    Owen Crowley (Samar Productions/
    Onslaught)

    The cover art work was designed by Steve 'STE 86' Day, and the game comes complete with a 32-page printed manual, two code sheets, a vinyl Samar Productions sticker, and a double-sided poster that features an extensive monster info sheet on the reverse.

    HARDWARE NOTES

    The game supports the Commodore 128 in 64 mode, but uses the c128`s
    extended hardware registers for acceleration. The game runs on NTSC
    hardware, but does however play fractionally faster; so is labelled as NTSC compatible, After loading, the machine type is displayed in the lower left corner of the main menu.

    Stupid comment that sounded funny when I first though of it!

    Bomberland not only can you get your fingers burnt, but you could get them
    blow off as well!

    HISTORY

    You could say; the game has taken Over 10 years in development on and off
    its more that the game has evolved, the game has existed in various guises.
    So from its first conection to the final release, that game was Created
    between the years of 2005-2013. Its roots however go back to 1995, when sceners Raspi, Gutted, Lobo and Skull (Michal) worked on a prototype named Boombastic Benny, however; this version of the game was never completed.

    If we now roll forward to 2007; and a rebuilt version of the game called Bomberman C64 emerges. expanded and developed in an on and off way; until
    it became Bomberland. Conrad (Owen) was asked to write the music for the
    final game; and began work on this in early 2008, basing his sonics of the
    game on the 1991 Dynablaster game for the Amiga and PC ;with tracks by Eike Steffen (Romeo Knight). The music was finally completed in 2010, However! There were issues embedding the music files in the game, so Conrad wrote a customised music routine; and converted the original music data into a
    format readable by the routine. This saved a lot of graphical resources in
    the final 64k cartridge and also enabled his music work to be replayed in
    full with the limted cartridge resources available.

    Now finally RGCD have released the game on cartridge, The game can be used
    with either the Protovision or Hitman adapters for up to 5 players action.
    The single player version supports a massive 36 screens of bombing action.
    With an end of level bosses and a number of different enemies. Dont forget
    to add the a mind blowing sid soundtrack as well as passwords; to work your
    way through more challenging levels, and the easy ones to if you find the
    game to challenging.

    LOADING BOMBERLAND

    To load the Bomberland on cartridge, is a simple matter of; turning off
    your C64/128, then insert the cartridge and then; turning the computer back
    on. The game will load automatically, but does take a few seconds to
    decrunch.

    THE GAME

    For those of you unaware of the game; the basic idea is this;

    You guide your lets say "hero", (he doesn't seem to have a name) through bomberland. In this wondrous land; you will have to fight against enemies
    that loyally protect your main objective; the Lord Bomber. You have a
    special skill; you have the powers to plant bombs to kill the enemies,
    these bombs will explode in 4 directions and; the bombs can also destroy
    some walls or bricks, hidden behind some of these walls; or bricks; are bonuses. Once all the bad guys are killed on the level; you will need to
    find the exit that will be hidden in one of the bricks, don't however blow
    up the exit portal as bad things will happen, oh and don't try to explode bonus`s as you will loose the bonus; and gain more attackers.

    Not all the bonus`s are helpful; the skull bonus for example could hold a
    nasty surprise. In the last level; Lord Bomber will await you in his
    chamber. A password is provided in the game after 3 stages, the password
    not only holds the level you finished on, but also the powers and bonus`s
    you had as well as your score.

    Each world is divided into six stages; with different themes: Brick
    Factory, The Swamps, The Rockies, Snowy Foothills, Laboratory and the
    dreaded Castle of Lord B. Each stage finishes with a boss to defeat.. The game is controlled by the joystick (in either port), but can also be played from the keyboard on your C64.

    As Bomberland supports up to 5 players, in addition to the joysticks
    connected to ports 1 and 2, another two joysticks can be plugged via
    hardware connected to the User Port on your C64. The joystick algorithm is based on the use of a CGA (Protovision) adaptor, or can be switched to a
    HIT adaptor (by Excess and Hitmen). By default, the CGA adaptor driver
    will be used.

    The game has many different types of monster, each with its own unique behaviour. Some are slow and quiet, others are aggressive and fast, some
    can even fly over walls. Remember though; you are up against the clock to finish the level; so don't hang around, once the timer reaches zero; Time guards are released they home in on you from all sides of the screen.
    However on the final levels when the timer runs out; the TIME GUARDS will
    not appear you will instead die instantly.

    GAMEPLA

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