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Information is copyright 2001-2024 by Astruc Pierre, also known as RCK.
Readers may not modify, publish, transmit or in any way exploit any of the contents of this site, in whole or in part, without the express prior permission of the copyright holder. Direct comments to the appropriate person. All rights reserved.

Limiting the stereo separation with BassMX
Posted by Edders - 28 February 2024 14:30
Edders's Avatar  I've developed a little audio board that softens the hard stereo separation of the Amiga audio. It does this by mixing the low frequencies from each channel with the audio from the other channel. This leaves the stereo image mostly unaffected but at the same time it makes the audio more balanced when playing on big speakers or headphones.

This is of course not to everyone's taste but I've had some great feedback from musicians, DJs, producers and people from the demo scene. You can listen for yourself (and make your own mind up) as I've put some samples on my blog to listen to, which you can find at
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WinUAE 5.2.0
Posted by Toni Wilen - 19 February 2024 13:33
WinUAE 5.2.0 (18.02.2024) released.


New features/updates:

MacroSystem DraCo emulation. Full emulation except V-Lab Motion video board which is totally undocumented. Amiga clone without Amiga custom chips.
Picmatic Marbella Vice light gun laser disc arcade game is now fully working.
American Laser Games and PicMatic statefile support.
Genlock emulation display positioning/scaling updates.
Retina Z2 and Z3/Altais RTG board emulation. (NCR 77C22E+ and 77C32BLT SVGA chips)
S3 Trio64 PCI RTG board.
On screen led font is now configurable, settings in GUI Miscellaneous panel.
A2410 updates (Latest Picasso96 driver with DMA mode enabled graphics corruption)
All emulated RTG boards now autoswitch (Automatic switch between chipset mode and RTG mode). Previously only RTG boards that have built-in switcher and PCI RTG boards autoswitched.
Do not emulate special cases in native chipset screen mode last and first line(s) unless Overscan mode is Overscan+ or higher. (For example OCS Denise top and bottom line mismatched blanking start and end)
NTSC mode screen vertical positioning improved.
Disk swapper insert/remove cursor position now works as expected. Same image can be inserted in multiple slots.

5.1.0 Bug fixes:

Fast 68020+ mode interrupt timing fix. (Some games hung or had missing or badly playing sound)
Copper timing was unreliable in non-CE modes (Mainly affected horizontally multiplexed sprites)
Dark mode was not initialized if config file was started directly (for example from command line), without opening GUI. Some sub-dialogs didn't support dark mode.
Zero length disk DMA with enabled disk word sync never finished (some copy protections failed to work).
Game Ports panel default config overrode button 4 with on screen keyboard enable/disable option even if it was already configured in Input panel.

Older bug fixes:

Any TV overscan option + NTSC mode: few pixel grapohics corruption was visible in right edge of screen.
Many hardware emulated RTG boards had problems with horizontal panning.
68040 MMU emulation fix. (MOVEM restart didn't work correctly in all situations and MOVES 68040-only special case bus fault behavior was wrong)
CyberVision 64/3D and Picasso IV overlay fixes. P96PipDemo is now working correctly.
Ateo Pixel 64 had BGR/RGB swapped colors in most color depths.
UAE AHI ignored AHI volume slider setting.
Fixed mouse cursor jumping randomly when in tablet mode and clicking mouse button(s).
Game Ports panel input device type getting stuck or entering Test/Remap window crashing in some situations.
Some config file and registry/ini paths were always written in absolute format even if WinUAE was configured to relative path mode.
"AVI output enabled" (and few similar on/off buttons) button type changed, previously they worked unexpectedly in some situations, visible state was not always matching internal state.
Some sub dialogs (for example Gameports input mapping autofire) had old style and no high DPI support.
256 color screenshot mode created wrong colors in some situations, usually when AGA and almost all palette entries were allocated.
Changing some native display settings (Filter/Display panel) settings didn't reset all required display parameters until full display reset (for example window was resized)

[Please don't post bug reports in this thread.]

