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Old 02 August 2014, 13:49   #121
Jeff_HxC2001
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Originally Posted by Galahad/FLT View Post
It isn't. It works on real Amigas, and i've already made the point that my work is done for Real Amigas. If it doesn't work properly under emulation (which it most certainly does up to 800%) then that is down to the emulator author to sort out.

This is concluded
I am talking about real Amiga, and even with real floppy drive... But i know where is the issue so the subject is closed for me too.

Last edited by Jeff_HxC2001; 02 August 2014 at 14:07.
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Old 02 August 2014, 14:27   #122
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That sounds somewhat vague but I'll continue working on my port anyway, should there be 2 ports of the same game (which I doubt seeing that Asman has "other plans") people can choose which one they like best which isn't a bad thing IMHO.
That's great that you are working on Slap Fight. Frankly I did look into ST version of Slap Fight some time ago and I did nothing special as I remember.
And I think that is nothing wrong with 2 ports or more of the same game.
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Old 03 August 2014, 21:05   #123
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Got back from the vacation to find this little present from Galahad on the forum. Thank you very much for this Galahad. I know how much work goes into reverse engineering stuff and especially adding new features - and this release is full of them. Plays like a dream on my A1200 and even on an un-accelerated A600 it plays very well. Great stuff.
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Old 06 August 2014, 15:03   #124
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Finally found some time to try this out on my 1200 030 50mhz. Good work., seems to be working well. Have no idea to do - will have to read some instructions!
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Old 06 August 2014, 23:25   #125
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Old 07 August 2014, 08:55   #126
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I wonder if these problems are also in the Atari ST original version ... otherwise Galahad will have some work to do The last issue which prevents the game from being completed is particulary worrying
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Old 07 August 2014, 09:53   #127
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I wonder if these problems are also in the Atari ST original version ...
Seems like the ST version can be completed: [ Show youtube player ]
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Old 07 August 2014, 11:35   #128
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So much for bug testing.... bah!

Looks like i'll have to check this out
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Old 07 August 2014, 11:39   #129
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Ah, played contrary to the instructions I gave, and that was "Cycle Exact" had to be ON.

Ironclaw played the entire longplay with it off!
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Old 07 August 2014, 12:44   #130
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Originally Posted by Galahad/FLT View Post
Ah, played contrary to the instructions I gave, and that was "Cycle Exact" had to be ON.

Ironclaw played the entire longplay with it off!
Was this an EYE DEE TEN TEE (spell it out on paper) type error?
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Old 08 August 2014, 22:11   #131
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Haven't been around much of late, but finally got a chance to give this a go... Really cool stuff Galahad, and deserves great thanks!

If only they had made Great Escape for the ST too....
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Old 04 September 2014, 20:10   #132
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french review [ Show youtube player ]
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Old 04 September 2014, 23:23   #133
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Was it bad of me to say I found it slightly funny
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Old 13 September 2014, 08:30   #134
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I found graphics bug in this game :-).
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Old 13 September 2014, 08:51   #135
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Maybe it's same thing: http://www.tunguska.pl/wp-content/ga...smiczna/10.jpg
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Old 13 September 2014, 09:54   #136
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I found graphics bug in this game :-).
I suppose that if you can replicate it on the original Atari ST game then it's not an Amiga bug It's worth trying maybe. Kamelito
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Old 13 September 2014, 13:59   #137
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I found that tile problem while ripping the maps, but I couldn't see any correct tiles in the graphics. I've attached all the tiles the game uses. (The full map is on the HOL entry).

If you can see tiles that would work, it shouldn't be too hard to insert them into the game. It's not quite as simple as it seems, as the game is composed of about 12 submaps, each with it's own set of tiles for that submap. As you walk into a new area, it copies the relevant tiles into the buffer and decodes the map (as it's run-length-encoded).

I guess tile 371 appears to be blank so might be able to be drawn into, and possibly one of the high tile numbers like 511.

Incidentally, I never checked how the game stores the collision/walking state/height of each tile, hopefully that's a separate map and the submaps are literally just indexes to the graphics. If not, it might be a lot more work to fix those 2 tiles!
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Old 13 September 2014, 14:17   #138
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I found that tile problem while ripping the maps, but I couldn't see any correct tiles in the graphics. I've attached all the tiles the game uses. (The full map is on the HOL entry).

If you can see tiles that would work, it shouldn't be too hard to insert them into the game. It's not quite as simple as it seems, as the game is composed of about 12 submaps, each with it's own set of tiles for that submap. As you walk into a new area, it copies the relevant tiles into the buffer and decodes the map (as it's run-length-encoded).

I guess tile 371 appears to be blank so might be able to be drawn into, and possibly one of the high tile numbers like 511.

Incidentally, I never checked how the game stores the collision/walking state/height of each tile, hopefully that's a separate map and the submaps are literally just indexes to the graphics. If not, it might be a lot more work to fix those 2 tiles!
I'm wondering if the original PASTI image I used as a the basis for making the Amiga version is buggered. Had a few issues using WinUAE with one file (i.e. the map file) getting corrupted, hence why I changed the file arrangements to make the map file smaller and compacted so if there was an error, Propack would pick it up on depack, but obviously not if it was already fucked.

I'm going to find an alternate source for the ST version, and introduce the map file from that and see if it fixes these graphical problems, it can't be anything more than that.
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Old 15 September 2014, 11:07   #139
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I really don't believe it's a problem with a specific map file. If you look at this [ Show youtube player ] you can see the problem exists.

For this bug to be correct on some version, you would need alternate tile graphics, possibly an alternate tile lookup map, and then the run-length-encoded data would also have to be altered.

It just doesn't seem feasible that another version exists with all those things different. It'd be more likely you'd have a case like Ninja Gaiden 2 where 2 bytes corrupt in one file destroyed the entire tile graphics on a level.

If you wish to check other versions though, the corrupt data is this sequence of bytes: $c6, $c7, $8, $7. If you find a version which doesn't have that sequence, then it's worth splicing the data in and seeing what happens. But I really doubt you'll find another version without that.

Last edited by Codetapper; 15 September 2014 at 11:29.
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Old 22 September 2014, 23:06   #140
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Haven't been around much of late, but finally got a chance to give this a go... Really cool stuff Galahad, and deserves great thanks!

If only they had made Great Escape for the ST too....
In theory, could the C64 code be adapted to the Amiga? I'm more familiar with the Spectrum and Amstrad versions but I know it would be next to impossible to adapt the Z80 code to the Amiga..

Anyhow, is there any UK based fan that would transfer WTSS to disc for me please? I would love to play this on my A1200..
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