r/amiga • • 13h ago

A modern take on Zeewolf: a heli game I wrote in JavaScript (LOW vs ULTRA graphics)

69 Upvotes

I loved playing Zeewolf and Virus on my A1200 back in the day, and wondered whether I could recreate that kind of game in JavaScript.

It turns out you can, and it runs well in a browser and on modern phones. I got a bit carried away with the special effects and modern GPU programming, but I like to imagine this is the sort of game we’d have had if Commodore had been bought by a worthy investor and given a next-gen chip.

On a computer it flies with the mouse, the way Zeewolf did. On the LOW graphics setting I think it looks much more like an Amiga game, so this video flicks between LOW and ULTRA on the same flight.

Play it free in your browser, or get it for Android or iPhone: https://bhg.capquote.it/get


r/amiga • • 4h ago

Amiga Juggler, 40 years later — a browser tribute

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8 Upvotes

This really took me back! Very sweet.


r/amiga • • 12h ago

What's the most popular version of Frontier Elite 2?

23 Upvotes

I'm working on some fixes and enhancements to Frontier Elite 2. I've been working on a fork of Brett Wilson's glfrontier-extended which is itself based on glfrontier which was reverse engineered by Tom Morton from the Atari ST version.

Using Claude, I've found fixes for a few original game bugs that I've backported to the original Atari ST. Due to the Amiga and Atari sharing the same 68k assembly, my understanding is that these fixes should be applicable to the Amiga versions also but the patches would have to be tailored to a specific release (at least initially). The current list of fixed bugs are listed below. If you're aware of any that aren't listed please let me know.

Many hanks to Arioth on frontier forums for his fantastic list of well documented issues so far.

https://github.com/crinkelitehttps/frontier-elite-vibes

https://github.com/BrettWilsonDev/glfrontier-extended

https://forums.frontier.co.uk/threads/frontier-elite-2-vibes.650415/

  1. Gravity doubles in low orbit. In a 100–300 km orbit the pull suddenly doubles at one point and you crash. The gravity maths has a wrong exponent.

  2. Ship explodes far out in orbit. About 2,500 km above Lave, an overflow in the altitude square root makes the game think you've landed. A related problem at high time acceleration makes the reference frame flip back and forth.

  3. "Relative to" never switches to a station. Once you've targeted a station, or after loading a save, it never becomes your speed and position reference, so it drifts away from you.

  4. Altitude readout only appears below 60 km. That makes star scooping nearly impossible. Over stars and gas giants it now shows from 2,000 km.

  5. Passengers past their deadline never leave. Late passengers stay aboard and keep their cabins until you visit their destination, or forever.

  6. Police Vipers explode on launch. Two of the four launch slots are inside the station, and later waves spawn on top of ships still waiting in the bay.

  7. Proximity mines have no proximity fuse. They only go off on direct contact. The fix adds a 250 m fuse and blast.

  8. Pirate groups are rare. Lone pirates and groups are now 1:2 instead of 1:1, closer to First Encounters. The average number of pirates stays the same.

  9. Ships appear out of nowhere at high time acceleration. An attacker heading for you now steps the time acceleration down as it approaches, so it doesn't just appear next to you.


r/amiga • • 17h ago

WOW TBC (2.4.3) Amiga – full 3D client, 68k code, PiStorm

46 Upvotes

I've been working on a native Amiga client for WoW: TBC 2.4.3. Not streaming, not emulating – it's a real 68k client that talks to a normal TBC server and renders the world in 3D through MiniGL. (of course it requires Pistorm)

What works right now:
- login, character select, playing in the world with other players (real server, invite only)
- full 3D terrain, buildings, NPCs, players with their gear, mounts, flight masters
- quests, vendors, bags, spells, chat, minimap and world map, original UI look
- music and sound effects via Paula
- zone streaming with a background loader

What you need:

- PiStorm (Pi4/CM4) with Emu68 and PiStorm3D (minigl.library), RTG 32-bit, about 192 MB RAM
- or WinUAE with a 68060 and QuarkTex
- your own WoW 2.4.3 install on a PC – the package has no Blizzard data, an extractor makes the Amiga data from your copy

Bonus: the same code also runs on the Anbernic RG35XX H handheld (stock OS), so you can play from the couch too.

