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Old 13 August 2020, 21:54   #81
DamienD
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Originally Posted by Radertified View Post
The Castle.

SEND ME MY PRIZE!
Well done!!!

...on it's way
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Old 13 August 2020, 22:17   #82
mr.spiv
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Ok.. some pro players did how to play video tutorials. See https://smartygame.fi/#tutorials for some great tips.
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Old 13 August 2020, 22:19   #83
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Quote:
Originally Posted by Aladin View Post
@Predseda
rename the ADF in disk.1 and put them in folder data.

Then complete the launch icon with the tooltype slave=
It worked, but always after I entered my name in Hall of fame, the game crashed.
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Old 13 August 2020, 22:43   #84
ross
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Just load the code which is loaded in $5000 that will bypass the encryption shit, you can put the decrypted code instead in the bootblock.

If you share the bugfix I'll be glad to put it in whdload slave (my version has infinite lives, infinite powerups)
Naah , the challenge was not to bypass the encryption/loader/packer combo but the lack of space on floppy to insert the 'cracktro' (which prevented Alpha One to insert it in-place and use an additional floppy).
It forced me to completely rewrite the file-system (with a quasi-free-position one) and adapt it to mr.spiv loader/packer.
The code at $400/$d00 (with all the subroutine) are now reworked with the trainer snippet as active part of the code.

To fix the bug:
- in the main state machine (near $df0, the main switch code), on state 2 do
subq.b #1,($1401).w

- on state 7 (game completed) do
addq.b #1,($1401).w

($1401), as you know, is the (sub)level selector.
This work because there is a fixed check for ($1401)==$19 for the text selected for the game over screen, but you can exit from last level also not completing the level, and this code fake the 'bad' check
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Old 13 August 2020, 22:52   #85
CodyJarrett
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Originally Posted by DamienD View Post
Well done!!!

...on it's way
Tell him he's dreamin'!
We're going to Bonnie Doon.
The Law of Bloody Common Sense!
How's the serenity?
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Old 13 August 2020, 23:09   #86
Radertified
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Originally Posted by CodyJarrett View Post
Tell him he's dreamin'!
We're going to Bonnie Doon.
The Law of Bloody Common Sense!
How's the serenity?
This guy Castle's.
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Old 13 August 2020, 23:22   #87
StingRay
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Quote:
Originally Posted by ross View Post
It forced me to completely rewrite the file-system (with a quasi-free-position one) and adapt it to mr.spiv loader/packer.

I did it without rewriting the file system (my motivation was probably the same as yours, seeing Alpha One's trainer in the Zone which required an extra disk which actually made me check the game).

My version isn't finished yet though and as I'm on holiday I'll leave it in its current state and just let you finish yours. =)
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Old 13 August 2020, 23:52   #88
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This is starting to feel like back in the day. A bunch of groups rushing to release.

All that's left is BBS contacts and a f**k off to Paranoimia.
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Old 13 August 2020, 23:54   #89
ross
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Originally Posted by StingRay View Post
I did it without rewriting the file system (my motivation was probably the same as yours, seeing Alpha One's trainer in the Zone which required an extra disk which actually made me check the game).

My version isn't finished yet though and as I'm on holiday I'll leave it in its current state and just let you finish yours. =)


I rewrite the file system with a free-position one for two reason:
- squeeze out all possible bytes ([file end] intra-sector waste..) without touching original packed game data (I also do not repack intro.stc nor 'no 1MB' image that is easy to 'detach' from original loader)
. to try an idea I've in my mind for a free-position loader that use 'residuals' and adapt to a 'real time' depacker (well, actually S405 it's more used as a non-chunk 'memory' depacker, so much similar to my arjm7 non-chunk depacker!)

I also (re)written a very tiny irq2 handler for in-game key handling (probably the tiniest I've ever written):
Code:
_irq2
	move.l	d0,-(sp)
	moveq	#%00001000,d0
	and.b	$bfed01,d0
	beq.b	.x			;TA

	;SP
	move.b	$bfec01,($89).w         ;BUFFER
	moveq	#$59,d0			;ACK

.x	move.w	#$8,$dff09c
	move.b	d0,$bfee01
	move.l	(sp)+,d0
	rte
[I set the prescaler and ICR in init routine]
This perfectly fit with the TB used in loader and how game use DMACON.


