Amiga Future

Author: AndreasM
Today, APC&TCP Sales was officially founded 28 years ago.
Not to be confused with the APC & TCP Computer Club, which has been around for a long time.

APC&TCP has been publishing software, merchandising and, last but not least, the Amiga Future magazine for the Amiga computer system for 28 years now.
Only once, in 1994 there was a short trip on Windows. The trip was quite successful, but we still remained loyal to the Amiga.

That has not changed to this day. The Amiga Future has been published regularly for over 20 years and there are still a lot planned for this year.
Tiny little slug was the first title of almost half a dozen planned software releases this year.

Over the years, APC&TCP has released over 200 products (we count Amiga Future as 2 products) for the Amiga.

A detailed history of how the APC&TCP was created can be found at the following address:

Amiga Future

Author: AndreasM
Daniel Müßener write:

New Atomic Bomberman version 2.5 on my homepage
Quite a fat update I'll eventually upload it to the usual Amiga depots too, the online-updater should do though.

- punch animation is now played no matter if there's a bomb to punch away or not. This was a minor difference to the original game. This behaviour has one benefit: you can easily check if you still got the puncher... Thanks to Valentin for reporting!

- team mode: original player colors are now being used during the first seconds of a match before they are being switched to white / red team colors. Before you had a hard time figuring out who you were...

- somewhat adjusted explosion segment offsets, those were a bit off. Well, they still are, but less than in the original and less than before. The thing is: unbelievable but true, they are totally off in the original: it's all shifted by some useless pixels to the right and some asset the segments often simply don't fit well.

- explosion-animations are now repeated once and played at twice the speed. Closer to the original.

- detail: if you have the kicker you cannot stop kicked bombs with the 2nd button anymore if you also got the jelly!

- new disease: swap player position with a random opponent. For whatever reasons I forgot about this one, saw it in a Youtube video of the original game now

- disease timing modified to be closer to the original. Especially the duration decrease when you pass a disease has been changed: before it was 1 sec., now the remaining disease time is cut in half for you. Thanks to Valentin for reporting!

- improved texture modes, depending on your hardware. In general this improves the playfield's and animations appearance. If possible the washed out bilinear filtering is avoided in favor of an filtered scale2x variant.

- some graphics, namely bricks, use purple as a transparency indicator. However, for some this color-key is slightly off, so that here and there a single purple pixel remains. Was very well visible for the lilys in that trampoline world. The purple-check is now somewhat fuzzy so that stuff like that is gone.
Windows users: the game will ask for UAC rights elevation to create a new set of patched decrunched assets.

- angel death animation: angel now flying upwards

- death animations fade out on last frame, simply looks better than those original abrupt endings.

- extras explanation screen: extra-icons now without bilinear washed out filter look.

- for upcoming updates the online update mechanism has changed. Before the game would only check for an update once per day. Now it does always on startup. The reason is that for an online session all players have to be on the same update level...

- teleporter sound effects added.

- trampoline sound effects added.

- many more generic extra-pickup voice-overs added.

- many more hurry voice-overs added.

- many more frag taunt voice-overs added.

- sound when punching a bomb.

- sound when picking up bomb.

- sound when a thrown bomb is bouncing around.

- generic disease voice-overs added.

- poops sounds added.

- even more sounds added

- new sound effects manager to gracefully handle this giant amount of sounds even on low end hardware.

- put original's dedicated tune in the waiting-for-net-players screen.

- optimization: extra color analyzation to avoid creation of sometimes rather useless secondary textures (useless in terms of: you won't spot the difference...) -> less VRAM used, faster texture generation step.

- optimization: if the hardware supports it, the game will now create and cache NPOT textures, which means less VRAM used and faster texture generation.

- optimization: tuned texture atlas generation parameters for the different atlas types (animation, world preview, playfield, extras). Makes quite a difference, until now all used the most effective but most costly variant best suited for the animations, which is overkill for the other variants.

- optimization: texture atlas creation moved to the initial startup phase.

- textures now with premultiplied alpha if the hardware supports it (should be pretty much all but Compositing). Above all this gets rid of those little filtering artefacts here and there.

05/01/2020 - Latest Amiga News

PDF magazine: REV'n'GE 109 (Italian/English)

Amiga Future

Author: AndreasM
REV'n'GE! is a fanzine that review games on vintage platfoms and for this April Issue you can read various games and focus on nice reading "The Hidden Truth" about UFO and Paranormal things, the beautiful and eternal Lode Runner in this MSX version and Entombed, a non commercial platforms game for Atari ST with nice graphics.


Facebook ... 556381162/


Mega : ... rmDiJyVijY

Amiga Future

Author: AndreasM
The ScummVM Team write:

After six months of work and the effort of 7 contributors, we are finally happy to announce that we have finished the first version of the English translation for The Prince and the Coward or Książę i Tchórz. 2,762 script lines with 19,735 words were processed, reviewed and translated.

It is not yet perfect, though, and we need your help, fellow adventurers! ScummVM versions 2.1.x will work, however, there is a problem with displaying inventory item descriptions. Thus, we recommend using the daily build.

You need to download the prince_translation.dat file from here and put it into the ALL/ directory of your game. Then re-detect the game, and make sure it shows ‘w/translation’ in the game description. Only Polish or German game versions can be translated this way, the Russian version requires more effort.

If you encounter any continuity issues, awkward phrases, or typos, feel free to either mention it in the forum post or submit your improvements directly to the translation server. Use the search capabilities to locate the phrases you would like to improve. Screenshots of the problem or savegames are also welcome if you don’t want to bother with the translation server.

Good luck with your adventures, while most of you still stay at home!

Amiga Future

Author: AndreasM
Issue 6 of the German magazine LOAD has been published and can be obtained in printed form by means of a donation.

Club members automatically receive the issue by post free of charge.