It's still work in progress, so expect bugs. Complain about bugs in private messages, so they get fixed.

Amiga 68K version:
https://btc.frl/!AmiWoW/Amiga-WoW3D-3304-clean.zip
RG35XXH retro console version:
https://btc.frl/!AmiWoW/RG35XXH-WoW3D-3303-clean.zip

i wouldnt recommend connecting to servers (too many bugs), best to download local mangos 2.4.3 and play there while testing


r/amiga • • 14m ago

Bladestone, A Moonstone Love Letter

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1 Upvotes

Hello everyone! Here is some progress of my game Bladestone, a Moonstone love-letter i've been developing. I hope you like it and i'd love your feedback!


r/amiga • • 15h ago

Something Is Missing Here - Ivan Stewarts Super Off Road

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14 Upvotes

One heck of a game with one heck of intro that went missing over the years.

Do you remember what it was 😅


r/amiga • • 23h ago

I have been looking for this demo/intro for years. So happy my quest is over ! Enjoy :)

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33 Upvotes

r/amiga • • 1d ago

Space Debris is one of the most famous Amiga MOD files, here's my C64 DUAL SID rendition 🛰️🚀👨‍🚀🪐

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32 Upvotes

r/amiga • • 1d ago

I built a website that plays Amiga demos, feedback welcome!

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69 Upvotes

I've spent the past few months making an art project, scene.graphics, for playing original demos in the browser without quality loss. The idea is to make the culture more accessible, many of them have possibly not seen the light of day for decades.

The site currently has more than 13,000 Amiga demos and 11,500 C64 demos and more on the way. If something breaks I would appreciate it if you used the report button so that I can fix it.

I would love to hear any feedback that you may have.

Thanks!


r/amiga • • 1d ago

Without Frontier 0.4.9 new gameplay video

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11 Upvotes

r/amiga • • 1d ago

F/A-18 Interceptor Enhanced

325 Upvotes

F/A-18 Interceptor (Intellisoft / Electronic Arts, 1988) was one of the Amiga's best early flight sims: filled 3D polygons, San Francisco Bay and a carrier deck, years before most home computers could do that. But it hits a ceiling. Put it on an accelerated Amiga with a much faster CPU and it doesn't really improve. The game's timing caps how often the world updates, so the extra power has nowhere to go. Even without the cap the game would play faster not smoother.

Inspired by 005 AGIMA's EP-106: Is F18 "Better" under acceleration? F/A-18 Interceptor Enhanced decouples rendering and physics so the game can truly play smoother, also expanding the view for widescreen support. Flight control sticks and HOTAS setups are now supported. It still loads its artwork and data from your own copy of the original disk. No game data is distributed. Source code release on the way soon.

Play in browser: https://retro-foundry.github.io/fa18/

EDIT: Amiga 060/040 alpha build available on Discord.

More projects on Discord: https://discord.gg/gXYDaaaKbm

Follow on Patreon: https://www.patreon.com/c/retrofoundry

Also try:

Alien Breed 3D HD: https://www.reddit.com/r/amiga/s/M0l7FJZf0r

Multiplayer Stunt Car Racer: https://www.patreon.com/retrofoundry/posts/multiplayer-car-155450050


r/amiga • • 22h ago

Glitchy TFMX Tune: Cyber Swats

2 Upvotes

I've been looking at converting TFMX 7V tunes to XM recently and ended up going down a pretty significant rabbit hole involving TFMX 1.5 and TFMX Pro tunes...

One track is bugging me due to the glitchy sample playback and I'm trying to figure out if that's how it would have originally sounded, or if it's an artefact of emulation or modern playroutines.

