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fc.studio
15 July 2007, 10:54
I think this classic should have a WHDLoad install. I would much appreciate. Thanks.

keropi
15 July 2007, 10:59
yeah, looks OK too... I wonder if the scrolling/controls are OK too, those arcade conversions are often crappy... :lol

musashi5150
15 July 2007, 11:01
I'm really surprised that this isn't installed already! I've done a couple of scene demos - would fellow WHDLoaders mind if I had a try at this?

bippym
15 July 2007, 11:04
Have a go just as a learning experience ;)

musashi5150
15 July 2007, 11:09
According to the WHDLoad page Codetapper's already got it to 80% completed... so you won't have to wait too much longer I guess :)

bippym
15 July 2007, 11:21
heheh if CT has it 80% maybe it's a little biatch :)

Codetapper
15 July 2007, 12:00
It's a nightmare to install. The game slows down for no apparent reason. I might just release as is with source in case someone else wants to work out why it freezes on 020+

Wayne
15 July 2007, 12:17
It works quite OK here for many years version0.5 . Haven't spotted slowdowns on my 060. All it needs is registered WHDload I think.

dlfrsilver
15 July 2007, 12:29
loool, well why not sharing yes codetapper with another whdload pal ? Maybe someone else would see what you maybe can't ?

there must be a reason, for sure that this game has slowdowns...

laser
15 July 2007, 12:32
there's a jst version that worked for years very fine here:

http://jffabre.free.fr/amiga/jff_loaders/ggobhd.lzx

anyways the original arcade is lots better

play that game using mame


bye

Galahad/FLT
15 July 2007, 12:39
there's a jst version that worked for years very fine here:

http://jffabre.free.fr/amiga/jff_loaders/ggobhd.lzx

anyways the original arcade is lots better

play that game using mame


bye

so I guess by that 'logic' theres simply no point to fixing anything on Amiga then?

Oh dear

Wayne
15 July 2007, 12:49
loool, well why not sharing yes codetapper with another whdload pal ? Maybe someone else would see what you maybe can't ?
there must be a reason, for sure that this game has slowdowns...

:agree in the zone now

Galahad/FLT
15 July 2007, 13:22
loool, well why not sharing yes codetapper with another whdload pal ? Maybe someone else would see what you maybe can't ?

there must be a reason, for sure that this game has slowdowns...

I think what codetapper means is that there are pauses and slowdowns when there is virtually nothing on screen, i.e. it slowsdown when it shouldn't.

Codetapper
15 July 2007, 14:00
On my 68030 it's extremely frustrating as the game just freezes for around 0.5 of a second randomly - no pattern to it. I disabled the sound player thinking that might cause it and didn't seem to make any difference. The problem is there are so many places in the game where you have to wait for a platform to be in the exact spot, or the right time to climb a ladder or jump, and just as you are ready, the freeze happens and you're stuffed! The later levels where you have to time jumping the horizontal platforms for example are a nightmare!

As for the JST version, it's from a BETA version, not even the final release of the game.

dlfrsilver
15 July 2007, 15:08
maybe GNG must be dissassembled in order to see what instructions cause
this mess ? there must be a reason for these freezing things. Bad interrupts inside the code ?

Galahad/FLT
15 July 2007, 15:53
maybe GNG must be dissassembled in order to see what instructions cause
this mess ? there must be a reason for these freezing things. Bad interrupts inside the code ?

Of course there is a reason Dennis! :shocked

dlfrsilver
15 July 2007, 15:57
i have tested your install of ghost and goblins since wayne put it in the zone.

Ian, the game works flawlessly on my machine. I got no freeze at all, since i have tested the game right to the end. The freeze you are talking about are
in the original too. try with the sps release, they are here. it's a problem in the game mechanic, for example when i climb on a ladder, the sprite of arthur is like blocked on the top of the ladder.
it's not a freeze, it's a sort of game bug.

Retro-Nerd
15 July 2007, 16:05
I can't see any freezes too. The game is not really smooth, but it seems that is working fine here on my 68030.

dlfrsilver
15 July 2007, 16:14
Yes i'm afraid it was a false impression on this game. I recognize that when you climb on a ladder it's pure shit because arthur stays stuck on the top of the ladder.

