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Old 09 August 2016, 13:07   #61
Retro-Nerd
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That's odd, I've never seen that. Does this also do this with standard (non special edition) Giana on your setup?
No, the original WHDLoad version is fine.
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Old 09 August 2016, 13:22   #62
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Hmm. To be honest there's no logical reason I can think of for that, there's no difference between the two that should be causing it to crash (99.9% of our changes were just graphics and sound, we removed a single line of code that doubles palette values but that was it)

Have you tried deleting the bundled WHDLoad and using your pre-installed one?
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Old 09 August 2016, 13:53   #63
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It's actually the same WHDLoad version 18.2.57.35. Strange. This time i haven't tried the WHDLoad trainer key and the game doesn't crash at this mentioned position.

edit: Ah, pressing the trainer key, die and collect a bonus item and it happens (also on other positions) on the original WHDLoad version too. So, this isn't a problem of your hack.

Last edited by Retro-Nerd; 09 August 2016 at 14:10.
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Old 09 August 2016, 14:09   #64
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WHDLoad trainer key? There's an inbuilt trainer for the HDD version?
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Old 09 August 2016, 14:12   #65
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Yep, an unlimited lives key. It's "]" on the numPad. But it doesn't seem to work in newer WHDLoad patch/programme versions anyway.
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Old 09 August 2016, 14:52   #66
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I had no such error, I played through to level 12 or something.
But I did have problems after running the game and trying to load another, it seems the intro sequence had eaten up my Fast RAM and didn't release it after exiting.
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Old 09 August 2016, 15:15   #67
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Quote:
Originally Posted by Omolungo View Post
I have the following message error (translated from italian version):

"intro
Program interrupted (error n. 80000020).
Wait the end of disk activity to end."

I have 2/128 of chip/fast ram, a residual of 1.667.296 Chip / 130978.072 Fast after wb loading.

No problem in testing a version of the intro for you
I'm getting that error as well with the HD version. To be precise:

Software Failure
intro
Program failed (error #80000020).
Wait for disk activity to finish.
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Old 09 August 2016, 15:16   #68
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I'll need to re-write the intro sequence to be less chip-ram heavy, for the mean time the best solution is to delete the "intro" line from the script that the icon calls.
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Old 09 August 2016, 15:39   #69
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another video

[ Show youtube player ]
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Old 09 August 2016, 15:45   #70
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Quote:
Originally Posted by earok View Post
I'll need to re-write the intro sequence to be less chip-ram heavy, for the mean time the best solution is to delete the "intro" line from the script that the icon calls.
Yes it does run fine if I run the WHDLoad slave directly, thanks.
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Old 09 August 2016, 16:15   #71
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Hhm, are there an DVD cover in sight?
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Old 09 August 2016, 16:30   #72
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For an later update: You could make the diamonds look more "shiny" like in the C64 version.
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Old 09 August 2016, 18:39   #73
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Originally Posted by Retro-Nerd View Post
For an later update: You could make the diamonds look more "shiny" like in the C64 version.
C64 version has the diamonds animated (like other gfx as well), a feat that the Amiga version unfortunately does not support... Trully, the Amiga version -technically speaking- is several steps lower than the c64 one. At least, now with the Special Edition we can have far superior gfx!

On another note regarding diamonds, the color can't also change cause it's shared with many other gfx.

Lastly, something worth mentioning regarding many of the requests we recieve (to add or change stuff, music, levels e.t.c.): As this is just a hack and we do not have the source code there's only limited things we could do, while other tasks simply required an insane amount of work to pull off.

It would be much easier to create a brand new engine but in this case it would make better sense to use it and build a new game.
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Old 09 August 2016, 18:45   #74
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Thought the same. Having a new graphic engine would be nice for some new platformer. Anyway, it's really a nice update. While the game mechanics are still the same it feels like a new game though. Good job, both of you and all the others (Galahad? for the crack, Psygore for the WHDLoad patch).
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Old 09 August 2016, 18:52   #75
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Quote:
Originally Posted by Retro-Nerd View Post
Thought the same. Having a new graphic engine would be nice for some new platformer. Anyway, it's really a nice update. While the game mechanics are still the same it feels like a new game though. Good job, both of you and all the others (Galahad? for the crack, Psygore for the WHDLoad patch).
All i did was crack the game and rewrite the introduction sequence for the ADF version , Earok and Tsak did all the hard work of updating the game
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Old 09 August 2016, 19:42   #76
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I haven't tried that yet. I am at work now, I'll do that later this evening and I'll let you know how it goes. Thanks.
Ok, I've tried the game using the whdload version installed on my system and the game works flawlessly.

9.Data:Games/Giana_Sisters_SE> version WHDLoad
WHDLoad 18.1 [build 5717]

9.Data:Games/Giana_Sisters_SE_original> version WHDLoad
WHDLoad 18.2 [build 5735]

So, at least for me, the problem is definitely the whdload 18.2 version.

Thanks for the help in solving this issue!

PS:
The intro as well works perfectly.

PS2:
The floppy I've made from the adf works perfectly as well.
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Old 09 August 2016, 23:51   #77
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Works fine on my A1200 +030. Really like it - great work!
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Old 10 August 2016, 00:40   #78
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@liviux76 that's great to hear!

Uploaded a temporary TEST version of the intro executable for anyone having problems. If it can't see enough chipram to run the AGA mode it should gracefully downgrade to ECS mode, and even if it still can't allocate enough memory it should gracefully quit rather than guru. This is the executable only so you'd need to drop it inside the folder of an existing install to run it.

http://pixelglass.org/downloads/intro.zip

Please let me know if this does or doesn't fix intro issues.
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Old 10 August 2016, 09:13   #79
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Mine is a problem o f WHDLoad, since in my system is installed an old version, 16.9
So I need to upgrade my WHDLoad...

But if I upgrade all my games which version 16.9 work great will continue to work or I need to download all them all again in order to have them optimized with the new version of whdload?
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Old 10 August 2016, 09:39   #80
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Quote:
Originally Posted by earok View Post
@liviux76 that's great to hear!

Uploaded a temporary TEST version of the intro executable for anyone having problems. If it can't see enough chipram to run the AGA mode it should gracefully downgrade to ECS mode, and even if it still can't allocate enough memory it should gracefully quit rather than guru. This is the executable only so you'd need to drop it inside the folder of an existing install to run it.

http://pixelglass.org/downloads/intro.zip

Please let me know if this does or doesn't fix intro issues.
In my case, it gave me a message that it could not allocate enough Chip RAM and then the game started with no problems.

But I also have a 'Safe Mode' startup option in my Workbench which gives me the maximum Chip RAM possible, so I used that and finally managed to watch the (lovely) intro. Thanks again!
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