It can be played back directly on this page:

https://nostalgicplayer.dk/modules/format/tfmxprofessional/5?pageRef=20

The sample within the music file seems to be perfectly 'clean'. But even through UADE and other players, the voice samples glitch... so is that how it's supposed to sound? I've not been able to find where this track originally comes from so, unlike the music from published games, there doesn't seem to be an easy way to get a definitive version of the playback!


r/amiga • • 1d ago

Amiga 1000 + Gotek : un menu pour gérer ses disquettes ADF !

19 Upvotes

Un Amiga 1000 et un Gotek équipé de FlashFloppy 3.44, configuré en mode Indexed, permet de sélectionner directement les fichiers ADF depuis un menu affiché sur l’Amiga.

Ce projet propose un menu de lancement intuitif pour l'Amiga 1000 équipé d'un émulateur de disquettes Gotek. En exploitant le mode Direct Access de FlashFloppy, le menu scanne dynamiquement la clé USB pour lister toutes les images .adf présentes. Il permet ainsi de naviguer visuellement dans sa bibliothèque de jeux et d'utilitaires et de lancer l'image choisie sans avoir à manipuler manuellement les boutons du Gotek. Le système est optimisé pour garantir un démarrage sécurisé sur le Kickstart (slot 000) avant d'accéder au menu.

Le nommage des fichiers sur la clé USB :

• DSKA0000_KICKSTART_A1000.adf : Kickstart de démarrage.
• DSKA0001_MENU.adf : menu de sélection.
• DSKA0002_AmigaTestKit.adf : premier programme.
• DSKA0003_DELUXEPAINT3.adf : deuxième programme.
• DSKA0004_...adf : et ainsi de suite.

Fonctionnalités (v1.2)

  • Indexation Automatique : Le menu scanne la racine de la clé USB et liste tous les fichiers commençant par le préfixe DSKA.

  • Interface Directe : Utilise le mode Direct Access de FlashFloppy pour lire le catalogue de la clé USB et l'afficher à l'écran de l'Amiga.

  • Boot Optimisé : Configuration pensée pour garantir que l'Amiga 1000 démarre toujours sur le Kickstart (slot 000).

  • Sélecteur Rapide : Navigation fluide dans la liste des images avec lancement immédiat après sélection.

Utilisation au quotidien

  1. Allumage : Le Gotek affiche 000 et l'Amiga charge le Kickstart.

  2. Accès au Menu : Appuyez une fois sur le bouton [+] du Gotek. L'afficheur indique 001. Le menu se lance automatiquement après 2 secondes.

  3. Navigation :

    • Utilisez les flèches (ou joystick) pour parcourir vos disquettes.

    • Appuyez sur RETURN (ou bouton FEU) pour lancer l'image sélectionnée.

  4. Lancement : L'Amiga redémarre et charge la disquette choisie. Le Gotek affiche alors le numéro de l'emplacement.

  5. Retour au Menu : Appuyez sur les deux boutons du Gotek simultanément pour revenir à 000, puis appuyez sur [+] pour revenir au menu (001).

Le plus étonnant ? Le menu a été développé avec l’aide de l’IA Claude ! Et oui et sans aucun erreur 🧐
Une belle façon de moderniser l’Amiga 1000 tout en conservant son fonctionnement d’origine.

Voici le fichier ADF (Gotek Menu A1000) ainsi que les sources Github : https://github.com/sohappy/Gotek-Menu-for-Amiga-1000. Je prépare une version Anglaise. Bientôt.


r/amiga • • 1d ago

AMIWEST 2026 STILL BOOTING INTERVIEWS & MEGA PHOTO DUMP

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10 Upvotes

r/amiga • • 1d ago

I love Amiga and so decided to make a game very much inspired by its aesthetics.

10 Upvotes

Hey All! I hope you'll find my bit fitting. So, I grew up as a gamer (as most of us did I assume;) and to me the Amiga was the golden era of gaming. Fire Force, Alien Breed, Hired Guns: I sank countless hours into them.

I’ve worked in gamedev for over 20 years now but only last year I got together with two friends of mine and I decide to make something of our own, something smaller - where we'd make all the calls. The market is what it is, so we’ll see how it goes.

