18 February 2008, 23:44 | #41 | |
Missile Command Champion
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Quote:
http://www.girv.net/amiga/patching/girv-whdload/a.html |
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19 February 2008, 00:58 | #42 |
Mostly Harmless
Join Date: Aug 2004
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You can copy the Apidya.slave from the new patch into an old install dir, it should work fine.
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19 February 2008, 08:16 | #43 |
Mostly Harmless
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Can you spot the point where the Apidya news broke?
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19 February 2008, 09:06 | #44 |
Graphics Astronaut
Join Date: Jan 2006
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Good one girv!
By the way, it was not uncommon for developers doing mistakes like that as the crunch periods for many games were so intense that people were on the verge of collapsing during the point of final days.. so they often made mistakes and found out only after the game had shipped. In elfmania, there's a whole unused sequence of animation for every character that's still on the disk but not used in the game because during the last 4-week stretch, the main coder savi.k.a had slept only 3-4 hours for every 12-20 hours..and thus was so tired and dizzy that he simply forgot to activate it. They only found out when we had the first shipment and I was testing it. Stavros was pissed off to say the least The missing animation is basically the second 'dizzy' animation which activates when character has taken enough hits (their head lulls around and eyes look comical). It was in the beta version but not in the game. I know only because I playtested it when I joined terramarque. So if you are looking for next challenge, why not try to uncover this? |
19 February 2008, 19:11 | #45 |
Registered User
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Location: Peterborough
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Thanks for the info, the help, the files and for fixing this.
I wish I had the talent and capability to fix these understandable glitches in the great amiga games of old. It certainly would seem to be a great project for consideration. |
20 February 2008, 02:09 | #46 |
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I wonder how many more games can be found to have missing parts, not in original gameplay. A huge project to find and fix, with the amiga game list being so large.
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20 February 2008, 21:55 | #47 |
Lemon Curry ?
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,079
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There's a total of 5 bonus levels right?
1. After blasting the caterpillar away and collecting the fat little angel at level 1. 2. After killing the mole you fly into the hill. 3. Inside the mouth of the big fish boss at level 2. 4. Inside the dead rat after you have killed the maggots. 5. The newly discovered Speed of Light stage. My RAD drive and WinUAE is itching to record this. I just want to be certain about all the bonus levels. |
20 February 2008, 21:59 | #48 |
Retro Gamer
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Me waiting for this video.
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20 February 2008, 22:47 | #49 |
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20 February 2008, 22:49 | #50 |
Missile Command Champion
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20 February 2008, 22:50 | #51 |
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Phew - I thought I was the only one and would look a total fool - you'd all think I was living in a hill for the last 16 years
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20 February 2008, 23:13 | #52 |
Mostly Harmless
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20 February 2008, 23:19 | #53 |
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That's a pretty cool site.
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20 February 2008, 23:32 | #54 | |
Lemon Curry ?
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There were another one afterall
Quote:
Gotta have everything in the video. |
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20 February 2008, 23:33 | #55 |
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Apidya seems to be the game that just keeps on giving.
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20 February 2008, 23:33 | #56 |
Missile Command Champion
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Indeed, nice find girv.
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20 February 2008, 23:41 | #57 |
Junior Member
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Location: France
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a good opportunity to play again to one of the best shoot'em up on amiga.
Thanks Girv |
20 February 2008, 23:47 | #58 |
Mostly Harmless
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The thick plottens...
I've been having some email discussions with Peter Thierolf, the original coder of Apidya (I'm not worthy! I'm not worthy!). Firstly, he is very honoured that people are still interested in his game after all this time! He's also been very helpful in finding and going through the source code to help with my debugging efforts, so snaps and/or props to him for that. It turns out that the bug is more subtle than it seemed originally. The two values that I thought had been swapped are, in fact, correct. That much is obvious when you see the original commented source code, but not so clear from the disassembly and hex dumps I'd been working with up until now. In swapping the two values around, what I've done is plugged the subgame activation code into the player bullets vs. scenery collision detection instead of the player vs. scenery collision detection, as it should be. The result is that the Speed Of Light subgame works if you fire at the right place on the level instead of flying into it. Why the player vs. scenery code doesn't work as shipped is still a mystery, but I (with Peter's help) will continue to look into it to get a proper fix for the subgame. Stay tuned! |
20 February 2008, 23:50 | #59 |
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Now my head hurts
Another interesting discovery. |
21 February 2008, 00:00 | #60 |
Mostly Harmless
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Your head hurts!?
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