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Old 26 February 2016, 02:51   #21
jotd
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I thought there was no music in the game? Well, I could certainly give it a try. I did not add the quitkey feature on 68000 too.
I'd have to leave the 512k slave for people with low memory.

Edit: about the game not being so good, I read somewhere (maybe here) that Richard Aplin was given the arcade machine and that's it! I think he was alone on the project.

He had to figure out everything himself. Meaning: play the game to death to find where and when the enemies appear.

Capcom would not provide the code for the fighters A.I., and of course none of the level data. They were so afraid of a leak those days (and they were right )
(Maybe it was done differently on the X68000 because it remained inside Japan)

So Richard had little to go on. He could rip the gfx from the original ROMs which explains that the gfx are still good, even if he had to downscale them/reduce colors for the Amiga version.

Last edited by jotd; 26 February 2016 at 04:08.
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Old 26 February 2016, 05:34   #22
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Quote:
Edit: about the game not being so good, I read somewhere (maybe here) that Richard Aplin was given the arcade machine and that's it! I think he was alone on the project.
He said it himself on some thread here in this forum. He explained the total lack of support from US Gold. He also explained he found the game to be real boring, and that he prefered to play Shinobi (That's probably explains why CPC's Shinobi is so good, while Amiga Final Fight kinda sucks )

The X68000 version was done in-house, by Capcom themselves. The X68K hardware is a *lot* similar to the CPS1 hardware, so I guess converting those games were really easy for them.

Also, the game indeed has no music during gameplay, but it does have a very nice music in the intro if you have at least 1mb of ram. Also some stuff is optimized when you have 1 mb of ram.. if I recall correctly, with just 512 kb the game has some hiccups when flipping enemies, while with 1mb all mirrored bobs are stored on RAM for speed issues.
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Old 28 February 2016, 04:22   #23
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Hey jotd, I'm having separate issue under winuae.
Tested with 020 + cycle exact using latest slave released 2 days ago.

First problem is no music during intro.
Second problem is flickering sprites & corrupt gfx appear on screen, seems to be related to when enemies are on the edge (or beyond) the playfield.

I tried all the usual tooltype remedies & winuae blitter options.

I capture the problem [ Show youtube player ]
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Old 28 February 2016, 14:56   #24
Graham Humphrey
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This happens on my real A1200 (68040) too.
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Old 28 February 2016, 15:03   #25
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And was ok with the previous version?
Did you have music in the intro?
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Old 28 February 2016, 15:35   #26
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For me music has never worked on any Whdload version. I have noticed that the extra memory detected message doesn't appear like it does when I use ADF files so I am guessing the Whdload slave is programmed to only use 512K.

Whdload version ( no extra memory detected)


Floppy disk version (quartex crack with memory detected and music playing)

Last edited by Superman; 28 February 2016 at 15:55.
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Old 28 February 2016, 15:43   #27
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Ok, I had a quick look and was not as easy as expected for the 1MB ram but I'll fix it.
About the corrupt sprites, wasn't the bug already there too?
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Old 28 February 2016, 16:06   #28
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I haven't noticed any corrupt sprites on my A1200 but I'm only using an ACA1221 with a 68020 processor. I think the corruption occurs on the 68040+ CPUs.
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Old 28 February 2016, 16:13   #29
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the music has never worked in WHDload version - there is only music in intro, a few people have tried to fix it I think codetapper did an updated slave but maybe theres problems because when you have 1mb - sprites are put in memory that gets trashed or something.......
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Old 29 February 2016, 03:09   #30
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Originally Posted by jotd View Post
About the corrupt sprites, wasn't the bug already there too?
Yeh, I test previous release and the bug is there
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Old 29 February 2016, 07:35   #31
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Ok so I did break nothing. It's just when I took the task of updating the old slave that a pack of wolves jumped me for all the previous bugs
I confirm: the patch is really rushed, with the executable packed (so, it's way harder). I should rewrite it completely.
BTW I put a bonus for you in the zone: module for the intro sequence.
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Old 29 February 2016, 08:45   #32
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Awesome jotd, thanks
I think the wolves are out because it is currently being played in the eab/lemon competition
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Old 29 February 2016, 11:13   #33
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I thought I would be clever and copy the fight exe from my cracked disk 1 as its not as compressed. Unfortunately it didn't work but I didn't really think it would be as simple as that.
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Old 29 February 2016, 11:14   #34
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not with whdload current slave. It will in the next release (but what's the use?)
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Old 29 February 2016, 17:45   #35
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How could this patch have stayed like this for so long? I guess nobody likes this game or something.
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Old 29 February 2016, 19:55   #36
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once the 1mb of ram is triggered, and the sprite table + mirroring are in RAM, it's city access fault kingdom !
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Old 29 February 2016, 20:32   #37
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Quote:
Originally Posted by Akira View Post
How could this patch have stayed like this for so long? I guess nobody likes this game or something.
I was wondering the same. Even the splash screen of it seems rushed, it has barely any information. I thought the same thing: "No one cared because no one plays this garbage"

How this was the most voted arcade coin-op for the competition baffles me

JOTD thanks for your effort

Truth to be said, I've played a lot of worse stuff on Amiga those last days, since I've been in a "rediscovering amiga" phase right now

Last edited by Shatterhand; 29 February 2016 at 20:40.
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Old 02 March 2016, 07:53   #38
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I tested it today, played up near the last boss, no crashes at all, no bugs with enemies bobs.. except by the lack of music in intro, everything worked great.
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Old 07 June 2016, 21:05   #39
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I have updated the install to support fastmem
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Old 07 June 2016, 22:38   #40
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Music at last!

Nice job
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