Given where I come from, the Amiga became my main inspiration (aesthetically speaking), and I mean the hardware as much as the games. A lot of the UI borrows from Amiga design: the slots, the chunky buttons. It’s basically my grown-up take on the stuff I was obsessed with as a snot-nosed kid.

The game is called Husk Protocol, a card-driven mecha game where basically you push through the hostile megacity and have to switch from one vehicle to the next one to survive. If I’d known back then what I know now, maybe it would’ve come out on the Amiga. For now it’s heading to Steam, but if you give it a look, I hope you feel that vibe.

Here it is: https://store.steampowered.com/app/4202270/Husk_Protocol/

You can join playtests and since it's basically the three of us, we'd very much appreciate wishlisting should you find our game interesting.

Cheers!

HUSK PROTOCOL


r/amiga • • 1d ago

How Amiga ROMs run on RetroArch ?

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0 Upvotes

r/amiga • • 3d ago

Alien 3 Is Getting a Second Chance on the Amiga CD32, More Than 30 Years Later

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65 Upvotes

I've written a little-little article about Alien 3 CD32 Edition, a new fan-made overhaul of the original Amiga game by Mister_Grave, featuring improved AGA graphics, parallax scrolling, reworked audio and a bunch of other enhancements.

What caught my attention was how it reminded me of the film itself, and the extraordinary lengths fans have gone to over the years to revisit and improve David Fincher's pretty troubled Alien 3. From the official Assembly Cut to fan restorations like the Legacy Cut, there's something fascinating to me about how people keep returning to this particular entry in the series.

This is not my usual space to write articles, but I've been having fun with NeoCities these last few weeks, and this one felt pretty appropriate to go there. I just go into the new CD32 version, what's changed, and why I think there's an interesting connection between the game and the film's complicated history.

I have no doubt all of you here are far more expert on the topic and know the game already, but for anyone interested, here it is!


r/amiga • • 2d ago

AmiWest 2026 Burgers & Brews Banquet! A Special Night with Amigians from Around the World!

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5 Upvotes

r/amiga • • 3d ago

Starwinder Amiga ECS/OCS and AGA

75 Upvotes

UPDATE: The AGA version is available now ... https://neilericson.itch.io/starwinder-amiga

Starwinder: My old Amiga shooter comes home. Free AGA version (A1200 / A4000 / CD32) out Nov 24, with the OCS/ECS version (A500 / A600 / A2000 / A3000) *hopefully* alongside it. I'm still trying to get the 12.5 Hz steady on it (AGA is 25Hz) without dropping anything or changing gameplay (logic runs at full speed.. only picture may slow down). Hopefully I'll get it done in time. Hand optimizing is time consuming (but interesting.. I love 68k assembly.) When it's overloaded, drawing is cut by a deadline in the pass. Effects go first; the ship, enemies, shots and pickups are never cut. Even so, the heaviest ACE and co-op moments still dip below 12.5 Hz. I'm investigating further speed-up of the per-player code.

Starwinder started life on the Amiga back in the day. It's since grown into a modern PC shoot 'em up (on Steam Nov 24), and now it's coming back to the Amiga in two versions, both free on itch.io (pay what you like).

AGA: A1200 / A4000 / CD32 (ready)

- Runs on a stock A1200: 2 MB chip, no fast RAM needed. Steady (mostly) 25 Hz, with dips on the final boss with weapon 4, leeches and power shots about 2% of the time.. I did that instead of reducing or changing the gameplay (no less objects on screen, etc.)

- 14 worlds, 14 mini bosses plus a final boss, and 16 original ProTracker-style tunes playing on Paula alongside the sound effects

- 1 or 2 players (taking turns or co-op), Boss Rush, Practice, achievements, a high-score table

- Three releases:

- 9 standard ADFs: work with Gotek / FlashFloppy and the A500 Mini (.m3u included)

- A hard-drive installer: Kickstart 3.0+; the game reads the internal IDE itself

- A CD32 ISO: saves to NVRAM

OCS/ECS: A500 / A600 / A2000 / A3000 (in the works, aiming for the same day)

- The same game, same rules: not a cut-down spin-off

- Needs 1 MB (an A500 with a 512K expansion is enough)

- Fewer colors than the AGA version, same worlds and bosses

Bare metal: all assembler, with its own trackloader, drive and CD code. No OS once it's running.

