13 August 2020, 21:54 | #81 |
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13 August 2020, 22:17 | #82 |
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Ok.. some pro players did how to play video tutorials. See https://smartygame.fi/#tutorials for some great tips.
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13 August 2020, 22:19 | #83 |
Puttymoon inhabitant
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13 August 2020, 22:43 | #84 | |
Defendit numerus
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Quote:
It forced me to completely rewrite the file-system (with a quasi-free-position one) and adapt it to mr.spiv loader/packer. The code at $400/$d00 (with all the subroutine) are now reworked with the trainer snippet as active part of the code. To fix the bug: - in the main state machine (near $df0, the main switch code), on state 2 do subq.b #1,($1401).w - on state 7 (game completed) do addq.b #1,($1401).w ($1401), as you know, is the (sub)level selector. This work because there is a fixed check for ($1401)==$19 for the text selected for the game over screen, but you can exit from last level also not completing the level, and this code fake the 'bad' check |
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13 August 2020, 22:52 | #85 |
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13 August 2020, 23:09 | #86 |
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13 August 2020, 23:22 | #87 | |
move.l #$c0ff33,throat
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Quote:
I did it without rewriting the file system (my motivation was probably the same as yours, seeing Alpha One's trainer in the Zone which required an extra disk which actually made me check the game). My version isn't finished yet though and as I'm on holiday I'll leave it in its current state and just let you finish yours. =) |
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13 August 2020, 23:52 | #88 |
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This is starting to feel like back in the day. A bunch of groups rushing to release.
All that's left is BBS contacts and a f**k off to Paranoimia. |
13 August 2020, 23:54 | #89 | |
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I rewrite the file system with a free-position one for two reason: - squeeze out all possible bytes ([file end] intra-sector waste..) without touching original packed game data (I also do not repack intro.stc nor 'no 1MB' image that is easy to 'detach' from original loader) . to try an idea I've in my mind for a free-position loader that use 'residuals' and adapt to a 'real time' depacker (well, actually S405 it's more used as a non-chunk 'memory' depacker, so much similar to my arjm7 non-chunk depacker!) I also (re)written a very tiny irq2 handler for in-game key handling (probably the tiniest I've ever written): Code:
_irq2 move.l d0,-(sp) moveq #%00001000,d0 and.b $bfed01,d0 beq.b .x ;TA ;SP move.b $bfec01,($89).w ;BUFFER moveq #$59,d0 ;ACK .x move.w #$8,$dff09c move.b d0,$bfee01 move.l (sp)+,d0 rte This perfectly fit with the TB used in loader and how game use DMACON. Last edited by ross; 14 August 2020 at 00:14. Reason: [] |
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14 August 2020, 00:40 | #90 |
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14 August 2020, 05:36 | #91 |
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great game can we have a whdload version please ? edit sorry i did not see the info that people are working on this great work
Last edited by wobbly; 14 August 2020 at 07:57. |
14 August 2020, 08:12 | #92 | |
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Btw #1.. what do you mean by "residuals"? Btw #2.. I could have a nice Scoopex trainer intro available, lol |
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14 August 2020, 08:34 | #93 |
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The lowlevel routines of this game were impressive.Too bad more games weren't produced with it.
@ross yes I alslo added a keyboard routine and a pause key. Game waits for VBL interrupt actively I put that here. |
14 August 2020, 11:10 | #94 | ||
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Back to this ADF loader. I had two option: - recycle and modify my Ocean free-position loader, adapted for the sector based depacker - make something totally new adapting to the existing code I chose the latter because it seemed much easier and faster to implement. So how to manage the sectors that are required by the loader and depacker? I defined a new fat format with four 16bit fields: 1) start sector, 2) how many -1, 3) offset in residuals table, 4) residual length 'Residuals' is nothing else than the [last sector valid bytes] for all file stacked together somewhere in 'fast' ram. So I made a very simple program in C, to which I pass the list of files, which generates me: an ADF containing the data of the files for all 'full' 512 bytes sectors, a residual file that I will immediately stock in fast ram at boot and a fat that I will use in the loader. Residuals are only 4260 bytes, there is plenty of space in fast ram for it Quote:
And yes, this game is really well written. |
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14 August 2020, 11:18 | #95 |
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14 August 2020, 11:28 | #96 |
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16 August 2020, 16:29 | #97 |
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whdload slave released. The music is really awesome. Game itself is good but really too hard for me...
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16 August 2020, 17:19 | #98 |
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I cannot even beat the first level. Is there some documentation for this game?
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16 August 2020, 17:27 | #99 |
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push the nasties onto other nasties to collect keys. Collect 5 keys to complete level
see? easier said than done |
16 August 2020, 18:01 | #100 |
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