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Old 14 June 2014, 10:30   #8
earok
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Join Date: Dec 2013
Location: Auckland
Posts: 3,542
Haha, I don't think I'll ever be able to beat the 286 :P

Published yet another fix (hopefully the last for a week or so), it was running out of memory by the second or third level as each sprite was behind held in memory twice (once for the initial load and and once to "decompile" the shape). I've made it free the ram of the initial load after the decompile, so hopefully it now should be playable right through to Hans Grosse.

It probably won't run on a basic A1200 as it does use Akiko's WriteChunkyPixels functions. If there's any demand for a version that works on a basic A1200 I could look into that - although the source for my version, AWolf (http://aminet.net/package/game/shoot/AWolf3D) should also work on a standard A1200, I was able to get that running on my CD32 as well (although I had to use halfnhalf to create fake fastram in order to get blazewcp working).
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