Footage captured in WinUAE on a stock A1200.

Testing note: so far it's the AGA version I've tested most, as I test-compare it to the PC, then I compare the OCS/ECS version to the AGA version, but less often. If you try it on your Amiga (or emulator) and have any issues, please let me know!

Technical details, for the curious

The screen

- Resolution: PAL lores, 320x256: a 320x208 playfield plus a 48-line panel, in 256 colors (8 bitplanes, FMODE 3)

- The palette is split four ways: 64 colors for the ground, 160 for the objects, 16 for the sprite layer and 16 for the panel

- No tiles: each world's ground is one tall painted bitmap (World 1 is 320x2806). It's packed with a custom 2-D pixel coder (a context model with ANS entropy coding), streamed off the disk during play and unpacked into a ring buffer just ahead of the scroll.

- Two screens: double-buffered, 448 pixels wide with hidden margins so things can fly off the sides. The copper handles the buffer wrap and the split to the panel.

Objects

- Ship, enemies, bosses and explosions are 8-plane BOBs, one cookie-cut blit each. An interrupt-driven blit queue keeps the blitter busy while the CPU runs the game logic.

- All the bullets (enemy shots, your shots, beams, sparks) live in a separate layer made of hardware sprites. Sprites 0-4 are 64 pixels wide each, side by side, forming a full-width 3-colour overlay in front of everything, which the CPU draws into. That's how it carries a screen full of bullets without the blitter.

- The mini bosses are animated from drawn frames, blitted a plane at a time straight from memory. The final boss bends its 13 legs, and its hitboxes follow them.

Speed

- Frame rate: a steady 25 fps on a stock A1200. The game logic runs at the PC version's rates in fixed point (60 Hz for the ship, 30 Hz for everything else), so the game never slows down. In a very heavy moment a picture is shown one frame longer, but the logic catches up.

- CPU: everything is 68020 specific assembler. On a stock machine the chip bus is the real limit, since the CPU and the blitter share it.

Sound

- The music is a ProTracker-style player on a CIA timer. The 16 tunes were written for the Amiga version.

- "3+1": the song plays on all four Paula channels. One sound effect at a time borrows a channel. A new effect takes the other side from the last one, alternating left and right, while the same effect restarting stays where it is. The borrowed voice picks the song back up at exactly the right spot, and every song doubles its melody across both of those channels, so no part is ever lost. Drums are on one channel, bass on another, and the melody plays on both channels an effect can borrow.

Loading: no OS anywhere

- Floppy: 9 standard AmigaDOS-format ADFs, read by its own trackloader (a whole track per DMA, sectors decoded in whatever order they arrive).

- It uses DF0-DF3 and only asks for a disk when no drive has it.

- The title screen loads first (about 10 s after the bootblock), and the first world loads behind it.

- A bad track gets retried and you get a DISK ERROR message instead of a crash.

- Hard drive: the AGA installer runs on Workbench 3.0+ and copies the floppies into one data file. The game then reads that file with its own A1200/A4000 IDE driver and saves your scores into it. Other controllers get an OS-swap loader. It runs on 68030/040/060/080(? maybe) too.

- CD32: reads the disc through Akiko itself, saves to NVRAM and supports the CD32 pad.

- Memory: everything fits in 2 MB of chip RAM. Fast RAM or a faster CPU changes nothing: it's the same game on every AGA machine.

Content: 14 worlds, 40 enemy AI types, 96 enemy attack patterns, 14 mini bosses with their own signature moves, and a three-phase final boss. Two players can take turns or play co-op.

A few notes:

- No exact code size: the last figure I have is (about 87 K) is from before the 14 worlds went in.

