01 March 2017, 18:26 | #21 | |
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Thanks but actually you did the real work here, I just coded a little patch which applies your byte code fix.
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Excellent! I have updated the patch code a bit and it now handles all known Flashback version (SPS 64, SPS 1163, SPS 1736, SPS 1885), if an unknown version is detected no patches will be applied. |
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01 March 2017, 19:51 | #22 | |
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From looking at HOL, it lists the publishers for the Delphine Collection as:
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02 March 2017, 09:29 | #23 | |
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You should add NTSC compatibility to your testing before calling it 100%.
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03 March 2017, 16:02 | #24 |
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I've uploaded a fixed and repacked cine file to The Zone. It's a drop in replacement.
No reason to use this vs Sting's on-the-fly patch. Just closing out unfinished business (for me) |
03 March 2017, 20:28 | #25 |
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Awesome pants, just tested this and seems good
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The unpatched version is indeed missing the screen "...the power which we need": No "slightly garbed artifacts onscreen from the missing text" though; the screen is completely missed and goes straight to Conrad looking through grate. |
03 March 2017, 20:47 | #26 |
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@demoniac; just took a very quick look at your disks:
Ok so you added NTSC compatibility which is cool What you do mean by "extra cutscreens" (which I assume are enabled when installing to hard drive) i.e. are they everywhere or only in certain places? Also more importantly, when should one press "CTRL-C"? Finally with Disk 3; you say "newly translated English version". Why would anything need to be translated if your version is created from the English .IPFs? |
04 March 2017, 02:43 | #27 | |
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This is answered in the read.me file. |
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04 March 2017, 08:29 | #28 | ||
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The "artifact" that I was referring to is a slight flash during, "Brothers I congratulate you," which I conflated with the missing dialog as it appears earlier than the bugged frame. Like I wrote, that was from memory as I haven't loaded the sequence in years. Last edited by demoniac; 07 March 2017 at 07:58. |
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04 March 2017, 09:08 | #29 |
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04 March 2017, 10:22 | #30 | |
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Code:
CUTSCENES --------- If you start Flashback from floppies, the program does not play certain cutscenes in order to reduce loading during the game. f you wish, nevertheless to see them, press Ctrl+C during the game, to disable this option. Press Ctrl+C again will re-enable it. If playing from hard disk, the option is deactivated from the start and you will be entitled to all the scenes. What would be cool is if you could hard code this to be turned on in the game so that the player doesn't have do anything |
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04 March 2017, 14:15 | #31 | |
move.l #$c0ff33,throat
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My thoughts exactly! Some might like the "on the fly" approach, some find it easier just having to replace one file. |
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04 March 2017, 14:53 | #32 | |
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04 March 2017, 15:15 | #33 |
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04 March 2017, 20:06 | #34 | |
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I wrote the following at the beginning of this thread: Nothing has changed in the week since I wrote that. I want to close out projects not increase them. I haven't even gotten around to trying out Arctic Moves even though I started that thread. |
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04 March 2017, 21:05 | #35 | |
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That's really annoyed me... TBH I don't really care if you make the change or not... FYI over the past year or so after coming back from being AWOL for 6+ years I've been trying to become more proficient with AmigaDOS and have created some cool .ADFs / HDFs / LHAs... not that you would know as you're not around often enough. I also do a lot for the EAB community behind the scenes as well as moderating all sections / threads on a daily basis... What are you doing to contribute; how often do you test new WinUAE builds, contribute somehow to new games, etc??? Thing is; I'm hardly going to start learning how to code ASM, C, <whatever>. That's way beyond my skillset plus available free time and so have no problem admitting it. Pffft |
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04 March 2017, 22:20 | #36 | ||
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That's great you are being a great support person and help others by making all kinds of disk images and archives, but those things help people with lesser skills than coders. I can guarantee you that modifying startup-sequence and making packs is far less time consuming than coding. |
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04 March 2017, 22:34 | #37 | ||
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The question was; before having a go at me, saying that I don't do anything useful / help others, or bother to learn how to code etc, what are you doing to support the Amiga community??? Quote:
We'll leave all the important "super coder" stuff to you then shall we (which is quit ironic since 2 other people patched the problem you reported instead of you doing this yourself)... Friendship removed |
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04 March 2017, 23:14 | #38 |
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Yup, this is very important and I can clearly see from searching the current TOSEC set you've been extremely busy indeed
... Flashback ... Indigo ... Lords of the Rising Sun F$%k me; I don't know how you've managed to accomplish all this over the past 12 years Like I said; any games that need cracking / patching / training from now on will be coming straight your way as you are clearly da man!!! Who needs established crackers / coders / trainer makers now like Flashtro / Galahad / StingRay etc. when you are here... |
04 March 2017, 23:28 | #39 | |
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If it makes you feel better.
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I wrote that if you learned to code, you can make the changes that you have been requesting albeit in a sarcastic matter. I do a lot of behind the scene stuff too. I don't feel like I need to do tit-for-tat and list them publicly. I never claimed I was the best. Once pants discovered the byte code issue, which was the most difficult part, adding a patch was a matter of time. I didn't even get to test out pants' in memory hex change before StingRay put out his patch as I didn't have access to my home machine. That's great that StringRay got around it before I did as it saved me from doing it. Last edited by demoniac; 04 March 2017 at 23:40. |
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04 March 2017, 23:39 | #40 |
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I'll only say that this list is incomplete and I have moved mostly off of Amiga projects. You are also becoming increasingly OT.
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