30 December 2012, 21:06 | #41 |
CaptainM68K-SPS France
|
yes, the game sold on ebay, and the price was 500$.
|
30 December 2012, 21:16 | #42 |
Lemon Curry ?
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,099
|
500$
I suppose that's a drop in the ocean compared to the boxed Giana Sisters Amiga version that's for sale for £5000. |
30 December 2012, 22:46 | #43 |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
|
GfxRip (a nice utility) is showing page 6 on bottom. Page 6 looks like a total loss to me. The tiles unpacked from page 5 & 6 are posted anyway for professional examination. I think $500 is just pocket change for the Captain.
|
30 December 2012, 23:46 | #44 | ||
Global Moderator
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
|
Quote:
Quote:
I didn't get around to installing xfdmaster on my emulator hard drive image because - wait for it - the installer couldn't find my tool 'Installer'. I actually didn't even have a copy of the Installer archive on that machine, despite uploading it as an attachment to one of my posts here nearly four years ago! I'd better fix that and install it tomorrow. So, instead, I spent my time playing Act 7 using the [cr][h Dawks] disk set with the Act 3 files copied to Disk 1. I chose this set because it lacks the 'NinjaGaidenII' executable file; instead, the game is loaded by running the much smaller '1' executable from the startup-sequence. The graphics corruption is no different in this version, which confirms that the corruption is confined to the tiles archive. I managed to get to the end of the game, using the TAB and ESC keys to advance through the level and skip the cut scenes, respectivley, and I'll post my screenshots here, for what they are worth: The tiles are corrupted right through the level, but the game is still playable, so it seems like that's the only problem with the game. Hmm... I wonder how the tiles are stored in the DOS version... |
||
31 December 2012, 09:51 | #45 |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
|
Here is a partially working savestate of Act 7 on our champion emulator. These tiles are from DOS version and saved back as raw bitplane data and loaded by hand. Don't leave Act 7 because the tiles will be overwritten if the disk is in. Some tiles are misplaced and missing for now.
I would say there is a fair chance to repair this level if someone could discover how to pack Page6.raw. EDIT: Savestate and picture replaced with corrected tiles. Act 7 looks OK with these tiles. Last edited by clenched; 09 January 2013 at 07:06. |
31 December 2012, 12:44 | #46 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,786
|
I take it no one had a good Xmas then..........
Yes indeed When I used xfdmaster on the RAW files it just tells me not packed? I am missing a XFD library? if so maybe determine what packer is used. Well done dude you work like a super fast Ninja What Format were the PC graphics? how many colours? Packer - ruff notes - Page 5 00 00 00 00 = FD 00 25 00 00 00 00 00 00 = FB 00 23 00 00 00 00 00 00 00 00 = F9 00 1C Last edited by Retro1234; 31 December 2012 at 16:16. |
31 December 2012, 15:10 | #47 |
Registered User
Join Date: Feb 2008
Location: Federativnaya Respublika Germaniya
Posts: 4,994
|
I hope, that all this efforts have success in the end.
|
31 December 2012, 20:56 | #48 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
|
You don't necessarily need the original packer anyway. The game could be patched so that the faulty level loads the data and uses a different depacker (FImp, Propack etc).