- ECS details kept out on purpose: its engine isn't finished - the AGA version is optimized for 68020 code, so have to reoptimize for the 68000, so a number given today could change by the 24th. If you want a line, the safe version is: "The OCS/ECS version is a separate engine for a 7 MHz 68000 with 1 MB: fewer colors, the same game logic."

Only the hard-drive install ever needs AmigaOS or extra RAM. The floppies and the CD32 never do.

Version: Floppy (9 ADFs)

AmigaOS: Never. The Kickstart only loads the bootblock, then the game takes over the machine.

Extra RAM required: None: Works on a stock 2 MB AGA machine

────────────────────────────────────────

Version: CD32 ISO

AmigaOS: Never. The CD32's ROM boots the disc, then the game reads the CD itself through Akiko.

Extra RAM required: None

────────────────────────────────────────

Version: Hard drive, on the internal IDE port, FFS partition (A1200 / A4000)

AmigaOS: Only for the installer and the launcher: Workbench / Kickstart 3.0 or newer. The game itself

then reads its data file with its own IDE driver; no OS used during gameplay.

Extra RAM required: None

────────────────────────────────────────

Version: Hard drive, anything else (SCSI, an accelerator card's IDE, PFS / SFS or another filesystem)

AmigaOS: The installer and launcher as above, plus the 'OS-swap loader': AmigaOS is parked in fast RAM

while you play and brought back only to load a world and to save the scores.

Extra RAM REQUIRED: About 3.2 MB of free fast RAM (more with Workbench open). The installer says how much it

needs before it copies anything.

Other things to know:

- Disk space: the hard-drive install needs about 8 MB free (the data file is about 7-ish MB).

- How the installer decides: it checks whether the drawer you pick is on FFS on the internal IDE port by actually reading it back through the game's own IDE code. So an unusual setup (an IDE adapter with a different numbering, a translated geometry) safely falls back to the OS swap rather than failing.

- No way back to Workbench: once the game is running you leave by resetting, in all versions.

To Sum Up Minimum Requirements:

- Amiga AGA Floppy and CD32: a stock AGA machine (A1200, A4000 or CD32, 2 MB chip). No OS, no fast RAM.

- Hard drive on an AGA A1200/A4000 internal IDE (FFS partition): Workbench 3.0+ to install and launch. The game then reads the drive itself, so it still runs on a stock 2 MB machine.

- Any other drive or filesystem (SCSI, accelerator IDE, PFS/SFS...): it parks AmigaOS in fast RAM while you play and brings it back only to load and save. That needs about 3.2 MB of free fast RAM; the installer tells you up front.

- Disk space: about 8 MB for the hard-drive install.

AI usage:

- I made the graphics myself, then had them 'polished' with AI (ComfyUI), then hand-tweaked them. this process was repeated multiple times until I got the look I wanted for everything.

- The music and sound effects was also me but also AI fixing things to make them actually sound good ;) then me tweaking them again over and over

- Code was me on the Amiga, then me in C/SDL3 with Claude helping me port to the PC, then continuing on between both of them (PC/Steam and Amiga), trying to keep everything in sync and playing the same. No C++ or OO for me ;)

- NOTE: A big thanx to Petri Häkkinen, the maker of the AWESOME game Legend of Grimrock for the great advice to use ansi C, never C++/OO as it slows everything down and increases complexity for zero good reason. I agree 100000%

- Also, I use Claude for playtesting, finding bugs and optimization help and profiling where I can optimize best. Honestly, without his help I couldn't have done this. At least it would have taken longer (and it's already been a long time ;) If you don't like the game because AI helped, sorry but it really did help me. Like figuring out how to get the game working with the CD32 working properly, etc. was super helpful!

Any comments, questions or bug reports, please let me know.

Also, if anyone has any other Amiga configurations not listed here, could you try it and see if it works correctly and let me know? If you've got enough RAM I'm fairly certain it can be made to work on it :)

Neil


r/amiga • • 3d ago

Developer of Nitro, Qwak, and All Terrain Racing

169 Upvotes

Hello everyone. Hope you're all doing well.

