18 October 2019, 23:22 | #21 | |
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Or the Bare-bones is your goal? If Bare-bones then a link of this. |
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18 October 2019, 23:28 | #22 | |
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...but a weird thing just happened. I had deleted the "Standard Workbench 3.1 install (with only default 4 colours set)" .HDF as I changed it to "8 colours" and then re-RAR'd. I now just changed this back to only 4 colours so that I could send to you; tested and for some completely unknown reason, the damn "Editor" works Again, it doesn't if you do install a fresh, standard Workbench 3.1 install and then unarchive the game. I have no idea what's going on with this game |
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18 October 2019, 23:37 | #23 | |
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If the ENV:Sys/screenmode.prefs file is present then Editor works. The file is generated when you change resolution. For that worked for me with 16 colors and for you with 8: we had simply changed resolution and generated the file |
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18 October 2019, 23:41 | #24 | |
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The one I've just sent you doesn't have it by the way; it's last night's original before messing about tonight... Edit: also Aladin's .HDF which was posted here had no "screenmode.prefs" file but the "Editor" only worked if directly called from the "Startup-Sequence"... Last edited by DamienD; 18 October 2019 at 23:57. |
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18 October 2019, 23:56 | #25 | |
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To much work today, better if I go to rest and take a look at it tomorrow |
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18 October 2019, 23:58 | #26 | |
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I'm already at the mindset of just using my bare-bones .HDF without the "Editor"... I mean, who has time to create new levels anyway? Not me... People just really want to play the game; I was just trying to include everything from the original game archive, but really it's doesn't matter What get's me is that I don't understand / get the reasons why it doesn't work though, given all I've investigated / tried; and it makes no logical sense... Last edited by DamienD; 19 October 2019 at 00:15. |
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19 October 2019, 06:20 | #27 |
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19 October 2019, 10:15 | #28 |
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19 October 2019, 11:24 | #29 |
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Uh, ViewPort code handling is broken in Editor.
GetVPModeID() usage do not default to DEFAULT_MONITOR_ID and mandatorily require NTSC_MONITOR_ID or PAL_MONITOR_ID (which may not be set..). As the game is PAL only, I'll fake-force a PAL monitor in Editor. Please wait for a patch. |
19 October 2019, 12:05 | #30 |
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19 October 2019, 12:09 | #31 |
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Please test.
Last edited by ross; 19 October 2019 at 12:44. |
19 October 2019, 12:18 | #32 |
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The editor starts now but if i exit it with esc i get the message 'Editor.fix failed returncode 1024'.
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19 October 2019, 12:32 | #33 |
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19 October 2019, 12:44 | #34 |
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This should fix the cosmetic error code at CLI exit.
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19 October 2019, 12:55 | #35 |
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Thx
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19 October 2019, 14:34 | #36 |
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Thanks ross; it loads / exits ok but the mouse cursor is funny (and warped / disappears almost completely when moving):
Patched: Normal: ...but please don't worry though; I really don't think it's worth fixing / spending any more time on. |
19 October 2019, 14:49 | #37 | |
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in any case it works without side effects for me .. EDIT: I tried different configurations and I can't replicate, at this point you have to give me your config file (the .HDF is the Bare-Bones one) Last edited by ross; 19 October 2019 at 15:07. |
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19 October 2019, 15:18 | #38 | |
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Ok, I'll archive this up along with the standard A1200 configuration file that I use... and PM to you. |
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19 October 2019, 15:48 | #39 | |
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DBLPAL in Tooltypes Editor.info. You need to remove it (it seems that at some point I did it between the various tests). You also need reqtools.library in LIBS: to avoid crashes. |
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19 October 2019, 16:11 | #40 |
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