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Old 18 September 2019, 11:35   #41
DamienD
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Quote:
Originally Posted by rmzalbar View Post
Hi, I missed this thread as I'm relatively new here - where can I find the best versions of EOB AGA 1&2 hosted? Might someone be kind and post them to the zone?

Thank you,
You can try these WHDLoad versions:

... EyeOfTheBeholder2_v0.1_AGA.lha
... EyeOfTheBeholder_v0.2_AGA.lha
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Old 18 September 2019, 23:02   #42
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Wow, that's magic, thanks! I downloaded the items Damien linked and that I found in the search Solo linked. Will compare & contrast before finals. Thank you both.

Last edited by rmzalbar; 19 September 2019 at 02:51.
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Old 19 September 2019, 13:07   #43
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Mind that DamienD give You links to server which You searched via linked finder.

Edit: These versions are both normal and WHDLoad
EoB1
EoB2

Last edited by Solo Kazuki; 19 September 2019 at 13:21. Reason: added links
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Old 19 September 2019, 13:34   #44
hexaae
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These games still need a WHDLoad fix for the outro/endsequence and quitting (after you opened the map)…
Would be great if someone wanted to fix the few problems left with the WHDLoad slaves

Sources (kindly provided by CFou):
https://1drv.ms/u/s!ApMUGr0cuN39gbwL...L9hbg?e=lIKAuh
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Old 19 September 2019, 14:10   #45
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Quote:
Originally Posted by hexaae View Post
These games still need a WHDLoad fix for the outro/endsequence and quitting (after you opened the map)…
Would be great if someone wanted to fix the few problems left with the WHDLoad slaves

Sources (kindly provided by CFou):
https://1drv.ms/u/s!ApMUGr0cuN39gbwL...L9hbg?e=lIKAuh
Interesting.

Does this bug also occur with the "native" hard drive installs?
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Old 19 September 2019, 20:23   #46
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It plays beautifully and runs fast. I'm at 50mhz 030 on my A1200, so I don't know how it performs on a basic machine. What's the basic setup required for WHDLoad slave development, aside from 68k assembly knowledge?
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Old 19 September 2019, 20:57   #47
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Interesting.

Does this bug also occur with the "native" hard drive installs?
It was mentioned many times, it's fault of game version itself. It have nothing to WHDLoad.
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Old 20 September 2019, 00:33   #48
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Originally Posted by rmzalbar View Post
It plays beautifully and runs fast. I'm at 50mhz 030 on my A1200, so I don't know how it performs on a basic machine. What's the basic setup required for WHDLoad slave development, aside from 68k assembly knowledge?
Should ask to jotd, Psygore, Wepl, StingRay, still active WHDLoad developers… Would be great a final fix for this amazing 256 color + automap special version by CFou, the best EOB 1 and 2 versions EVER MADE.
At http://whdload.de/ there are also some dev archives...

Last edited by hexaae; 20 September 2019 at 00:38.
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Old 30 September 2019, 16:35   #49
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Who's got a savegame at the end of EOB 1 AGA to test the crash, after you open at least once the automap?
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Old 30 September 2019, 16:36   #50
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Quote:
Originally Posted by rmzalbar View Post
It plays beautifully and runs fast. I'm at 50mhz 030 on my A1200, so I don't know how it performs on a basic machine. What's the basic setup required for WHDLoad slave development, aside from 68k assembly knowledge?
BTW, if you want to offer your help:
http://mantis.whdload.de/view.php?id=4219
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Old 16 October 2019, 22:57   #51
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For more info:

Eye Of the beholder AGA:
http://web.archive.org/web/201807041...EOB1+AGA+GAME/
Eye Of the beholder 2 AGA:
http://web.archive.org/web/201805210...2%20AGA%20GAME
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Old 17 October 2019, 10:30   #52
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Added Xanathar (1 hit left) savegame to quickly test Bug 2: EOB1 AGA crashes after beating the game if you open automap first.

http://mantis.whdload.de/view.php?id=4219
Thanks Marcuz for the original files...

Last edited by hexaae; 17 October 2019 at 10:38.
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Old 17 October 2019, 13:50   #53
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Hi,

For information.

I'am never released source code of EOB1&2 AGA.

I want first clean 'a bit' source codes.

Moreover EOB2 use overlay hunks.

Using Barfly i am not again found solution to compile asm in one time.

Temporary working solution is in first time to compile main file and overlay nodes in separate files. In second time, i use a external homemade tool (using whdload's slave to keep developement times) to link overlay node & hunk and to make an unique executable file.

For moment i dont know if i can (and how) use Barfly + overlay.

My solution is working but it's not elegant...

In my memory, there are another problem no solved with EOB1 AGA src.

Sometimes, if i change size of some hunk, the compiled file seems corrupted (i must just add one or some NOP instruction for good compilation, it's really curious). (In my memory it's relocation table done during compilation which is corrupted)

I don't know if it's a bug in source code (created using RESSOURCE6) or in Barfly's compiler.

Last edited by CFou!; 17 October 2019 at 17:34.
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Old 17 October 2019, 16:29   #54
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JFY,
I've just noticed also ORIGINAL game for PC has these small gfx glitches with borders around additional character tiles. They usually show up after you open/close inventory or automap:

EOB2:


...also EOB1 has similar issue with additional character tiles.

EOB2 original PC version comparison (with the same glitches): http://crpgaddict.blogspot.com/2018/...ike-jelly.html
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Old 17 October 2019, 19:08   #55
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Quote:
Originally Posted by CFOU! View Post
Hi,

For information.

I'am never released source code of EOB1&2 AGA.

I want first clean 'a bit' source codes.

Moreover EOB2 use overlay hunks.

Using Barfly i am not again found solution to compile asm in one time.

Temporary working solution is in first time to compile main file and overlay nodes in separate files. In second time, i use a external homemade tool (using whdload's slave to keep developement times) to link overlay node & hunk and to make an unique executable file.

For moment i dont know if i can (and how) use Barfly + overlay.

My solution is working but it's not elegant...

In my memory, there are another problem no solved with EOB1 AGA src.

Sometimes, if i change size of some hunk, the compiled file seems corrupted (i must just add one or some NOP instruction for good compilation, it's really curious). (In my memory it's relocation table done during compilation which is corrupted)

I don't know if it's a bug in source code (created using RESSOURCE6) or in Barfly's compiler.
I think that if compiled file needs extra NOP, then is not fully resourced, or you missed cnop 0,2 or cnop 0,4 somewhere.
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Old 17 October 2019, 21:46   #56
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I think that if compiled file needs extra NOP, then is not fully resourced, or you missed cnop 0,2 or cnop 0,4 somewhere.
Hi Don,

Happy to read you

In my memory, most of the time no compilation problem, and the file has been resourced in full.

In very rare cases, the relocation table created by BarFly was not good...
I had not more investigate because it's rare but i have not unterdand the reason in 2006!!.

I would have to try again to test (main resourced code 1,1Mo for EOB1 & 1,5Mo EOB2) when I'll have a little free times

I'am not sure it's 'cnop' problem because if i add one or 3 'nop' at working source code than not cause problem. only in a rare cases and i had not found recurring causes...

but if you follow the principle of ockham's razor, you're right
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Old 20 October 2019, 13:17   #57
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C'est pas fou, c'est dingue ! 500 !!!
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