14 July 2014, 14:02 | #1 |
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Midnight Resistance WHDLoad display problems
I am trying to play Midnight Resistance but it is as if the contrast has been turned down a lot. It looks too dark, I can't see a thing!
Is this how the game originally was or is this some sort of problem? |
14 July 2014, 14:05 | #2 |
move.l #$c0ff33,throat
Join Date: Dec 2005
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Use the latest patch and check the CUSTOM1 tooltype, there is an option to use a fixed (i.e. double brightness) palette.
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14 July 2014, 16:31 | #3 |
CaptainM68K-SPS France
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It's the famous atari ST palette bug
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14 July 2014, 19:43 | #4 |
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I just get :
Exception "Access Fault" ($7008) PC = $9592 Word Read from $8009B |
14 July 2014, 21:06 | #5 |
2 contact me: email only!
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Not exactly. Special FX worked in what can only be described as a dungeon, with little if any natural light. Hence their eyes adjusted to the dark and their games had very dark palettes.
If it was Tiertex I would say yes, they were stupid enough to not double the RGB values of their ST ports, but Ian Moran and co were smart guys and the Amiga versions were developed separately. Plus some of their palette entries have values higher than 7! |
14 July 2014, 22:02 | #6 |
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Thank you guys!
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14 July 2014, 22:47 | #7 | |
HOL/FTP busy bee
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Quote:
I might have missed the joke, but I'm also pretty sure it's just the usual missed doubling the values bug of an ST conversion. |
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15 July 2014, 00:53 | #8 | |
CaptainM68K-SPS France
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Quote:
"- Optional Patch to double the palette colours, correcting the error made in the game's conversion". |
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15 July 2014, 10:14 | #9 |
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I can't believe anyone wold commercially release a game with such a horrible fail!
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15 July 2014, 10:24 | #10 |
CaptainM68K-SPS France
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it's not the only game. There are others : After the war is another one. Those games were made with the ST in mind first.
ah !!! The joys of transcoding |
15 July 2014, 10:26 | #11 |
Italian Amiga Zealot
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15 July 2014, 12:04 | #12 |
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Were people fucking blind or something?
I have to assume the game was SEEN AT to check that, at least, it functions. And they wouldn't see the colors are ruined? That the screen is almost impossible to see? |
15 July 2014, 14:00 | #13 |
CaptainM68K-SPS France
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not blind Akira, but hurried to release the fucking games....
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15 July 2014, 14:23 | #14 |
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I don't see any possible way in which this is worth defending dude. You can't rush something out like this. It's impossible to watch.
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15 July 2014, 15:23 | #15 |
HOL/FTP busy bee
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Iron Lord is even 'better': Only the cutscene pictures are 'half-bright' while the rest of the game looks fine
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15 July 2014, 21:58 | #16 | |
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Quote:
There are other games more likely such as Axel's Magic Hammer which has most of the palette dark but one or two entries (light grey from memory) which are higher than $777 so it was a poor choice of colours and not a "forgot to double the values" bug. |
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06 November 2015, 00:07 | #17 | |
Wipe-Out Enthusiast
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Quote:
As amusing as the idea is, I don't think it's a result of poor colour choice due to environment , whatever Ian Moran may say - just no changes made to compensate when the graphics were imported into the Amiga, and maybe the "dungeon effect" meant it wasn't noticed for correction. Sorry about thread necromancy ... Found this after the game was mentioned on Facebook! |
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06 November 2015, 01:00 | #18 | |
Going nowhere
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Quote:
The Ocean logo is 16 colours but has been adjusted for Amiga, the Midnight Resistance Loading picture is 32 colours and obviously adjusted for Amiga, but first two levels and weapon select screen, no colour value is higher than $666. |
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27 November 2015, 07:08 | #19 | |
Code Kitten
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Quote:
It's just like sending your kids to school in their underwear and failing to notice anything wrong or deciding that it's not worth going back home because you already arrived at the school. I just cannot compute this. |
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27 November 2015, 12:26 | #20 | |
Italian Amiga Zealot
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Quote:
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