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Old 03 April 2018, 19:01   #61
butfluffy
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would it be possible to get a fixed adf of mind force please?
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Old 03 April 2018, 20:00   #62
StingRay
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What needs to be fixed?
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Old 04 April 2018, 00:23   #63
butfluffy
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maybe i misunderstood when reading the thread. i thought a tile needed changing like in some other puzzle games which had messed up levels which were impossible to complete.
i gather then that level 9 had a solution after all and did not need any hack to fix it?
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Old 05 April 2018, 06:10   #64
hipoonios
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No misunderstanding. Level 9 can't be completed because of the bug explained in post #56.

But don't think you want to play this crap. There are similar games to Mind Force which is PD and better.
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Old 05 April 2018, 19:02   #65
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a fix would be nice for preservations sake.
i like to see all broken games fixed if possible, unfortunately i never Acquired the skills during my misspent youth to hack fix code anything myself
great thing is there are lots of clever people online with a passion to fix broken games.
a nice example... a cool guy from krikkz everdrive forum was nice enough to fix a 20 year game breaking bug in space station silicon valley for the n64 after my request. i've been asking for a fix for silicon valley for about 20 years on and off and one day someone stepped up to the challenge and the game is now 100%
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Old 10 April 2018, 17:55   #66
hipoonios
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Quote:
Originally Posted by butfluffy View Post
a fix would be nice for preservations sake.
Agree

and here is another one...

Game: Bangboo
Level: 81
Level code: flower power
ADF: here (or use attached savestate)

I would say that this level is totally broken. The aim of the game is simple: Get all tiles by touching them. You have to be in same color as the tiles and you start gray. You can change color by using the cans. The game has 99 levels and I have played 80. Most of these have been easy, but not this one. There are more than one thing that makes this level impossible:

First, there is no exit (all other levels has had one and the exit will start spin once you have all tiles). Second, there are some tiles you can not reach. The blue one and the two red ones up in the left corner. You can not get these without die by the skulls.

It's not that important to have this fixed. HOL has level codes for all levels, so can skip this level and continue playing the rest of the game. Just wanted to mention this game in the thread.

I still don't know what the red bar is in the panel. Is this time or can you adjust the height of the bounce? If time, then it must be broken because it never change. And if you can adjust the height, then it would might be possible to reach the tiles. But still not possible to finish the level because the exit is missing.

update:

I have now played all the levels of Bangboo. Here are the ones I could not complete. I'm pretty sure they're impossible:

- Level 81 (flower power)
- Level 85 (valhalla)
- Level 88 (what a game)
- Level 89 (knock knock)

Don't bother to fix, as I don't care anymore... next game...
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Last edited by hipoonios; 11 April 2018 at 10:21.
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Old 19 May 2018, 16:36   #67
hipoonios
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Next is: Sliding Skill

The problem is level 12. This level can not be completed because you start stuck in the wall up in the left corner. Have tried many times and same problem every time. The only version I can find is the Skid Row crack. So not really sure if this is a crack issue or a bug. For me it looks more like a bug.

You can download the trained version and use the level-skipper to skip to the level to see the problem (savestate also attached). Would be nice to have this fixed
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Old 19 May 2018, 18:45   #68
ross
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Quote:
Originally Posted by hipoonios View Post
Next is: Sliding Skill
A specific initial position is required?
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Old 19 May 2018, 19:28   #69
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Anywhere on the playing field will do thanks
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Old 19 May 2018, 20:09   #70
ross
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Ok, even if there is various depack stages, patch is simple (I make sure that my code be injected by the original crack )

I will fix also the bad exit (garbage on screen) from trainer menu.

But tomorrow, now I have some commitments.
Stay tuned.
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Old 19 May 2018, 20:26   #71
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Quote:
Originally Posted by ross View Post
A specific initial position is required?
Maybe better is checked c64 version for initial position.
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Old 20 May 2018, 23:48   #72
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Quote:
Originally Posted by Don_Adan View Post
Maybe better is checked c64 version for initial position.
It would take a volunteer to check the c64 version..

