02 February 2024, 12:02 | #421 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 416
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Quote:
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. |
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02 February 2024, 14:34 | #422 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,272
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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! |
02 February 2024, 15:18 | #423 | |
Registered User
Join Date: Aug 2008
Location: Salisbury
Posts: 746
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Quote:
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02 February 2024, 15:40 | #424 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,272
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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.
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02 February 2024, 18:28 | #425 |
CaptainM68K-SPS France
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03 February 2024, 01:31 | #426 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,842
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If it's not too much trouble, can we have a Press Fire option for whdload users?
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03 February 2024, 10:43 | #427 |
Registered User
Join Date: Sep 2003
Location: germany
Age: 45
Posts: 409
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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. |
05 February 2024, 13:38 | #428 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 416
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Quote:
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. |
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05 February 2024, 18:52 | #429 |
Registered User
Join Date: May 2021
Location: Euerbach/Germany
Posts: 74
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Thanks a lot for your hard work. You made a great job.
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05 February 2024, 23:55 | #430 |
Registered User
Join Date: Nov 2014
Location: England
Posts: 748
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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 ] |
06 February 2024, 00:01 | #431 | |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,842
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Quote:
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06 February 2024, 07:59 | #432 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,859
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Thank You Brick Nash for Your hard work. You made something great.
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06 February 2024, 16:46 | #433 |
Registered User
Join Date: Oct 2013
Location: Wrocław, Poland
Posts: 202
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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). |
06 February 2024, 17:04 | #434 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,066
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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 |
06 February 2024, 18:58 | #435 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 755
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08 February 2024, 21:06 | #436 |
PascalDe73
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 157
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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 |
08 February 2024, 23:11 | #437 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 587
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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. |
08 February 2024, 23:23 | #438 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,842
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09 February 2024, 10:09 | #439 | ||
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 416
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Quote:
Quote:
Pretty sure there's a can of Tennent's or Tartan Special in there somewhere too (I forget). |
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09 February 2024, 15:06 | #440 |
Registered User
Join Date: Jan 2010
Location: Malta
Posts: 85
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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. |
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