Retro-Nerd
15 July 2007, 16:30
I played now the whole game too. Codetapper is right, there are 0.5 second freezes randomly. Noticed only 2-3 in the whole game, but it doesn't destroy the flow of the game. The rest of the slowdowns (jumps from high platforms etc.) are probably caused by unskilled Amiga programmers, imho.

The game is not very smooth, so you probably didn't notice the mini-freezes if you are in hot gaming action.

fc.studio
15 July 2007, 16:39
I can't see any freezes too. The game is not really smooth, but it seems that is working fine here on my 68030.

I didn't know this not final HD version. Thanks for uploading.
However on my 68030 Amiga works like yours. :spin

dlfrsilver
15 July 2007, 17:27
I played now the whole game too. Codetapper is right, there are 0.5 second freezes randomly. Noticed only 2-3 in the whole game, but it doesn't destroy the flow of the game. The rest of the slowdowns (jumps from high platforms etc.) are probably caused by unskilled Amiga programmers, imho.

The game is not very smooth, so you probably didn't notice the mini-freezes if you are in hot gaming action.

the scrolling is jerky, unfortunately, arthur never finish correctly to get up from the ladders, and the diagonal jump is horrible. no more no less.

fc.studio
15 July 2007, 17:47
the scrolling is jerky, unfortunately, arthur never finish correctly to get up from the ladders, and the diagonal jump is horrible. no more no less.

I remember diagonal jump was horrible in floppy version too.

DrBong
15 July 2007, 18:17
I played now the whole game too. Codetapper is right, there are 0.5 second freezes randomly. Noticed only 2-3 in the whole game, but it doesn't destroy the flow of the game. The rest of the slowdowns (jumps from high platforms etc.) are probably caused by unskilled Amiga programmers, imho.

The game is not very smooth, so you probably didn't notice the mini-freezes if you are in hot gaming action.

From memory, the momentary freezes were more frequent on higher CPUs (i.e. 040/060) and there is no pattern to them. I supplied the original to Ian and did quite a lot of playtesting of his beta slave, so I can certainly tell you that it made the game very difficult to play when you hit the final levels when the pace becomes more frenetic. Unfortunately, there's probably no way of getting rid of the random momentary freezes without at least recoding a good chunk of the game. The JST version plays much the same. Pity.

dlfrsilver
15 July 2007, 19:15
where do you meet these freezing Carlo ? the only ones i know are the ones you have on the original a500 disk version running.

pbareges
15 July 2007, 19:53
hi there!

as codetapper and galahad appeared here and we were talking about beta releases i would like to tell you that i would be very pleased if you released more often beta releases even if they suffer from a few remaining bugs..i guess you're scared about getting support requests for non final releases but hey if such jerks do so just ignore them!...really you know that i'm thinking about latest beta version of player manager (got one but i know you did progress since that and can't put my hands on the release giving the ability to enjoy a full season) and winter games ....

thanks again to both of you for your time and dedication:bowdown

NfernalNfluence
15 July 2007, 22:42
i've always wondered the difference/differences between beta & final version of gng. perhaps somebody can shed some light. oh yeah, how do you know what version you're playing? lol

Codetapper
15 July 2007, 22:58
Finding differences is extremely difficult and tedious unless they are very obvious. My thought is if you know one version of a game is a leaked pre-release or beta version, and one is the final version, it's not even worth supporting the pre-release as something must be missing or buggy. If it wasn't, the games would be identical and yet the code is very different.

From memory the release version has almost all variables offset from a base register like a5, whereas the JST version is hitting absolute addresses all through it. They must have changed it for a reason but I haven't the time or inclination to work out why.

DrBong
16 July 2007, 08:16
where do you meet these freezing Carlo ? the only ones i know are the ones you have on the original a500 disk version running.

As I said Dennis, on my set-ups they were random and differed from game to game with the WHD and JST beta slaves.

dlfrsilver
16 July 2007, 11:47
ok carlo ;)

DrBong
16 July 2007, 15:32
No problems Dennis ;)

Boo Boo
05 February 2008, 11:51
This seems a real shame there a few nearly perfect versions out there each with there own attributes sorry to go on but its a shame to loose this game.

