07 March 2018, 22:28 | #1 |
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Theme Park OCS background bug (ECS_Agnus option remedies it)
When running the Theme Park OCS/ECS version on a real OCS Amiga (with 1MB of RAM), does the background within a game become corrupted (starts red), or is it just on WinUAE? I don't have a real A500 to test this out on.
First I tried several combinations of Kickstart, RAM and compatibility options with no success. Only when I changed the OCS chipset to ECS_Agnus did I find that the issue went away. Supposedly this is an OCS compatible game, besides ECS. I can't be sure of WinFellow, since I can't get beyond the first window where you are supposed to fill in the player's details. The mouse moves yet options don't get activated when clicked on, neither is it possible to write characters in the fields. I discovered this issue on WinUAE 3.6.0 and I have tested it on 3.6.1 with the same result. I'm using the plain "Theme Park (1994)(Electronic Arts)" floppy images. Could this be an OCS emulation bug or something else? [BTW, I still have to look into how to share images on this forum.] |
08 March 2018, 10:15 | #2 |
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Include a screenshot. Even better is to also include statefile
(assuming it is disk based games) |
08 March 2018, 13:15 | #3 | |
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Quote:
Starting the game, the background is red (it should have been filled in with grass tiles): After scrolling around for a bit, this is the corruption result: The save state is attached to this post in a 7z archive file. For this run, I used an NTSC OCS A500 with KS1.2, just the first drive (DF0: write-protected), +512KB of slow RAM, and the most compatible settings (cycle-exact, full collision, wait for blitter); though changing those settings makes no difference. Changing to ECS_Agnus is the only setting I have found that overcomes the graphical corruption effect. Sorry about not including the screenshots beforehand; I finally found the FAQ page on attachments and images so I don't incur in any faux pas. |
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08 March 2018, 14:43 | #4 |
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Does anything change if you use KS 1.3?
Edit: just tested, same thing happens with PAL / OCS A500 / KS1.3 / 512KB Chip & 512KB Slow RAM... If I change to "ECS Agnus" then all good. Since you're emulating though; why not just use "ECS Agnus"? Last edited by DamienD; 08 March 2018 at 14:50. |
08 March 2018, 16:41 | #5 |
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Hi,
Maybe 1Mo of Chipram required ? Works perfect with KS1.3 + 1Mo Chip. Edit : in Full ECS. Last edited by Zarnal; 08 March 2018 at 17:01. |
08 March 2018, 16:51 | #6 |
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1M chip RAM and OCS Agnus does not really exist..
Game uses ECS-only blitter custom registers BLTSIZV and BLTSIZH to start the blitter. Which do nothing on OCS. |
08 March 2018, 16:54 | #7 |
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08 March 2018, 17:04 | #8 |
move.l #$c0ff33,throat
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Just use standard BLTSIZE register.
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08 March 2018, 17:05 | #9 |
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08 March 2018, 17:59 | #10 | |
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I was just trying to see the results of running later software (>1993) on lower specs/older models and stumbled on this bug. From what I've read, if one intends on properly playing this game, they are better off sticking to the DOS version, since the Amiga ports of this game are not well done.
Quote:
On HOL, one of the box scan's says A500 as well as A2000. |
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08 March 2018, 18:05 | #11 | |
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Doesn't matter what the box says, pretty surethis game needs 1MB Chip RAM (try to run an ECS config with 512kb slow+512kb chip and see what happens) |
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08 March 2018, 18:18 | #12 | |
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Quote:
Last edited by Foebane; 08 March 2018 at 18:28. |
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08 March 2018, 18:30 | #13 | ||
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Quote:
Quote:
I'm just surprised if this is the first time this issue has been detected. The A500 install base around the world in 1994 should still have been rather large for someone to have surely picked this out. This is not an unnoticeable bug: more than 50% of the screen is red when you start the game. |
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08 March 2018, 18:35 | #14 |
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It is not the only game. There are other games that have glitches with OCS A500 but work fine with ECS. For example few have small sprite corruption (due to undocumented "free DMA slot next to first bitplane DMA slot is not actually available for sprites")
Of course I don't remember any names, I think one or two were reported as emulation bugs because sprite bug was not emulated until some later 2.x version |
08 March 2018, 18:44 | #15 | |
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Quote:
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08 March 2018, 18:50 | #16 |
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08 March 2018, 19:41 | #17 | |
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Quote:
Toni (as this sub-forum's moderator), since you have confirmed it not to be an emulation/WinUAE issue, might it be appropriate to now move this thread to the support.games sub-forum? Last edited by djukon; 08 March 2018 at 19:42. Reason: a to an typo |
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08 March 2018, 19:51 | #18 |
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09 March 2018, 22:04 | #19 |
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many thanks. i tried and i see the same graphics issue with OCS chipset.
Initially i thought red grass was normal in OCS version :P |
09 March 2018, 23:38 | #20 |
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Red grass normal?
God help anybody using your project then; must be top notch and tested to the absolute extreme; especially when you have correct references all over the place to go by ...see Seiya, two can play this game |
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