Short: Speed Haste / Circuit Racer Amiga Port Author: NoriaWorks, port by Szilard Biro Uploader: col lawrence gmail com (Szilard Biro) Type: game/race Version: 1.1 Architecture: m68k-amigaos >= 3.0.0 Experience exhilerating speed as you blast through stunning tracks. Feel the adrenaline pumping of a real arcade racer. Practice, Single Race and Championship modes. 8 tracks, 12 different cars, select Formule 1 or Stock Car Racing. Multiplayer split screen mode. Requirements: - 68040 or 68060 with an FPU - Kickstart 3.0 - AGA chipset or RTG - 4 MB Fast RAM - 7 MB disk space - AHI 4.18+ Limitations: - No network multiplayer - Fixed gamepad layout Installation: Copy the following files into the game's drawer: - SPEED.CFG - SPEEDH.JCL (called CR.JCL in Circuit Racer) Sound: The game uses AHI for audio mixing and requires many channels. Some sound card drivers (e.g. SB128) have trouble with this, and won't play audio for all the channels or crash. In this case it's recommended to fall back to Paula modes for the Music Unit in the AHI Prefs. Some people also reported success with AHI 6 for PCI sound cards. Fullscreen: By default the game will try to use RTG screen modes or whatever the OS says is the best native mode. To force it to use a specific native monitor you can use this tooltype: - FORCEMODE: filters the available modes via the mode name. possible values: PAL, NTSC, DBLPAL, DBLNTSC, EURO36, EURO72, SUPER72, MULTISCAN Some RTG cards don't support 320x200 properly, the following tooltype can be used to work around the issue: - RTG320X240: open the RTG screen in 320x240 instead of 320x200 Please note that the game will still be rendered at the original resolution with a border at the bottom. Performance considerations: To improve the performance you can set the music volume to 0 in the Sound Options to disable the music player entirely. In the Graphics Options switching to Half detail floor will give a small boost without impacting the visual fidelity a lot. Reducing the decoration density has a big impact on the performance at the cost of making the tracks look barren. Controls: In addition to keyboard controls you can select between 2 controller types in the Setup / Set Controls menu: - Joystick A: joystick or CD32 gamepad - Joystick B: PlayStation gamepad or wheel connected via PSXPort If your CD32 gamepad is not detected by lowlevel.library, you can try the SetJoyPort utility: https://aminet.net/package/game/patch/SetJoyPort Running the following command will force the correct setting: - SetJoyPort PORT1=JOYPAD The default keyboard mapping can be changed for each player under the Define Keys option. Player 1 default keys: - Up: accelerate - Down: reverse - Left: turn left - Right: turn right - Space: switch gears Player 2 default keys: - Numpad 8: accelerate - Numpad 2: reverse - Numpad 4: turn left - Numpad 6: turn right - Numpad 0: switch gears CD32 gamepad / Joystick: - D-pad up: accelerate - D-pad down: reverse - D-pad left: steer left - D-pad right: steer right - Red / Button 1: switch gears up - Blue / Button 2: switch gears down PSXPort: - Left stick: steering - Right stick: accelerate / reverse - D-pad up / Cross: accelerate - D-pad down / Square: reverse - D-pad left: steer left - D-pad right: steer right - L1: switch gears down - R1: switch gears up Source code: https://github.com/BSzili/SpeedHasteSrc/tree/amiga Special thanks: - Speed Haste: NoriaWorks Entertainment - PS3M: Jarno Paananen, koobo - 8-bit C2P routines: Kalms - GCC6 toolchain: bebbo Changelog: 1.1 - the mouse cursor is no longer visible - fixed an issue with the scores getting reset - added PSXPort support 1.0 - initial release