(Plans for next version(s): yet another chipset rewrite to make chipset emulation fully accurate with VPOSW writes, even if writes are really weird)
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PowerShark USB-C PSU
Posted by wiz12 - 05 February 2024 15:58
These are now available but at 70 euro each and you will also need a separate USB-C power charger to power it so not the cheapest option if you're looking for a new Amiga PSU.
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Red 41- the silent death requires a 2d level designer.
Posted by Adrian Browne - 02 February 2024 01:31
Hey guys, Red 41- The Silent death requires a 2d level designer.
Its a decades old unreleased Italian Amiga game that is being retooled for release on Amiga in the near future. I'm helping with pixel art-- it's evolved beyond what is shown in the youtube videos.

You can message Daniele here or myself as Daniele does not speak English--I am in contact with Daniele. Cheers
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GQ3 Status Update Jan/Feb
Posted by pngcan - 28 January 2024 20:01
pngcan's Avatar  Hello Friends,
At this point GQ3 is about 99% done and I have come to a crashing halt. My game is bigger than the buffer size Edmond created for the Grac2 Editor. Edmond provided the source code in his final release of Grac2 to the Public Domain so I have tried to increase it in Amos but it won't compile. I started a thread in the Amos code category here and reached out to the Birrax folks working on Grac3 in hopes they can assist. In the meantime here is a pix of my workstation where I am working on the Geo's Quest series and Graphic Novel. This is a Pi4 A1200 with 2gb ram, a 64gb sdcard in the Pi and a 128 gb harddrive in the 1200. The left monitor is running picasso through the Pistorm hdmi and the right is the RGB from the 1200. Hopefully the good folks here and at Birrax can get me back on track.
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Update of the Amiga Games List
Posted by Daff - 08 January 2024 15:46
The Amiga Games List, a document created and maintained by David Brunet since April 1991, was updated on 8 January 2024 with the publication of its 54th edition. Among other new features and corrections, games published or updated in 2023 have been added (194), and games created in HyperBook and PowerD are now accounted for. In addition, two new licences have been added: 'Hack' (which refers to games derived from other games or published illegally, for example without the consent of the original author), and "Sustainable Use License", a new open licence. In addition, where possible, the name of the publisher of public domain games (CAM, Spielekiste, has been added. The total now stands at 14258 entries, including games, level editors, data disks, extensions and interpreters, distributed as follows:

13521 games
432 extensions and data disks.
154 game or level editors.
151 interpreters.

For the record, the number of native AmigaOS 4 games has now passed the 1000 mark.
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Happy New Year 2024 !
Posted by malko - 31 December 2023 23:53
malko's Avatar  To all of you and your family I wish you an Happy and Beautiful New Year 2024.
May it brings you health, love, money and many new Amiga games or amazing applications.

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Amiga Christmas Tree 2023!
Posted by Cammy - 22 December 2023 12:25
Cammy's Avatar  Happy holidays to all my Amiga friends!

I'm excited to share that I've just updated the Amiga Christmas Tree website for this year with a few new games that I've added just in time for Christmas.

I've also created a brand-new section featuring Amiga-related Christmas wallpapers for you to download and enjoy. If you have any wallpapers that you would like to share with the Amiga community, please let me know so I can add it to the website! If you don't have anywhere to host it, I'm more than happy to host it on the website's server for you.

Wishing you all a magical and joyous Christmas filled with Amiga fun! Here is the link to the Amiga Christmas Tree website -
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WinUAE 5.1.0
Posted by Toni Wilen - 20 December 2023 19:48
WinUAE 5.1.0 (19.12.2023) released.


New features/updates: UI

On screen keyboard. Default mapped to pad button 4.
Gamepad GUI control. Use game pad to control WinUAE GUI with some limits.
Optional dark mode (Windows 10 or newer required)
Emulation window dragging and resize does not anymore pause emulation.
New features/updates: emulation
Built-in Munt MT-32/CM-32L emulation. Emulated devices listed in MIDI out setting. ROM images should be in <WinUAE rom path>\mt32-roms. or c:\mt32-rom-data\.
AT&T DSP3210 emulation (AA3000 prototype). Not complete.
More programmed chipset screen mode emulation improvements.
Disk emulation improved, undocumented disk read DMA "last word may not come in" bug emulated.

