02 August 2014, 13:49 | #121 | |
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Quote:
Last edited by Jeff_HxC2001; 02 August 2014 at 14:07. |
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02 August 2014, 14:27 | #122 | |
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Quote:
And I think that is nothing wrong with 2 ports or more of the same game. |
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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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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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06 August 2014, 23:25 | #125 |
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[ Show youtube player ]
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07 August 2014, 08:55 | #126 |
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07 August 2014, 09:53 | #127 |
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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 |
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! |
07 August 2014, 12:44 | #130 |
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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.... |
04 September 2014, 20:10 | #132 |
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french review
[ Show youtube player ]
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04 September 2014, 23:23 | #133 |
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13 September 2014, 08:30 | #134 |
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I found graphics bug in this game :-).
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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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13 September 2014, 09:54 | #136 |
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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! |
13 September 2014, 14:17 | #138 | |
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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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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. |
22 September 2014, 23:06 | #140 | |
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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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