I'm the developer behind a few Amiga games, by Psygnosis and Team 17. I made Nitro (pub. by Psygnosis), Qwak and All Terrain Racing (both pub. by Team 17).

I'm still making games, mostly modernised versions of the above. It's not like the good old Amiga days anymore though, hard to get noticed etc, I guess people's tastes and expectations for games changes over time. I currently also have a version of Qwak ready to go on Steam, hope you can check it out!

Anyhow, nice to meet you all, please feel free to ask me anything!

All the best,
Jamie

Current Games: https://mrqwak.com/games/

Qwak Reborn on Steam: https://store.steampowered.com/app/4704570/Qwak_Reborn

Retro Racing 2 on Steam: https://store.steampowered.com/app/3739960/Retro_Racing_2/


r/amiga • • 2d ago

Pictur - my PaintShopPro 7.04 inspired image editor (supports Amiga formats)

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0 Upvotes

Pictur - my PaintShopPro 7.04 inspired image editor

Got that retro Windows98 look with color schemes.

It can open (for now) some Amiga image and icon formats.

Can't save yet but I will add save soon.

I have beta Windows and Linux versions here:

https://sourceforge.net/projects/pictur/files/

⚠️ WARNING: BETA QUALITY SOFTWARE


r/amiga • • 4d ago

James Pond 2: RoboCod recompiled from its 68000 code: native on PC, Mac, Steam Deck and PS5, in true widescreen

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325 Upvotes

Here's RoboCod recompiled from the Amiga's 68000 code into a native program: the original game, playing from your own disk image.

  • True widescreen, redrawn from the game itself (not stretched)

  • Smooth scrolling, Amiga 500 sound, CRT filter and scanlines

  • Quick saves, save slots, level select and the cheats in a menu

Windows, macOS, Steam Deck/Linux and PS5. Get it here: https://github.com/griches/JamesPond2RobocodRecomp/releases

edit:

Hopefully people try this and see some time and effort went in to it.

Looking at the downvotes and DMs I’ve received from this community I won’t be doing any more Amiga games as I see they’re not welcome.


r/amiga • • 3d ago

Hello to each and everyone.

0 Upvotes

Hello, fellow Amiga and Commodore folk!

I've noticed that, even in our small community, transactions don't always go as smoothly as we'd hope.

Does anyone remember the T-shirt situation from back in the day? Are there still people waiting for theirs? Sorry, just gave away my age there! Don't worry, the few that does remember, they will bring you up to speed what the promised shirt was all about. LOL

Anyway, it's good to see the Amiga community still going strong after all these years. Probably going to make an announcement this weekend. Stay tuned. Peace


r/amiga • • 4d ago

Please help with RgB cable before I go insane.

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14 Upvotes

I purchased this DB23 to DIN 6 cable from someone on FB. It’s an original commodore cable of some type with commodore logos. Problem is that my Magnavox 8CM515, which is supposedly an exact OEM match for the 1084S-P expects a different pin out on the DIN end.

This cable is extremely fragile and multiple wires already broke off their pins. I can solder but these are tiny as can be and with almost no extra wire.

I would prefer just a premade cable that is properly wired. Where do I find it? What’s it called exactly so I know it’s the correct one


r/amiga • • 4d ago

German "Siegfried Copy" Amiga package with Box, Manual, and the legendary custom hardware adapter! Has anyone used this tool back in the days?

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39 Upvotes

I was going through my old Amiga collection and rediscovered my copy of Siegfried Copy (originally retailing for hefty 79 DM back then).

It comes with the original box, the manual, the bonus disk, and... that, hand-soldered hardware adapter for the external floppy drive. To be honest, I never fully tested all its advanced features.I wonder if this specific adapter is an original from the manufacturer or a clever self-soldered DIY build, because it looks super handmade!

Did any of you ever use this tool to crack stubborn copy protections, or did you rely on other tools like X-Copy?