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-   -   Midnight Resistance WHDload Slave Update (https://eab.abime.net/showthread.php?t=48790)

Hungry Horace 05 November 2009 01:07

Midnight Resistance WHDload Slave Update
 
Originally requested in this thread: http://eab.abime.net/showthread.php?t=36895

a "brighter" Midnight Resistance.



update:

found palette entries. definately a fault of the conversion.


expect an option in the next WHDload slave to go from this;


http://www.djcresswell.com/amigashots/MR_before.png


to this; (DPaint test only atm)

http://www.djcresswell.com/amigashots/MR_after.png

Retro-Nerd 05 November 2009 02:43

Great, a brighter palette makes the Amiga port even more superior to the original arcade version. :great

Hungry Horace 05 November 2009 02:58

cheers R-N.

i've stuck a test version of a whdload slave where the patch is enabled.

A) the patch is non-optional
B) Only for one version of the game
C) Does not include hardware sprites, or the variable palette section (the backround in the weapon shop) - i still have to find all this info, although i am slowly picking it out!

Retro-Nerd 05 November 2009 03:04

Just did a short test on my Sony TV. Looks absolutely great for a test patch. I hope you find all other needed infos too. Maybe Wepl can help you. :spin :great

Hungry Horace 05 November 2009 03:24

glad you like it R-N.

if anyone can confirm that there are 9 shops (as i think there are), then i think i have that solved also now.

which, afaik, just leaves me with the hardware sprite colours (the money-sticks you collect) to find

killergorilla 05 November 2009 10:56

oooh, look at him go!

Nice work Horace :)

s2325 05 November 2009 11:07

I always thought that these keys/money are lollipops...

killergorilla 05 November 2009 11:12

Doesn't APB suffer from the same problem?

TCD 05 November 2009 11:13

Will try it later Horace :) If Retro approves it, it can't be that bad ;)

Retro-Nerd 05 November 2009 11:31

Quote:

Originally Posted by killergorilla (Post 612558)
Doesn't APB suffer from the same problem?

Yep, Bored added a selectable brightness level via toolype.

killergorilla 05 November 2009 11:42

Ah yeah, I remember now.

Cool :)

viddi 05 November 2009 12:03

WOW! Great news, Hungry Horace.

Thanks for your efforts. :bowdown

dlfrsilver 05 November 2009 12:40

Thanks hungwyyy :D nice job !

TCD 05 November 2009 19:53

Looks great Horace :great Even better than my 'result' with brightness and stuff :agree
Just one thing : The .info file was pointing to 'game.slave'. Maybe you can fix that for the beta tests ;)

Hungry Horace 06 November 2009 00:15

Quote:

Originally Posted by s2325 (Post 612556)
I always thought that these keys/money are lollipops...


wollipops. :D


New slave in the Zone.

- Included 'changing' background colours in the shop.
- CUSTOM1=1 tooltype to switch brightness-mode on.
- Both versions of Midnight Resistance now supported.



Just need to find the h/w sprite colours. I am getting kind assistance with that. :)

There are a number of other (more obvious) things I'd like to add to the slave before I "ship it out" , so i may stay working on this one for some time. I've always thought this ame deserved the best WHDload treatment :)

dlfrsilver 06 November 2009 01:56

it works great Hungwy ^^ Tested the slave on my A1230, very nice :D thanks !

andreas 07 November 2009 19:27

This really beats it all.
20 years after, someone comes along saying "Colors are wrong due to inappropriate way of conversion" and no longer requires REAL Amigans to crank up their 1084's brightness slider! :D

(Guess what, indeed I always had to do it with this game :cheese)

Horace: :great

We should maybe redo screenshots in HOL after the slave has passed final state. I'm sure color transitions do not match exactly with those of the patched slave.

Retro1234 07 November 2009 21:42

Nice work - I never liked this game because of trhe palette. Roughly how were you able to locate the palette? is it stored in a RAW format?

Hungry Horace 08 November 2009 01:38

it was simple, once i'd worked out the palette values in raw data (e.g. 0F FF being pure white), i was able to search for them in the game data (using the AR3 on my a500 to test "on the fly")

setting all values to pink/black meant i could check for anything that was being changed /missed - such as the shop data. locating that wasnt too hard either once i knew what the values had changed to.

then i extracted all the value that were stored, caluclated what they would be "doubled" and add that to the whdload patch. I'm still in the process of adding other things to it as well, and i have yet to find the 2 colours required for the hardware sprites. (a grey and a red)

edit - if i dont post much on this in the next few days it is because my laptop psu has gone down and i'm conserving the battery until the replacement arrives! looks like im back on the a1200 for actual work on it!

IFW 08 November 2009 01:53

Quote:

Originally Posted by andreas (Post 613571)
This really beats it all.
20 years after, someone comes along saying "Colors are wrong due to inappropriate way of conversion" and no longer requires REAL Amigans to crank up their 1084's brightness slider! :D

Coincidentally:
http://mamedev.emulab.it/haze/2009/1...bad-the-future


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