Chipset emulation updates and fixes.

"Autoclip screenshots" option now supports programmed native screen modes.
Native<>RTG and RTG<>RTG mode switching optimizations.
A2410 display card emulation updates, works now with new Picasso96 driver.
Input panel Backslash/F11 option now has third option that restores pre-5.0 keymap behavior.
Do not list GPT partitioned harddrives in "Add Harddrives" panel.
Football Director 2 dongle emulation.
Quickstart Host Configuration menu first option renamed, "Default configuration" -> "Current host configuration". Added new option "Default host configuration" that resets host configuration to defaults.
Hard reset now randomizes CPU reset start up delay and initial floppy motor position.

Bugs fixes

DMS brute force decryption failed to work with some encrypted DMS files.
Alt-Tab from D3D11 fullscreen RTG mode made hardware mouse cursor invisible.
Some configurations crashed when GUI Reset or Restart button was clicked.
Enter GUI, eject disk, insert new disk, exit GUI: Disk was inserted immediately which is physically impossible and can confuse programs. Inserting disk without manually ejecting it first worked correctly.
GUI Restart button didn't fully restore GUI position/size if "Restarting" from fullscreen or full-window mode.
Some configs crashed when GUI Restart button or Reset was pressed.
WASAPI sound was disabled if sound driver only supported 8 channel audio.
Some configurations opened multiple tiny inactive multi-monitor mode emulation windows without enabled multiple monitors.
Workbench programmed screen mode (DBLPAL etc) positioning was not always correct when switching from other native mode.
None serial port emulation mode and fast CPU configuration: serial port driver hung if serial data transmit was attempted.
Integer scale + full window: Display panel windowed width and height was used instead of full window size (desktop size) when calculating scaling values.
Screen might have flickered when starting Picasso96 RTG screen dragging.
Multiple 0x76 partitions per HD/card can be mounted now, previously only first was mounted and the rest become zero size non-existing drives.
USB HID input device usage page check fixed, it accepted devices that had nothing to do with being input device.

Gamepad GUI control details

A = select (pad mode)/left mouse click (mouse mode)
B = right mouse click (mouse mode).
Y = change active GUI area (pad mode)/TAB UI element change (mouse mode).
D-pad = select UI elements, "pad mode".
Left stick = move mouse, "mouse mode".

Currently requires XInput compatible gamepad.

Onscreen keyboard details

Pad button 4 is default mapped to open/close on screen keyboard input event (if loaded config has button 4 mapped to something else, button is not mapped to OSK)
Pad button/d-pad that normally controls Amiga joystick moves keyboard selection. Joystick movements and button presses are not sent to Amiga side as long as OSK is open.
Fire button press = send selected key's press
Fire button release = send selected key's release
Second button press = toggle state of selected key. Keep shift or control or other qualifier key pressed.
Second button release = does nothing.
Keyboard layout is US layout + 2 keys that are used in international layout variants + few bonus "keys".
If GUI is entered when OSK is open, GUI pad control is automatically enabled.

And more.

[Please don't post bug reports in this thread.]
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Competition: Turbo Santa 2023
Posted by girv - 06 December 2023 14:16
girv's Avatar  Turbo Santa is back for another prize competition

There are modified rules this time to give more people a chance of winning something, including one of two Rogue Declan (AA 90%) boxed editions.

The game is free, grab it now and get some scores in before the 24th!
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New Game: Abbey(s) of the dead
Posted by UltraNarwhal - 04 December 2023 14:36
UltraNarwhal's Avatar  Abbey(s) of the dead - the full version was released on 30th November 2023.

Abbey(s) is an expanded port (20+ new screens) of l'Abbye des morts, demo & full version available from

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GQ3 Status Uopdate
Posted by pngcan - 03 December 2023 22:48
pngcan's Avatar  Hello Friends, Happy Holidays!
First off thanks for all the feedback both kind and constructive on GQ2, it has been helpful and encouraging. Thanks to Amiga Addict (84%) and Amiga Future for the great reviews.

