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Old 09 February 2019, 02:36   #61
earok
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I *think* I might have found a solution. This works in emulator it seems, but I'm not sure if it'll work on real Amiga yet. Just run this in BLITZ mode.

Quote:
PlayCD32 TrackNum
ControlCD32 1 ;Force pause
ControlCD32 0 ;Force play
Regarding looping tracks, I think the correct solution to that is using TocCD32 to look up the song lengths (I've got a fairly good idea how to do this) and then forcing a replay once that time is up. If my solution above does indeed work reliably in BLITZ mode, restarting music could be done in a way that doesn't require dropping to QAMIGA mode.
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Old 09 February 2019, 02:53   #62
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I'll have to try it tomorrow! Sounds awesome.

And I think I found a way to check if cd is playing but I was experimenting with cdtv.device...

cdio\io_Command=#QUICKSTATUS
cdio\io_Offset=0
cdio\io_Length=0
DoIO_ cdio
NPrint cdio\io_Actual ;it prints 105

cdio\io_Command=#PLAYTRACK
cdio\io_Offset=2 ; start track
cdio\io_Length=3 ; end track
SendIO_ cdio ; err.l=DoIO_(cdio)

cdio\io_Command=#QUICKSTATUS
cdio\io_Offset=0
cdio\io_Length=0
DoIO_ cdio
NPrint cdio\io_Actual ;it prints 109

though cdtv dev docs say it should be 101.....

however it would be in qamiga mode so if yours work in blitz mode, that's it.
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Old 09 February 2019, 09:24   #63
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Old CD mechanism have relatively slow seek times which most likely explain required delay.

I guess safest way to detect if drive is actually playing, is to use CD_QCODELSN or CD_QCODEMSF and check position/track number. This data comes from CD audio sub channel Q which normal CD players use to show current track and time. It is not driver generated.

EDIT: pause/unpause probably also work because pause seems to wait until seek has completed.

Last edited by Toni Wilen; 09 February 2019 at 12:12.
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Old 10 February 2019, 03:58   #64
earok
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Quote:
Originally Posted by Toni Wilen View Post
Old CD mechanism have relatively slow seek times which most likely explain required delay.

I guess safest way to detect if drive is actually playing, is to use CD_QCODELSN or CD_QCODEMSF and check position/track number. This data comes from CD audio sub channel Q which normal CD players use to show current track and time. It is not driver generated.

EDIT: pause/unpause probably also work because pause seems to wait until seek has completed.
Thanks mate. I've noticed the game is much more reliable on emulation than burned to an actual disc and played on real CD32, I guess that might explain the difficulties there.

I'm not totally sure how Blitz handles CD music, particularly if there's any difference between how it handles it in system-friendly and non-system-friendly mode. What I was doing was triggering the music in system-friendly mode and waiting a few seconds before going back to non-system-friendly mode, but it seems I may be able to just keep the game running in non-system-friendly mode.

@Cobe if it's any interested, I posted some code on how to read a CD table of contents in Blitz. Note that the calculated track times seem a little too long, presumably due to gaps inserted between tracks.

http://eab.abime.net/showthread.php?...01#post1303701
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Old 21 February 2019, 14:03   #65
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i have completed CD32 version just minutes ago.

i chose "EXIT" in title menu then the game returned to WB and...
another game like simplified 'Redneck Rampage' (yes, its FPS) has been started.

is this some kind of secret bonus ?

Last edited by Toncon; 21 February 2019 at 14:04. Reason: for more detailed explanation
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Old 22 February 2019, 00:27   #66
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Quote:
Originally Posted by Toncon View Post
i have completed CD32 version just minutes ago.

i chose "EXIT" in title menu then the game returned to WB and...
another game like simplified 'Redneck Rampage' (yes, its FPS) has been started.

is this some kind of secret bonus ?
Thanks for playing!

Yes, I snuck Amishion Impossible on the disc.
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Old 23 February 2019, 13:38   #67
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Little preview of the 2P update. It should be out in a couple of days.

Obviously, it throws the difficulty out the window! Mostly there as a gimmick, and a way to provide support to an unskilled player (a dad and his kid, for instance)

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Old 24 February 2019, 03:18   #68
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Release Candidate for Kiwi's Tale 1.1 is in the Zone

- Tracker music by JMD
- 2P Assist. Another player can jump in at any time with another joystick to provide sniper fire and remote vehicle control
- Sundry bug fixes
- OCS/2MB Chip/68000 minimum
- AGA/2MB Fast/68020 recommended

I'll get the CD32 build out of the way sometime soon. Tracker music will still optionally be available on that version as well, but support for CD music has been improved (handling for looping and such)


Edit:
* A couple of people have been confused by the joypad handling (specifically, the way up-to-jump is disabled once second button is hit). Sometimes, under emulation, the second button can be hit inadvertently (particularly if it's on the ALT button). I could perhaps make it so that you can select one of three options for control (single button, two button, CD32 pad), with CD32 pad detected and set automatically.

* JMD has pointed out that music doesn't sound quite right in places. I'll try to get to the bottom of it.