For now I set the starting point in the middle of the screen.
I wait until tomorrow and then release it this way if we do not have more precise information
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Old 21 May 2018, 03:56   #73
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This picture looks like the level but it is Level 14 on the C64.
http://hol.abime.net/1980/conversionshot
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Old 21 May 2018, 13:58   #74
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Well, so there evidence that a start from the center zone is acceptable.

Here's what I've fixed:
- Level 12
- AGA, KS30+ 'incompatible' copper list
- 020+ fixed (cache due to smc and bad stack frame)
- trainer intro, exit garbage cleaned
- a nice signature during boot phase

There are some minor audio quirk in trainer menu on 040+ because of the nasty byte volume write, but after a few seconds everything is settled.
And also an harmless bad setup of COLOR and GAUD bits in BPLCON0...
I do not know if a whdload version will ever be made, it's not worth it here.

Game is working properly to the end (100 levels).
Enjoy!

[Download it from The Zone!]
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Old 22 May 2018, 19:32   #75
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It looked for a minute there might be another bug because there isn't a trace of the player on double barrel screenshot. He is visible in WinUAE. Maybe Hipoonios will snap an extra picture and touch that up.
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Old 22 May 2018, 20:03   #76
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Quote:
Originally Posted by clenched View Post
It looked for a minute there might be another bug because there isn't a trace of the player on double barrel screenshot. He is visible in WinUAE. Maybe Hipoonios will snap an extra picture and touch that up.
Very simple to do: open HRTmon, enter "Ms 0" and return to game

EDIT: but the question is: why a screenshot like that?

Last edited by ross; 22 May 2018 at 20:10.
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Old 28 May 2018, 20:30   #77
hipoonios
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Thanks for fixing yet another game! The level can now be completed and I'm now on level 54. You guys are awesome!

Don't know why the character is not visible in the HOL screenshot. It can be that it was produced long ago when WinUAE was not so good as it is now (glitches and stuff in many games).
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Old 28 May 2018, 20:52   #78
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Quote:
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Thanks for fixing yet another game! The level can now be completed and I'm now on level 54. You guys are awesome!
My pleasure.

You have passed over half the levels
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Old 22 October 2018, 15:24   #79
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Can someone look on this:
[ Show youtube player ]
popeye bug, (amiga version) and fix it, if possible, please ?

Starting from 2:30.

It is not essential to the game, but would be nice to have a full working version, like on the C64

Last edited by Dan; 22 October 2018 at 15:29.
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Old 24 October 2018, 15:13   #80
ross
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Quote:
Originally Posted by Dan View Post
Can someone look on this:
[ Show youtube player ]
popeye bug, (amiga version) and fix it, if possible, please ?

Starting from 2:30.

It is not essential to the game, but would be nice to have a full working version, like on the C64
I looked at the bug quickly and I can correct it (it's the blitter D pointer that for various reasons is badly set and overwrites unwanted areas of code/graphics).
The problem is that a variable/s is probably also set to prevent the appearance of objects on the screen when Brutus in 'jumping' around and freezed.
So I can patch this bug but I have no idea which variable should be set for objects reappearance (that are only invisible to all intents and purposes).
If on screen should appear Strega Bacheca (The Sea Hag in English?) that throws you the bottles, if the invisible bottles hit you, you die suddently without any apparently reason..
In any case hitting Brutus with the basket while he was already hit by a fist when Popeye is under spinach effect is a rare situation and maybe you can even afford to die casually.

mmh or not: the variable apparently is no longer initialized in the next game start and Bacheca remains invisible forever (need to re-check this).
So there is even a worse bug..

EDIT: well, the best solution is probably the easiest: ignore the collision with the basket when Brutus is jumping around!
In fact it makes no sense to hit him with the basket in that situation. How the Arcade game behaves?
Unfortunately I do not have time to look at it now, sorry

Last edited by ross; 24 October 2018 at 15:39.
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