The Ghosts 'N Goblins (1988)(Elite Systems)[cr][f AGA Fix Ltd] seems to scroll nicely with no lock ups and keeps the flow but only 1 life and no HD install and the Jst version has the Patches for Jump and ladders but not as smooth - Could someone be Persuaded to make an install for cracked version or even update the Jst version to work with the [f AGA Fix Ltd] version the only real difference seems tobe the Start File although compareing the two with a hex editor they look very different.

Retroplay
15 February 2008, 18:47
I found an old WHDLoad install on my PC by Codetapper.
I have no idea where an when I got that.
I'll put it in the zone . ;)

TjLaZer
16 February 2008, 08:02
Thanks!

I see what the problem is (the slowdown) on my A2000 040.

CFOU!
16 February 2008, 10:02
On my 68030 it's extremely frustrating as the game just freezes for around 0.5 of a second randomly - no pattern to it. I disabled the sound player thinking that might cause it and didn't seem to make any difference. The problem is there are so many places in the game where you have to wait for a platform to be in the exact spot, or the right time to climb a ladder or jump, and just as you are ready, the freeze happens and you're stuffed! The later levels where you have to time jumping the horizontal platforms for example are a nightmare!

As for the JST version, it's from a BETA version, not even the final release of the game.
i have similar problem with Eliminator's intro on 68030 only...... but i had not found the solution too... but it's not really important for intro... it's seems to be a desynchronisious....

TjLaZer
16 February 2008, 22:33
As a side note, I tried the WHDload beta on my A3000T with 060 and it ran much better and almost perfect, compared to my A2000 040 setup!

Hewitson
17 February 2008, 02:37
Sounds like this was a pretty crappy conversion compared to the almost perfect one the C64 received.

Edit: Just tried it, was disappointed as expected. I experienced the ladder bug, I'm not sure how they could release the game with this. As with a lot of conversions which were done for both the Amiga and the C64 in this era, the C64 version is far better.

DamienD
17 February 2008, 03:04
Yeah Braddo, the C64 conversion was indeed excellent :great

In this day and age though, with so many emulators available to the masses, who wouldn't play the real arcade version via MAME32? ;)

TjLaZer
17 February 2008, 05:36
I think this port is very good, just buggy. The graphics are awesome too. Much better than the crap ST port of Ghouls 'N Ghosts!!!!

Retro-Nerd
17 February 2008, 05:43
I think this port is very good, just buggy. The graphics are awesome too. Much better than the crap ST port of Ghouls 'N Ghosts!!!!

Not really a good port, maybe worth for 50-60%. Jumping controls are pretty bad. The scrolling speed increases (in some areas) after a jump and returns to normal after you hit the ground.

But the worst is: You CAN'T move & shoot at once. :guru

btw: GG needs 1MB, wherefore? :D

Boo Boo
17 February 2008, 11:02
I like this conversion and would be even better if it didnt pause - Just strange that theres a Beta that doesnt Pause and this WHDload install is good and hardly pauses - But maybe in this rare situation a install for the Beta would be good. Got be up there with Toki and R-type?

Hewitson
17 February 2008, 11:55
R-Type is an EXCELLENT conversion. Toki is also quite good, however I don't see how you can compare this bug-ridden crap to those.

jotd
19 March 2008, 21:47
Hi,

I think I found the root cause of the slowdown

Check the zone for an updated & working version of WHDLoad Ghosts and Goblins

Please tell me if it works for you.

Retro-Nerd
19 March 2008, 22:30
Just tested Ghost'n Goblins. I can't see any slowdowns/freezes with your latest slave. :)

Can you fix the jerky scrolling, the bad ladder animation, not shooting and moving at once too. :laughing ;)

turrican3
19 March 2008, 22:41
and could you change these crappy graphics with the arcade one ? :spin :laughing

dlfrsilver
19 March 2008, 23:41
oh no turrican3, it uses the same gfx as the coin op, with less colors :)

dlfrsilver
19 March 2008, 23:47
Hi,

I think I found the root cause of the slowdown

Check the zone for an updated & working version of WHDLoad Ghosts and Goblins

Please tell me if it works for you.