|
31 December 2012, 21:29 | #49 | |||
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
|
Quote:
Quote:
Quote:
Last edited by clenched; 09 January 2013 at 07:09. |
|||
01 January 2013, 10:16 | #50 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
|
I have worked out the storage format for the files so repacking the file should be easy as it's a very simple format. The easiest way to describe how the data is stored is with pseudo-code:
Read a byte. If the high bit is set, it's a repeat-run of characters. Negate the value and add 1, then copy the next byte that many times. If the high bit is NOT set, it's a sequence of characters to copy, so add 1 and copy the next number of bytes directly. eg. If the file was the following words: $8100 $0234 $5678 $81 has high bit set, negate it and add 1 = $80 bytes to copy. Next byte is $00 so file wants the value $00 repeated $80 times in a row. The next byte is $02, high bit is not set, add 1 = $03. Copy the next $03 bytes, so $34 then $56 then $78. You would end up with $80 $00's then $34 $56 $78. Each file I've tested so far seems to be 336 x 200 x 5 planes with no palette stored. |
01 January 2013, 12:18 | #51 | |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
|
Quote:
EDIT: Two files here - page6.raw ready to put on floppy and play. PlainP6Tiles for Codetapper perhaps to lessen the size a bit. Last edited by clenched; 01 January 2013 at 13:12. |
|
01 January 2013, 14:01 | #52 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,786
|
Well done guys
So if you have fifty zeros the packer would make this? Sorry I didn't grasp it x To be honest I could kick myself for missing 336*200 in GFXRip Happy New Year |
01 January 2013, 18:51 | #53 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,646
|
Great news. Full WHDLoad version any time soon, I guess?
|
01 January 2013, 19:11 | #54 |
CaptainM68K-SPS France
|
would be nice
|
01 January 2013, 20:56 | #55 |
Global Moderator
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
|
Tremendous work, guys! <- That's for you, Clenched, Codetapper and Boo Boo.
I'm really out of my depth with GfxRip. I've not been able to re-create anything you've done. What I will be happy to do is create new sets of fixed disk images for TOSEC when the definitive replacement page6.raw file is ready. |
01 January 2013, 21:17 | #56 |
Registered User
Join Date: Feb 2008
Location: Federativnaya Respublika Germaniya
Posts: 4,994
|
|
01 January 2013, 21:27 | #57 |
Global Moderator
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
|
My understanding is that, although the page6.raw file uploaded by clenched will provide a playable game, Codetapper may still be able to lessen the file size a bit (it's rather larger than the original at the moment).
For now, I will work on a replacement Disk2 image to go with the Disk1 you uploaded. It should be ready tomorrow. Before I work on all the disk images, I need to know that we have a final replacement for that file. Last edited by prowler; 01 January 2013 at 21:35. |
02 January 2013, 00:12 | #58 |
Global Moderator
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
|
Hi guys,
Fixed Disks 1 and 2 are now in The Zone! I can confirm that all Act 7 tiles are now fixed and what you should now experience looks like this: Thanks again to everyone who contributed to this fix. You guys rock! Last edited by prowler; 02 January 2013 at 00:20. |
02 January 2013, 01:06 | #59 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
|
Yeah I can compress the file a bit more, it's probably not needed but just in case the game has a small buffer for the file and loading a bigger file than the destination may cause bugs it's best to compress it. I should be able to send the final file tonight.
One weird thing is the flowing slime wall - it really looks naff in that the animation sequence seems to be OK for a few frames then seems to speed up and go back on itself. Just wondering if the tiles could be adjusted slightly to prevent that. Probably not but just in case it's cycling other "slime" tiles that are current duplicates... I guess if you changed the slime tiles in the RAW file to obvious numbers like 1,2,3,4,5 then watch the tiles animate to see which tiles are being used - you might be able to have the slime flow smoothly. |
02 January 2013, 01:12 | #60 | |||
Global Moderator
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
|
Quote:
Quote:
Quote:
|
|||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Trying to get 'Teenage Mutant Ninja Turtles' working in WinUAE | squirminator2k | support.Games | 0 | 12 July 2012 01:15 |
Teenage Mutant Ninja Turtles WHDload not working | hipoonios | project.WHDLoad | 9 | 04 April 2011 19:50 |
Last Ninja Remix fully 100% working crack adfs/ disks | macce2 | request.Old Rare Games | 30 | 12 April 2010 22:44 |
Ninja Gaiden II: The Dark Sword Of Chaos | haynor666 | HOL data problems | 0 | 08 April 2009 12:21 |
Last Ninja PC version longplay | laffer | Retrogaming General Discussion | 5 | 18 May 2008 23:34 |
|
|