Last edited by ross; 14 August 2020 at 00:14. Reason: []
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Old 14 August 2020, 00:40   #90
DamienD
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Originally Posted by Radertified View Post
All that's left is BBS contacts and a f**k off to Paranoimia.
Do you feel it Angels ? ? ? ? ? ?
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Old 14 August 2020, 05:36   #91
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great game can we have a whdload version please ? edit sorry i did not see the info that people are working on this great work

Last edited by wobbly; 14 August 2020 at 07:57.
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Old 14 August 2020, 08:12   #92
mr.spiv
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Quote:
Originally Posted by ross View Post
I rewrite the file system with a free-position one for two reason:
- squeeze out all possible bytes ([file end] intra-sector waste..) without touching original packed game data (I also do not repack intro.stc nor 'no 1MB' image that is easy to 'detach' from original loader)
. to try an idea I've in my mind for a free-position loader that use 'residuals' and adapt to a 'real time' depacker (well, actually S405 it's more used as a non-chunk 'memory' depacker, so much similar to my arjm7 non-chunk depacker!)
Sounds something like the "original" non-ADFable loader that old Smarty preview had. Although, it used file table but 4 bytes alignment for "files". It also had this nice property of doing per track (vs. per sector now) decompression while disk DMA was already loading the next track I think the ripped loader is in the Smarty preview "crack" of mine from 2015.

Btw #1.. what do you mean by "residuals"?

Btw #2.. I could have a nice Scoopex trainer intro available, lol
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Old 14 August 2020, 08:34   #93
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The lowlevel routines of this game were impressive.Too bad more games weren't produced with it.

@ross yes I alslo added a keyboard routine and a pause key. Game waits for VBL interrupt actively I put that here.
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Old 14 August 2020, 11:10   #94
ross
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Originally Posted by mr.spiv View Post
Sounds something like the "original" non-ADFable loader that old Smarty preview had. Although, it used file table but 4 bytes alignment for "files". It also had this nice property of doing per track (vs. per sector now) decompression while disk DMA was already loading the next track I think the ripped loader is in the Smarty preview "crack" of mine from 2015.

Btw #1.. what do you mean by "residuals"?

Btw #2.. I could have a nice Scoopex trainer intro available, lol
Missed this 2015 'preview'! I've to take a look at it .
Back to this ADF loader. I had two option:
- recycle and modify my Ocean free-position loader, adapted for the sector based depacker
- make something totally new adapting to the existing code

I chose the latter because it seemed much easier and faster to implement.
So how to manage the sectors that are required by the loader and depacker?
I defined a new fat format with four 16bit fields: 1) start sector, 2) how many -1, 3) offset in residuals table, 4) residual length
'Residuals' is nothing else than the [last sector valid bytes] for all file stacked together somewhere in 'fast' ram.
So I made a very simple program in C, to which I pass the list of files, which generates me: an ADF containing the data of the files for all 'full' 512 bytes sectors, a residual file that I will immediately stock in fast ram at boot and a fat that I will use in the loader.
Residuals are only 4260 bytes, there is plenty of space in fast ram for it

Quote:
Originally Posted by jotd View Post
The lowlevel routines of this game were impressive.Too bad more games weren't produced with it.

@ross yes I alslo added a keyboard routine and a pause key. Game waits for VBL interrupt actively I put that here.
Yep, I inserted mine when game is on state 3, at $2c088
And yes, this game is really well written.
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Old 14 August 2020, 11:18   #95
DamienD
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Missed this 2015 'preview'! I've to take a look at it .
Don't know how; it was in my collection for donkeys years ross

It's now obviously been replaced with the full version.
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Old 14 August 2020, 11:28   #96
ross
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Don't know how; it was in my collection for donkeys years ross

It's now obviously been replaced with the full version.
Eheh sorry, I should dig better inside your collection
I never have the time!
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Old 16 August 2020, 16:29   #97
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whdload slave released. The music is really awesome. Game itself is good but really too hard for me...
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Old 16 August 2020, 17:19   #98
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I cannot even beat the first level. Is there some documentation for this game?
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Old 16 August 2020, 17:27   #99
jotd
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push the nasties onto other nasties to collect keys. Collect 5 keys to complete level

see? easier said than done
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Old 16 August 2020, 18:01   #100
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push the nasties onto other nasties to collect keys. Collect 5 keys to complete level

see? easier said than done

I've managed to get 3-4 keys max before game over.

I dread to think how the next levels play.
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