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Old 23 April 2005, 18:55   #1
mr_a500
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Strange graphical corruption in Shadow of the Beast (see screenshot)

I've had this problem for years, but assumed it was the result of my A500 upgrade (didn't have the problem before the upgrade). I just tried the same image/configuration in WinUAE for the first time and see the exact same problem.

In the scrolling intro screen, there are some brown "sticks" below the tree that move at the same speed as the tree in the parallax scroll. Occasionally I get vertical white stripes in the first disk-load screen (beast crawling out of swamp). There are no other problems with the game.

See screenshot - the corruptions are circled in red. (..the red circles are not part of the corruption "looks like yuh got some red circles on dere" ..said with southern-hick accent)

This is Beast running with WHDload from original disk images. I tried many other Beast images, but see the same problem. The screenshot is from WinUAE configured with 68020, 3.1ROM, 2Mb Chip, 8Mb Fast, ECS, NTSC (same as my A500).

Has anybody else seen this?
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Last edited by mr_a500; 23 April 2005 at 20:05.
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Old 23 April 2005, 19:06   #2
CFou!
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Quote:
Originally Posted by mr_a500
I've had this problem for years, but assumed it was the result of my A500 upgrade (didn't have the problem before the upgrade). I just tried the same image/configuration in WinUAE for the first time and see the exact same problem.

In the scrolling intro screen, there are some brown "sticks" below the tree that move at the same speed as the tree in the parallax scroll. Occasionally I get vertical white stripes in the first disk-load screen (beast crawling out of swamp). There are no other porblems with the game.

See screenshot - the corruptions are circled in red. (..the red circles are not part of the corruption "looks like yuh got some red circles on dere" ..said with southern-hick accent)

This is Beast running with WHDload from original disk images. I tried many other Beast images, but see the same problem. The screenshot is from WinUAE configured with 68020, 3.1ROM, 2Mb Chip, 8Mb Fast, ECS, NTSC (same as my A500).

Has anybody else seen this?
all cracked version seems to have the same gfx bug.....

I don't understand too

Last edited by CFou!; 23 April 2005 at 19:13.
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Old 23 April 2005, 19:15   #3
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Also the zeppelin doesn't move the way it should in the game.
 
Old 23 April 2005, 19:20   #4
mr_a500
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This is from original NTSC disks (I bought in 1989). Are there disk images where this problem doesn't occur?

It's not a WHDload problem either. Before I had the WHDload install, I would try to run Beast from floppy on my upgraded A500. The graphical corruption was there. (and Beast would crash when getting to the well or forest)
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Old 23 April 2005, 19:44   #5
Toni Wilen
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Game bug. OCS chipset fixes it. (confirmed with real 8371 and 8372A Agnus A500s)
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Old 23 April 2005, 19:58   #6
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Hmmm... so if this is a common problem, I wonder why I haven't heard it mentioned before. Is it possible to fix this problem with WHDload (for fixing on my real Amiga - where changing chipset is not an option). Any ideas from the WHDload "slave makers"?
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Old 23 April 2005, 19:59   #7
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Hmm, I believe the WHDLoad-Version does the same on my real A1200. Appart from that I think the "bear trap" in nearly invisibile. I cant transfer files easily to my A1200 at the moment so i cant try it.
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Old 23 April 2005, 20:50   #8
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Quote:
Originally Posted by Npl
Hmm, I believe the WHDLoad-Version does the same on my real A1200. Appart from that I think the "bear trap" in nearly invisibile. I cant transfer files easily to my A1200 at the moment so i cant try it.
I WILL TRY IPF VERSION IN UAE (a500 config)
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Old 23 April 2005, 21:49   #9
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Uae Test Result

I have test CAPS's version of Beast... with uae rom1.3 68000

and only demo have not gfx bug.... (see attached 3 screenshots)

I have test game with
-0.5 mo chip
-1 mo chip
-0.5 mo chip+0.5 mo fast

and there are always same gfx bug

somebody know original versin without GFX bug
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Name:	BeastCAPS1414.png
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Old 23 April 2005, 22:15   #10
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Shadow of the Beast does all sorts of sprite tricks to get as much on screen as possible. On an A1200 there are slight visible glitches such as an empty vertical column of pixels when it goes to re-use the sprite for the parallax layer in the background. (From memory if you look closely at the trees you will see a gap every 16 or 32 pixels). It might be partially due to the degrading WHDLoad does to your Amiga to get the games to run in the first place so I doubt there is a version around without these bugs.
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Old 24 April 2005, 04:27   #11
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Thanks CFOU for your testing.

