Releases: ArticlessCZ-Coder/captain-claw-miyoo
Release list
v1.2.5 - Captain Claw for Miyoo Mini
Captain Claw on the Miyoo Mini and Miyoo Mini Plus, running under OnionOS.
You need your own copy of the original game. CLAW.REZ is not included and never will be.
Install
- Download
captain-claw-miyoo-v1.2.5-SDcard.zipbelow and unzip it onto the root of your SD card. It contains aRomsfolder that merges with the one already there. - Copy
CLAW.REZfrom your own copy of Captain Claw (1997) into:
/Roms/PORTS/Games/Captain Claw/CLAW.REZ - Start the console — Captain Claw appears under PORTS → Action. If it does not, run Import ports in the PORTS menu once.
Upgrading from 1.2.4: unzip over the top. Your save and your CLAW.REZ are left alone.
Nothing outside the game's own folder is touched; it ships its own SDL2 in lib/.
Controls
Switching weapons has moved to SELECT. X is now free — the next thing planned for it is picking objects up.
| Button | Action |
|---|---|
| D-Pad | Move, duck, look up |
| B | Jump |
| Y | Attack (sword) |
| A | Use weapon (pistol / dynamite / magic) |
| X | Unused — reserved for picking objects up |
| START | Pause menu; confirm in menus |
| SELECT | Switch weapon; back / cancel in menus |
| MENU (hold) | Quit to the launcher |
What's new in 1.2.5
A movement and combat pass. Every item below was found by playing on the device and measured before it was changed.
Movement
- Claw no longer slides off the edges of platforms. His collision foot was a circle as wide as his shoulders, so once his centre passed a corner he rested on that corner and rolled off. It is a flat sole now, as the 1997 original collided.
- He teeters on the lip of a platform and holds the pose until you step back or drop off. The animation and its sound were in
CLAW.REZall along and nothing had ever played them. Partial: the wobble starts later than in the original.
Attacks
- Attacks no longer swallow input. Firing held the controls for the whole animation — 500 ms of the pistol's 700 — so ducking under a shot already on screen was impossible however early you reacted. Control comes back once the shot is away; the rate of attack is unchanged.
- The sword is worth what your stance is worth: double damage in the air, half crouched. Only the crouched case existed before; a jumping swipe scored exactly like a standing one.
- An attack pressed just before you land is no longer lost. It used to start and be wiped by the landing before the hitbox appeared — no swing, no sound — and the leftover cooldown then ate your next press too.
Enemies
- One enemy can no longer hurt you twice in quick succession. Enemies damage you both by swinging and by a contact aura on its own clock, and the aura fired the instant your invulnerability expired. Other enemies around you are unaffected.
- Killed enemies are thrown clear on an arc, up and away from Claw, instead of sliding to the bottom-right corner at a fixed speed no matter where they were killed from.
Not like the original, on purpose
- Standing on top of an enemy no longer makes the sword miss. The swing is a box in front of Claw, and in the original it began far enough out that an enemy he was stood on could be swung through untouched — the box covered 35–85 px ahead, and an enemy body is 40 px wide. It now reaches back to Claw's own body. Forward reach is unchanged, and enemies behind him are still safe. This is the one deliberate departure from 1997 behaviour in this release.
Also
- Switching weapons finally makes a sound — the same click the menus use, as the original does.
What works
Levels 1–7 — everything OpenClaw implements — load in about 14 seconds and play at a steady frame rate. Sound effects, checkpoints and saves all work.
What does not
- Music. The game's music is MIDI, and this build has no synthesiser on purpose: the usual one drags in the whole desktop audio stack, which does not exist on this device.
- Levels 8–13. Not implemented upstream. Levels 8–11 appear to run if you unlock them, but they are untested; level 12 does not fit in the device's 100 MB of RAM and hangs while loading.
- Short press on MENU does nothing — the GameSwitcher overlay wants the screen and audio device, which the game is holding. Hold MENU to exit.
- Picking objects up (barrels, enemies) is not implemented by OpenClaw at all. It is the next thing being worked on, which is why X is now free.
If it crashes
The game writes a short report to /Roms/PORTS/Games/Captain Claw/crashlogs/. Please open an issue and attach the newest one — it is a few kilobytes of plain text with no personal data in it, and it usually identifies the exact function that failed. If the game freezes instead of closing, send log.txt from the game folder.
openclaw-v1.2.5.unstripped is attached for anyone who wants to resolve a report themselves; see tools/symbolize_crash.sh.
Built from openclaw-miyoo v1.2.5 (GPLv3).
v1.2.4 - Captain Claw for Miyoo Mini
Captain Claw on the Miyoo Mini and Miyoo Mini Plus, running under OnionOS.
You need your own copy of the original game. CLAW.REZ is not included and never will be.
Install
- Download
captain-claw-miyoo-v1.2.4-SDcard.zipbelow and unzip it onto the root of your SD card. It contains aRomsfolder that merges with the one already there. - Copy
CLAW.REZfrom your own copy of Captain Claw (1997) into:
/Roms/PORTS/Games/Captain Claw/CLAW.REZ - Start the console — Captain Claw appears under PORTS → Action. If it does not, run Import ports in the PORTS menu once.
Nothing outside the game's own folder is touched; it ships its own SDL2 in lib/.
Controls
| Button | Action |
|---|---|
| D-Pad | Move, duck, look up |
| B | Jump |
| Y | Attack (sword) |
| A | Use weapon (pistol / dynamite / magic) |
| X | Switch weapon |
| START | Pause menu; confirm in menus |
| SELECT | Back / cancel in menus |
| MENU (hold) | Quit to the launcher |
What works
Levels 1–7 — everything OpenClaw implements — load in about 14 seconds and play at a steady frame rate. Sound effects, checkpoints and saves all work.
What does not
- Music. The game's music is MIDI, and this build has no synthesiser on purpose: the usual one drags in the whole desktop audio stack, which does not exist on this device.
- Levels 8–13. Not implemented upstream. Levels 8–11 appear to run if you unlock them, but they are untested; level 12 does not fit in the device's 100 MB of RAM and hangs while loading.
- Short press on MENU does nothing — the GameSwitcher overlay wants the screen and audio device, which the game is holding. Hold MENU to exit.
If it crashes
The game writes a short report to /Roms/PORTS/Games/Captain Claw/crashlogs/. Please open an issue and attach the newest one — it is a few kilobytes of plain text with no personal data in it, and it usually identifies the exact function that failed. If the game freezes instead of closing, send log.txt from the game folder.
openclaw-v1.2.4.unstripped is attached for anyone who wants to resolve a report themselves; see tools/symbolize_crash.sh.
Changes
1.2.4 — the first release, 1.2.3, could not start from a clean install: the package ships no save file (that is player state) and the engine treated a missing one as fatal, exiting before drawing anything. A missing or damaged save now simply means "no progress yet", and the package ships a new-game save as well. 1.2.3 has been withdrawn.
1.2.3
- The last life no longer respawns behind the GAME OVER screen; Claw stays down
- A corrupt save can no longer stop the game from starting (a death could write a health value that crashed the loader)
- Picking an unimplemented level returns to the menu instead of freezing
- Hold MENU to quit cleanly
Built from openclaw-miyoo v1.2.4 (GPLv3).
