English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 02 February 2024, 12:02   #421
Brick Nash
Prototron
 
Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 416
Quote:
Originally Posted by h0ffman View Post
@Brick

Congrats! Shipping a game is a huge milestone and you should be super proud of yourself. I played it on my A600 from the a Gotek and it's smooth as butter. Top work!

Just a note, the EXE you're building is uncompressed and also contains debug symbols (about 250kb ?). I put it through a packer which removes these and got it down to about 50kb. This would leave a large chunk of space on that disk which could be used for some file dupes and maybe help reduce the amount of disk swapping on one drive.
Thanks mate! That means a lot.

I had no idea the EXE had useless stuff in it, though I did think it was a bit big. I guess the learning never ends. What packer are you using? Will it need a separate extractor on boot? Cheers!


I'm going to try and update the WHDload pack myself so that both the disks and pack will have the latest build if any changes are made, but I just need to learn to use the LHA archiver (I've having issues adding targets with nested folders as it doesn't seems to add them).

I may just dump the un-archived folder on GD and folk can do it themselves.
Brick Nash is offline  
Old 02 February 2024, 14:34   #422
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,272
please leave the symbols or share the source

Symbols can be removed by building/linking without debug. A few games have those symbols left in and it's great for reversing them!
jotd is offline  
Old 02 February 2024, 15:18   #423
h0ffman
Registered User
 
Join Date: Aug 2008
Location: Salisbury
Posts: 746
Quote:
Originally Posted by Brick Nash View Post
Thanks mate! That means a lot.

I had no idea the EXE had useless stuff in it, though I did think it was a bit big. I guess the learning never ends. What packer are you using? Will it need a separate extractor on boot? Cheers!


I'm going to try and update the WHDload pack myself so that both the disks and pack will have the latest build if any changes are made, but I just need to learn to use the LHA archiver (I've having issues adding targets with nested folders as it doesn't seems to add them).

I may just dump the un-archived folder on GD and folk can do it themselves.
I used Shrinkler but I wouldn't necessarily recommend that because the unpacking time is quite long on a base 68000. Maybe Cranker is a good choice, packing ratio won't be as good but it'll load pretty quickly.
h0ffman is offline  
Old 02 February 2024, 15:40   #424
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,272
cranker is what I'm using for all my arcade remakes. It's very good and fast. It even uses async io to load from floppy & unpack at the same time! Incredible.
jotd is offline  
Old 02 February 2024, 18:28   #425
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,462
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Dunny View Post
Which, like Robocop, is ironic because the Spectrum version of ChaseHQ was utterly sublime.
and the CPC version even better
dlfrsilver is offline  
Old 03 February 2024, 01:31   #426
ransom1122
Registered User
 
ransom1122's Avatar
 
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,842
If it's not too much trouble, can we have a Press Fire option for whdload users?

ransom1122 is offline  
Old 03 February 2024, 10:43   #427
PiCiJi
Registered User
 
PiCiJi's Avatar
 
Join Date: Sep 2003
Location: germany
Age: 45
Posts: 409
Thank you for this game. Since I couldn't get it to run on my emulator yet (maybe missing ECS Denise emulation or a ECS Agnus bug), I played the first 4 levels on WinUAE.
The gameplay is really good and it's much closer to the arcade than the original version.
Maybe we'll see an Amiga remake of Black Tiger and King's Quest 5 someday.

two suggestions for improvement:

1. Defeated opponents become invisible very quickly after they have fallen to the ground. This looks like a bug.
Maybe blinking looks better here.
It would also be cool if defeated bosses would briefly rise up again and then lie down instead of disappearing.

2. The new passing lights in the subway are certainly nice, but the swinging handles on the ceiling would be nicer. And if they are missing, a lot of atmosphere is lost.
I suspect both will be too much for our best friend. If I had to choose, I would choose against the passing lights.
PiCiJi is offline  
Old 05 February 2024, 13:38   #428
Brick Nash
Prototron
 
Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 416
Quote:
Originally Posted by ransom1122 View Post
If it's not too much trouble, can we have a Press Fire option for whdload users?


No problem. In the latest build now.

That's the last update I'm making, so I'm closing the project and stepping away from everything now to go and do other non-game things with my spare time.

Got a million unfinished albums I need to record and release, so I'm off to get mad at compressors and EQ instead of code bugs.

Cheers everyone! It's been a crazy ride.
Brick Nash is offline  
Old 05 February 2024, 18:52   #429
Evillord68
Registered User
 
Join Date: May 2021
Location: Euerbach/Germany
Posts: 74
Thanks a lot for your hard work. You made a great job.
Evillord68 is offline  
Old 05 February 2024, 23:55   #430
ZEUSDAZ
Registered User
 
ZEUSDAZ's Avatar
 
Join Date: Nov 2014
Location: England
Posts: 748
My video showing how much more I enjoyed playing this superior version over the U.S.Gold unplayable dudd that was originally released to us over 30yrs ago, such an improvement, well done!
[ Show youtube player ]


...and my "Shit Game Time" review video of the original unenjoyable release by U.S.Gold: [ Show youtube player ]
ZEUSDAZ is offline  
Old 06 February 2024, 00:01   #431
ransom1122
Registered User
 
ransom1122's Avatar
 
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,842
Quote:
Originally Posted by Brick Nash View Post
No problem. In the latest build now.