Well, it's not such a big deal as long as the game itself is working. If it's a universal problem and not just a problem with my image/config then I guess I'll just have to live with it.
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Old 24 April 2005, 10:38   #12
CFou!
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Quote:
Originally Posted by Codetapper
Shadow of the Beast does all sorts of sprite tricks to get as much on screen as possible. On an A1200 there are slight visible glitches such as an empty vertical column of pixels when it goes to re-use the sprite for the parallax layer in the background. (From memory if you look closely at the trees you will see a gap every 16 or 32 pixels). It might be partially due to the degrading WHDLoad does to your Amiga to get the games to run in the first place so I doubt there is a version around without these bugs.
but IAN, it's curious this bug don't existe on the Beast&Blood Money demo with a a1200 and whdload patch....

IF I'll have times I will compare copper list of the demo and final version

In fact it's seems sprite of the background tree is not stopped..... compare demo and final game....

Last edited by CFou!; 24 April 2005 at 11:29.
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Old 24 April 2005, 12:08   #13
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Quote:
Originally Posted by CFOU!
but IAN, it's curious this bug don't existe on the Beast&Blood Money demo with a a1200 and whdload patch....
yes, 'cause the empty vertical column of pixels in tree has been fixed in demo slave
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Old 09 February 2018, 22:52   #14
hexaae
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WORKAROUND

I've found a workaround for the infamous tree glitch in Beast for WinUAE users!
Use these tooltypes within the WHDLoad icon with latest slave + WHDLoad 18.3+:

Code:
ExecuteStartup=
ExecutePostDisk=UAE-configuration cachesize 0 cycle_exact true cpu_multiplier 4 chipset ecs_denise
Setting chipset ecs_denise in WinUAE solves the gfx glitch. Remember in your S:WHDLoad_cleanup to restore emulation speed and chipset for the Workbench. I use this:

Code:
C:uae-configuration cachesize 8192 cycle_exact false immediate_blits true cpu_cycle_exact false cpu_speed max cpu_throttle 0 chipset aga
Notice: if you use Picasso96 Variable Setter (PVS), you have to set: Enviromnent, Keep Amiga Video=15kHz, or the gfx will be trashed when switching chipset with UAE-configuration through WHDLoad tooltype as above.

Last edited by hexaae; 26 September 2018 at 10:03. Reason: added p96 PVS hint
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Old 12 March 2018, 00:31   #15
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ps4-is-honouring-the-amiga-original-shadow-of-the-beast

Browsing the net I saw this regarding Shadow of the Beat.
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Old 12 March 2018, 18:00   #16
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Quote:
Originally Posted by malko View Post
Browsing the net I saw this regarding Shadow of the Beat.
Unfortunately was another console "exclusive" sigh... In the good old days games were multiplatform and there was nothing strange.
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Old 12 March 2018, 20:31   #17
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Quote:
Originally Posted by hexaae View Post
In the good old days games were multiplatform and there was nothing strange.
In the good old days actually there were a lot of games that weren't ported over t other platforms, and those who did, were usually terrible versions of the originals :P
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Old 12 March 2018, 21:16   #18
hexaae
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Quote:
Originally Posted by Akira View Post
In the good old days actually there were a lot of games that weren't ported over t other platforms, and those who did, were usually terrible versions of the originals :P
There were technical reasons and totally different HW motivations. Segmentation had some sense. Today there is no real difference between PS4 and XBox and PC for example... it's more like they do not permit to port games to the competitors (?) today.

Last edited by hexaae; 12 March 2018 at 21:24.
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