Pacomix 2 - Editor
Heya guys,
I've come across a really strange issue tonight and no idea how to fix... I've spent the last hour or so trying to resolve but :crying I wanted to try the game Pacomix 2 :agree Grabbed the archive from Aminet... If I extract into my "ClassicWB Lite 3.1" .HDF then all good :great If I create a self-booting / bare-bones .HDF or even install a standard "Workbench 3.1" .HDF and extract the files, then the "Editor" won't load :banghead :banghead :banghead I've used "SnoopDOS" and loaded the "Editor" on my "ClassicWB Lite 3.1" .HDF and there are no dependencies: https://i.imgur.com/FildyQt.png I'm really at a loss how to get the "Editor" to work? Never seen anything like this before that I haven't been able to solve... Help!!! :help :help :help |
Seems that an AGA (020+) machine with 16 colors WB is required.
But you have to test :) |
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Guess the standard Workbench 3.1 install is set to 4, 8 colours or something... ...not sure how I'll set 16 colours on a bare-bones .HDF though; which is really without any OS files. |
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The "Editor" works fine with 8 colours set :great Hmmm, now I need to make a decision about what .HDF to use:
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The game is only for AGA
you just have one library on libs: reqtools.library Game and editor work with generic slave |
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Preferably, I'm going to use a bare-bones .HDF i.e. no OS files except "Assign" and "LoadWB". The game works fine without any library files. It's just the "Editor" that doesn't work. ...and ross has found the reason why; you need at least 8 colours set. |
I know, you hate whdload
It's just for saying that the game and the editor work, it's an indice for solving problem perhaps Sorry, after test, I confirm that the game no needing library. After my test when i'm booting directly with winuae (no whdload), the editor work only if I use a startup-sequence. If I not use startup-sequence, editor don't work |
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I prefer to use native installs with emulation as I don't have uber hardware configured and games run without crazy amounts of RAM. I try as much as possible to keep things stock. Example for WHDLoad; how much memory does your "generic" onEscapee require? From memory you need at least 32MB Fast and you probably still get screen flashing... Native; 2MB Chip & 4MB Fast RAM is more than sufficient. Quote:
ross has already found the reason why it doesn't work; you need at least 8 colours set. It's that simple. |
I'm not use any workbench prefs to set 8 colours in my test. but cool that Ross have solved problem
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My real amiga have 256 Mo Ram since 10 years
But I'm ok with you, for large games it's just a proof of concept like an emulator in an emulator |
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It is possible to copy the screenmode.prefs from a wb install to a barebone hdf. That should be enough to set a 8 colour screen. I'm not sure what loads the .prefs file either the monitor file in devs or iprefs iirc.
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just with "editor" on my startup-sequence, for me, that work in winuae (ks3.1). I have no prefs or devs folders for this game
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Tried that (and a few other things), didn't work unfortunately :sad Quote:
I didn't copy the monitor files though from under "Devs". Might try that, thanks ;) |
Can you test? (editor)
/edit hdf test removed |
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Interestingly; if I use your .HDF, go into the "Amiga Early Start Control", select "Boot With No Startup-Sequence" and then type "Editor" at the CLI; then it doesn't work... My bare-bones .HDF has a "Startup-Sequence" which is as follows: Code:
SetPatch QUIET |
test with no loadwb perhaps, for me initially i had setpatch and assign env in my startup, and that working too
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This whole situation just seems really weird; and setting 8 colours instead of 4 colours fixes that in a "standard Workbench 3.1" install. I really don't understand how running only "Editor" from a "Startup-Sequence" works fine but if using "LoadWB" from a "standard Workbench 3.1" install (unless you set 8 colours) or "barebones" .HDF doesn't :crazy |
Damien, can you give me a link to your HDF?
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