That's the last update I'm making, so I'm closing the project and stepping away from everything now to go and do other non-game things with my spare time.

Got a million unfinished albums I need to record and release, so I'm off to get mad at compressors and EQ instead of code bugs.

Cheers everyone! It's been a crazy ride.
Thanks a lot WHDLoad is great now... Thanks
ransom1122 is offline  
Old 06 February 2024, 07:59   #432
Gzegzolka
Registered User
 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,859
Thank You Brick Nash for Your hard work. You made something great.
Gzegzolka is offline  
Old 06 February 2024, 16:46   #433
Jacques
Registered User
 
Jacques's Avatar
 
Join Date: Oct 2013
Location: Wrocław, Poland
Posts: 202
Big thanks to the Author!

But am I the only one to experience speed-ups and slow-downs in gameplay? 060@50MHz, latest WHDLoad version with tooltypes as they were (ChipNoCache).
Jacques is offline  
Old 06 February 2024, 17:04   #434
Torti-the-Smurf
Registered User
 
Torti-the-Smurf's Avatar
 
Join Date: Dec 2018
Location: Earth
Posts: 1,066
Its a generic Slave, so there are no game specific fixes.
It a "better then nothing" slave.

We would need JOTD & Co to do a game specific Slave with Blitter waits n stuff.

Sorry
Torti-the-Smurf is offline  
Old 06 February 2024, 18:58   #435
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 755
Quote:
Originally Posted by Jacques View Post
Big thanks to the Author!

But am I the only one to experience speed-ups and slow-downs in gameplay? 060@50MHz, latest WHDLoad version with tooltypes as they were (ChipNoCache).
You must insert also NOCACHE on 060 cpus and then the game works at correct framerate.
DanyPPC is offline  
Old 08 February 2024, 21:06   #436
PascalDe73
PascalDe73
 
PascalDe73's Avatar
 
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 157
I made a little video about a Little bug on this level.
Tested on my real A1200 GVP Turbo+II 68030 @40 MHz with FPU and 32 MB Fast Ram.
It’s under WHDLoad with the Torti’s Slave.
Version 05/02/2024 Final file = 255.776 Octets.
The bug was already present with the preview version.

[ Show youtube player ]

Could You have a look ?

Many Thanks,

Best regards,

Pascal
PascalDe73 is offline  
Old 08 February 2024, 23:11   #437
Bren McGuire
Registered User
 
Bren McGuire's Avatar
 
Join Date: Nov 2019
Location: Croydon
Posts: 587
no freaking way I just grabbed a bottle of Buckfast from the floor? was that in the original game or is this a great joke from the lands up north?

and a can of Irn-Bru!!

Last edited by Bren McGuire; 08 February 2024 at 23:22.
Bren McGuire is offline  
Old 08 February 2024, 23:23   #438
ransom1122
Registered User
 
ransom1122's Avatar
 
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,842
Is it here?
https://www.arcadequartermaster.com/...ght_items.html
ransom1122 is offline  
Old 09 February 2024, 10:09   #439
Brick Nash
Prototron
 
Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 416
Quote:
Originally Posted by PascalDe73 View Post
I made a little video about a Little bug on this level.
Tested on my real A1200 GVP Turbo+II 68030 @40 MHz with FPU and 32 MB Fast Ram.
It’s under WHDLoad with the Torti’s Slave.
Version 05/02/2024 Final file = 255.776 Octets.
The bug was already present with the preview version.

[ Show youtube player ]

Could You have a look ?

Many Thanks,

Best regards,

Pascal
Try it now. There was a Blitter Wait missing for the rope drawing code, so that might be it. It wasn't really designed for anything faster than an A600 running at 7MHz, so there'll likely be glitches and speed issues on roided-up miggies.


Quote:
Originally Posted by Bren McGuire View Post
no freaking way I just grabbed a bottle of Buckfast from the floor? was that in the original game or is this a great joke from the lands up north?

and a can of Irn-Bru!!
Yeah there's a couple of little Easter eggs like that in the game. I did the same thing in Double Dragon Legacy for the PC, although it's not as heavy handed in Final Fight.

Pretty sure there's a can of Tennent's or Tartan Special in there somewhere too (I forget).
Brick Nash is offline  
Old 09 February 2024, 15:06   #440
Dougal
Registered User
 
Join Date: Jan 2010
Location: Malta
Posts: 85
A1200 with TF1230 and I confirm the fix for the Sodom boss works fine Thanks

Minor issues are glitching in energy bars, clock/timer not working properly and after I killed the final boss it quit back to workbench with some error.


Again, I appreciate that it is designed to work properly on an A600 ECS.
Dougal is offline  
 


Currently Active Users Viewing This Thread: 6 (1 members and 5 guests)
BigD
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Final Fight Speculation sandruzzo Retrogaming General Discussion 199 18 November 2020 22:23
Final Fight AGA Retro1234 request.Old Rare Games 66 25 April 2019 23:48
Final Fight AGA? Amiga Forever Coders. General 15 25 April 2011 15:15
Ripping - Final Fight BippyM project.Sprites 2 06 April 2005 19:53
Final Fight Dastardly support.Games 3 01 June 2003 23:16

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 02:22.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.11181 seconds with 14 queries