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Old 23 February 2017, 21:12   #21
fryguy
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Nice work meynaf!
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Old 23 February 2017, 21:53   #22
dlfrsilver
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Thanks a lot Meynaf, for this great job !
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Old 23 February 2017, 22:49   #23
Carlos Ace
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Very cool Meynaf.
Thanx a lot for this port.
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Old 23 February 2017, 23:08   #24
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Guys, I should probably mention this...

The *unofficial* .ADF version that I made requires "2MB Chip RAM & 2MB Fast RAM" to run smoothly

It will run on "2MB Chip RAM & 1MB Fast RAM" but very slowly... Even the .HDF installed version on a "ClassicWB Lite" .HDF requires "2MB Chip RAM & 2MB Fast RAM" to run smoothly...

Personally in WinUAE I just use an AGA configuration with "2MB Chip RAM & 4MB Fast RAM" and all is good

Anyway, this disk is really only for people that have at least the above specs and don't:

a) have access to a hard drive to extract the original files to.
b) are Gotek users.

Last edited by DamienD; 24 February 2017 at 00:01.
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Old 24 February 2017, 00:40   #25
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Given the above, thought I'd play around a little like I usually do

...so have created a new .ADF that uses various forms of crunchers / compression, details being:

a) the main "arctic" file crunched / compressed with "CrunchyDat".
b) all files within the "data" directory crunched / compressed with "CrunchMania 1.91t".

The result is that:

a) everything fits on 1 disk so no need to extract into RAM:
b) using a standard AGA configuration (2MB Chip RAM only) the game will run perfectly, just turn off "Cycle-exact". See post #29 for more details.

Anyway, haven't tested this to completion obviously but for anyone with low memory requirements you should give the attached a whirl

*** see post #35 for a slightly updated disk...

Last edited by DamienD; 25 February 2017 at 19:01.
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Old 24 February 2017, 00:59   #26
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Sorry guys, finally I should mention that all my testing has been done in WinUAE and not on a real Amiga. That's all I have access to these days...

I just tried the latest crunched / compressed .ADF using a standard A1200 configuration i.e "2MB Chip RAM" only (but this time without "Cycle-Exact" ticked) and all works perfectly

Can someone with a real / standard A1200 test this disk and report back?

Maybe this disk is good enough to include in the next TOSEC release
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Old 24 February 2017, 08:41   #27
meynaf
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Beware of emulation timings. They are right only for pure 68000.
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Old 24 February 2017, 16:44   #28
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Finally it is ported You made me happy.
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Old 24 February 2017, 22:37   #29
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Now that the working week is over, I've tested the crunched / compressed disk some more (see post #25) and it works with the following configurations in WinUAE:

... A1200 (2MB Chip RAM only) but turn "Cycle-exact" off.
... A500, OCS / ECS, 1MB Chip RAM, KS 3.1 (though runs slowly).

@meynaf; I presume that when going through the code to do this port you came across the "Codes"? Is there only one to access "Mission 2" or is there also one for the "Epilogue"?

Would be cool if you posted these so that I can test and add to the "arctic.readme" file
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Old 25 February 2017, 10:01   #30
meynaf
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Quote:
Originally Posted by DamienD View Post
@meynaf; I presume that when going through the code to do this port you came across the "Codes"? Is there only one to access "Mission 2" or is there also one for the "Epilogue"?
One code for mission 2 and another for the epilogue. Even found a cheat mode.


Quote:
Originally Posted by DamienD View Post
Would be cool if you posted these so that I can test and add to the "arctic.readme" file
The codes are... hey, wait a minute. Isn't this some kind of a spoiler ?
If i wanted them in the readme i'd have put them there myself, huh ?
I can give them to you by PM but only if u don't make them public.
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Old 25 February 2017, 12:27   #31
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Quote:
Originally Posted by meynaf View Post
One code for mission 2 and another for the epilogue. Even found a cheat mode.

The codes are... hey, wait a minute. Isn't this some kind of a spoiler ?
If i wanted them in the readme i'd have put them there myself, huh ?
I can give them to you by PM but only if u don't make them public.
Ok, understand.

Yeah, if you could please PM the codes and cheat mode to me that would be awesome. Many thanks
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Old 25 February 2017, 13:59   #32
hipoonios
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Just checked it out. The first thing noticed was the dark palette. I suppose this is how the game is and has nothing to do with your port. But for me it look better with some brightness

Original to the left fixed to the right:
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Old 25 February 2017, 14:56   #33
meynaf
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Quote:
Originally Posted by hipoonios View Post
Just checked it out. The first thing noticed was the dark palette. I suppose this is how the game is and has nothing to do with your port. But for me it look better with some brightness
Not sure the game should really be this way.
Could be interesting to compare with the original and see if it's dark or not and if not, if the same thing happens with the intro sequence and the menu.


EDIT:
I've double-checked the normal st palette inside the code vs a grab and it's like it should be.
So indeed the palette is a little dark :
Code:
 000 223 334 445 210 321 432 543 500 530 550 012 023 146 000 556
But i really get e.g. 170,170,0 for color 10 in my grab so nothing wrong here.

Last edited by meynaf; 25 February 2017 at 15:05. Reason: checked the code
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Old 25 February 2017, 16:32   #34
s2325
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Amiga version on YouTube:

[ Show youtube player ]
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Old 25 February 2017, 18:23   #35
DamienD
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I updated the crunched / compressed disk from post #25 and removed it.

Nothing really major has changed, just put a 3 second wait before showing the "arctic.readme" file...
Attached Files
File Type: zip Arctic Moves (2017-02-23)(meynaf)[Atari ST conversion].zip (737.6 KB, 567 views)

Last edited by DamienD; 25 February 2017 at 20:51.
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Old 25 February 2017, 20:58   #36
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Great work on the conversion!
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Old 26 February 2017, 12:08   #37
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Amiga Arctic Moves longplay is on YouTube now, it's 30 minutes of high skills show.
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Old 26 February 2017, 12:49   #38
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@meynaf
Just wanna say :
"THANK YOU"

P.S. Perhaps Slap Fight is the next ST port ?

Last edited by CTOJAH; 26 February 2017 at 13:18.
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Old 26 February 2017, 13:58   #39
dlfrsilver
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Quote:
Originally Posted by hipoonios View Post
Just checked it out. The first thing noticed was the dark palette. I suppose this is how the game is and has nothing to do with your port. But for me it look better with some brightness

Original to the left fixed to the right:
This looks like way way better than the original darkish ST palette.
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Old 26 February 2017, 15:52   #40
dlfrsilver
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About the HOL credits, anyone can modify the name of the coder, it's in full :

Luis Mariano Garcia Corral

thanks

His linkedin page :

https://es.linkedin.com/in/luismarianogarcia/es

Last edited by dlfrsilver; 26 February 2017 at 16:00.
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