It's been a while since I gave you an update on GQ3. Unfortunately my health has not been the best and I lost over 2 months of development. As a result I missed my anticipated release of GQ3 in October and will not make my Graphic Novel release this year.

But I'm back on my feet and back at it. Because of my health I can't devote the 4 to 6 hours I did per day, 7 days a week and must cut that in half. ( I hate being old!)

But I have some good news, Dave Haynie has let me use his likeness and his post Commodore story (all be it somewhat loosely told) and I have permission from another current Amiga celebrity for his likeness as a character in Chapter 5 Haynie's Comet as well. No spoiler alert, you'll just have to play the game to find out who it is. lol)

Almost done, likely by January/February. One of the issues with GQ2 was things I missed in testing (spelling errors, etc) Inevitable being a one man show. So I am hopeful that I can get a couple of testers to help and play the game and advise me of errors before I release it (Likely January or February release) Let me know if anyone is interested. If not, no worries, I'm having a ball doing this.

Here is another little mini trailer. It's from Chapter 4 "The A's of Three" as we join George at the abandoned Wilson Street Office being sent there by Professor Ali.
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Robin Hood Legend of Sherwood - New Beta Preview from Apollo Team
Posted by willemdrijver - 03 December 2023 12:04

Follow-up Beta preview on the experimental project from Apollo Team working on a 68K Amiga/Apollo port of the famous Robin Hood Legend of Sherwood game, originally released for Windows PC's in 2002 and later re-released in 2012 for Linux requiring 1Ghz+ system hardware with solid video-card. Remember this is an early preview and we have still a lot of work to be done to get to a real acceptable performance and stability level.

List of major changes:
- Tuning of Main Hourglass (divider for lesser important elements)
- Tuning of Main Refresh (disabled some fancy but costly effects)
- General cleanup of all individual element Hourglass & Refresh
- Moved all static UI elements to separate PiP layer
- Created “intelligent” refresh for UI so it refresh only when there are real Updates
- Dynamic Audio slot allocation for all Sounds incl. 2D stereo effect (volume + L/R panning)
- Deleted the complete Threaded Input routines (SDL) and recreated Input from scratch
- Replaced software blitted Mousepointer with hardware Amiga pointer (to be improved later)
And a lot of minor other things
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New game version : Abbaye des morts
Posted by Jeeg - 27 November 2023 19:05
Jeeg's Avatar  Hi all,

A new version of the "L'Abbaye Des Morts" that I have just finalised It is available on Aminet, is totally free and runs on any Amiga with at least 1 MB of memory.

This version was made in assembly language, the music is by Simone (JMD) Bernacchia and the debugging by Sergio (Amigars).

It's my first real game with this language and I'd like to thank Locomalito for the game, Frank Wille for his stunning Protracker player, Johan "Doynax" Forslöf for his Lempel-Ziv decompressor ans David "Vevat" Lara for the assets and his SDL game version which helped me for the code logic.

Even if it's a little game, it's been a great adventure over almost 3 years, and I hope you'll enjoy playing it as much as I enjoyed making it.

Your feedbacks (comments, improvements, bugs) are welcome.

Long live to the Amiga
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Newish Game: Crimbo AGA
Posted by spud - 24 November 2023 15:43
Hi all,

Tis nearly the season to be jolly so what better time than now to start playing Christmas games, so here I am pleased to present a slightly prettier (some may argue that point) version of last years smash hit Crimbo!

It is pretty much the same game but for some more colours and bonus levels designed by my son. The collisions are not quite as strict as before, so perhaps it'll be a little easier this time round too.

As the name suggests it'll only run on AGA equipped Amiga. There is a trackloading ADF file or a WHDLoad version available for download from:

It works on standard and expanded A1200s, Amiga A500-Minis (with latest firmware installed) and A4000s.

And if you're that way inclined there is even an MS-DOS port too.

Enjoy... maybe
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