Last edited by earok; 24 February 2019 at 09:24.
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Old 24 February 2019, 11:31   #69
DamienD
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Cool, thanks earok

Nice to have music in the hard drive version, also tested the 2nd fire button as jump and 2 player mode by pressing the 2nd joystick fire button in-game
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Old 25 February 2019, 05:41   #70
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Thanks mate!

One more minor update, I think we're done. HDD version is in the zone and also on Mega. Latest HDD version includes

- Fixed tracks from JMD
- Ability to manually turn on or off 'up to jump'
- Sundry bug fixes
- Readme

https://mega.nz/#!k6IwxabA!FFUTBsM1A...bvrcprmdMWW7yM


CD32 version on Mega only. Contains everything from the HDD version, and

- CD music. On by default, but can be disabled for tracker music instead. CD music should play more reliably than in the previous release. Some parts of the game that didn't previously have CD music always feature JMD's music regardless.

https://mega.nz/#!8nB2RIpR!6mANiZ04i...hYsROOQ2DcF5Hc



I'll update the original post and make a canon page for the game on earok.net if there's no further tweaks.

Incidentally, the game is currently up on AmigaLive for online netplay, but it won't be the latest version up there just yet.
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Old 25 February 2019, 10:57   #71
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Why do you insist on zipping Amiga archives (not ISO) losing the "Executable" attribute of many files ?

Use LHA only please.

Many thanks for this update. I'll test on my Amiga.
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Old 25 February 2019, 19:36   #72
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Quote:
Originally Posted by earok View Post
Thanks mate!

One more minor update, I think we're done. HDD version is in the zone and also on Mega. Latest HDD version includes

- Fixed tracks from JMD
- Ability to manually turn on or off 'up to jump'
- Sundry bug fixes
- Readme

https://mega.nz/#!k6IwxabA!FFUTBsM1A...bvrcprmdMWW7yM


CD32 version on Mega only. Contains everything from the HDD version, and

- CD music. On by default, but can be disabled for tracker music instead. CD music should play more reliably than in the previous release. Some parts of the game that didn't previously have CD music always feature JMD's music regardless.

https://mega.nz/#!8nB2RIpR!6mANiZ04i...hYsROOQ2DcF5Hc



I'll update the original post and make a canon page for the game on earok.net if there's no further tweaks.

Incidentally, the game is currently up on AmigaLive for online netplay, but it won't be the latest version up there just yet.
Cheers earok

I've now slapped together a quick self-booting / bare bones .HDF. For any emulation users who want it, grab from here

One thing, you forgot to mention the "cheat" in the "Readme" so I added it in:

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Old 25 February 2019, 23:38   #73
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Old 26 February 2019, 00:47   #74
earok
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@Danny, Apologies - I wasn't aware the ZIP format was causing issues. I'll stick to LHA from now on.

@Damien cheers for that! Eep.. that reminds me, I still need to add the HDFs for TimeGal and Road Avenger to the official page. I'll do that later today.


There was one issue that came up when testing the CD32 version, it's specifically to do with track looping. It's a little complicated to explain, but in brief:

- The main game loop runs at 25FPS (or less on a low CPU when there's a lot going on).
- But the control of the Kiwi runs at 50FPS. The way this works is the logic relating to the Kiwi is updated on the vertical blank interrupt.
- When the music stops playing, it triggers a replay of the song - it takes I guess around half a second to do this.
- However, when the CD32 is preparing to replay the song, the vertical blank continues to run even though the main game loop is interrupted. In other words, while it's still possible to move the Kiwi around, the enemies freeze and the scrolling glitches if you happen to be moving quickly. But all comes right after a fraction of a second.


I'm not quite sure which way I should approach this. Strictly speaking, I can think of three solutions.

1. Leave it as it is, it's a not hugely noticeable glitch that comes right after a fraction of a second.
2. Freeze the movement of the Kiwi as well, it may be a little annoying but there'd be no noticable scrolling or enemy movement glitches.
3. Take out the looping CD music function altogether. Or perhaps some kind of hybrid solution, for example start playing JMD's music once the CD music has run out.

Any thoughts?

Edit: I might take the hybrid solution, it's something of a novel way to deal with it but it should work glitch and pause free as well as allow players to hear both soundtracks in the course of a game.

Last edited by earok; 26 February 2019 at 09:30.
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Old 26 February 2019, 10:22   #75
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Quote:
Originally Posted by earok View Post
... to provide support to an unskilled player (a dad and his kid, for instance)
VERY nice, thanks a lot!!!
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Old 27 February 2019, 09:57   #76
earok
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Originally Posted by Clydos View Post
VERY nice, thanks a lot!!!
No worries

It's all official and released. Latest version is LHA compressed, includes Damien's latest readme, and I've resolved the CD audio glitch by triggering JMD's audio once the CD audio has run out.

http://earok.net/game/kiwis-tale-amiga
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Old 27 February 2019, 11:19   #77
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Well Done Earok !
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Old 27 February 2019, 13:00   #78
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We featured your excellent update on LemonAmiga News. Thank you Erik.
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Old 27 February 2019, 13:00   #79
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Interesting two player mode
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Old 15 March 2019, 23:19   #80
apex
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Thank you very much!!! What would the Amiga world be without earok.
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