Please can you enlight us about your discovery ? what was the reason ?

jrom
20 March 2008, 14:03
Crappy coding?! :lol

pbareges
21 March 2008, 15:18
Hi,

I think I found the root cause of the slowdown

Check the zone for an updated & working version of WHDLoad Ghosts and Goblins

Please tell me if it works for you.

works great here on vanilla 1200 with 8mb fast...GREAT JOB!:great

tomcat666
21 March 2008, 18:41
Hi,

I think I found the root cause of the slowdown

Check the zone for an updated & working version of WHDLoad Ghosts and Goblins

Please tell me if it works for you.

Unfortunetly this version crashes on my A1200/030/50Mhz/16Mb (Blizzard III) with the following message right after the loading screen appears:

error during 'resload_Patch'
destination address $1EEF6000 for command
PLCMD_NEXT $0 at address $1EF7E0A8 (Slave $1B0) is invalid

dump: http://pc.sux.org/tomcat/dump.zip

Haven't tried a WHDLoad game in years, but for G'n'G that works properly I would do almost anything ;-)
Edit: OK, I would do more for a whdload of Treasure Trap ;-)

TC

Retro-Nerd
21 March 2008, 19:08
Unfortunetly this version crashes on my A1200/030/50Mhz/16Mb (Blizzard III) with the following message right after the loading screen appears:

error during 'resload_Patch'
destination address $1EEF6000 for command
PLCMD_NEXT $0 at address $1EF7E0A8 (Slave $1B0) is invalid

dump: http://pc.sux.org/tomcat/dump.zip



Have you tried the latest WHDLoad official/Beta versions?

tomcat666
21 March 2008, 19:26
Have you tried the latest WHDLoad official/Beta versions?

No, it was 16.5. Now I did though - and it "kinda" works with 16.8 - I can play, but it is loosing the sound while playing, some channels play for a second and they stop and start again, and all the sound effects are wrong (really strange noises instead of proper sfx) etc. very strange. It works FINE with the 16.5 and 16.8 on the WinUAE though.

Retro-Nerd
21 March 2008, 19:29
That's strange. I have no Blizzard, but a 030 too. Maybe some incompatible WB patches or something? You could try the NoCache(s) tooltype.

tomcat666
21 March 2008, 19:35
That's strange. I have no Blizzard, but a 030 too. Maybe some incompatible WB patches or something? You could try the NoCache(s) tooltype.

First thing I tried were the different tooltypes, also without any patches (only LoadWB and SetEnv) - same result...

turrican3
21 March 2008, 22:13
oh no turrican3, it uses the same gfx as the coin op, with less colors :)
Sorry i thought about gouls'n'ghost :laughing
And gng is horrible !

jotd
21 March 2008, 22:52
I only tested with WinUAE, but since I have removed an interrupt loop (because it really crawled with WinUAE) it is possible that the loop was useful after all :) I'll try to be more subtle in the next version :)

laser
22 March 2008, 17:11
JOTD,

I remember long time ago ...maybe 1998...when you have made the first hardisk version of ghos'tn goblins for JST

I was very happy because that game never worked on my A1200 from floopy ...and I finished the game using your hack :great

also I remember you have writed on the readme file: "I don't uploaded this to aminet.....they kill me " :laughing

then you have deleted that funny sentence


bye

jotd
22 March 2008, 20:51
yes because they did not like pirate stuff, and installers for cracked software. They removed some installs that I had done for Alien Breed II & Lotus II cracks.

girv
23 March 2008, 13:36
Can we have a bit more detail on what you fixed? I was told before that the game would need to be half rewritten to fix the slowdown issues?!

JohnnyBeGood
24 March 2008, 09:51
yes because they did not like pirate stuff, and installers for cracked software. They removed some installs that I had done for Alien Breed II & Lotus II cracks.

That's not what he meant. He's making fun of your bad english/grammer, you had at the time. :agree