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#481 |
Registered User
![]() Join Date: Dec 2011
Location: Northamptonshire, UK
Age: 38
Posts: 1,232
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source link is on page 10, here:
http://eab.abime.net/showpost.php?p=...&postcount=399 i guess it must be the lib number order. guess we'll find out when i try the deflibs file edit (wrong link posted... updated to correct link) |
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#482 |
Global Moderator
![]() Join Date: Nov 2001
Location: Derby, UK
Age: 45
Posts: 9,177
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okay in the source change the following line
Code:
SetErr:End:End SetErr ; allows game to quit if an error is discovered (i.e. missing files) Code:
SetErr:print "missing files" : Amiga : mousewait : End : End SetErr ; If files are missing wuit game and tell us Graham hasn't provided the best error checking in the world, so if there are missing files it just quits. Last edited by BippyM; 15 November 2012 at 00:40. |
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#483 |
Registered User
![]() Join Date: Dec 2011
Location: Northamptonshire, UK
Age: 38
Posts: 1,232
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i get a plain grey screen, which dissapears on mouseclick
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#484 |
Registered User
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Location: Northamptonshire, UK
Age: 38
Posts: 1,232
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oh wait. hangon, i didn't turn off runtime debbugger.
edit - nope, still the same as previous post |
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#485 |
Global Moderator
![]() Join Date: Nov 2001
Location: Derby, UK
Age: 45
Posts: 9,177
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I am certain you are missing files.. I've updated the code above. Might work
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#486 |
Registered User
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Location: Northamptonshire, UK
Age: 38
Posts: 1,232
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#487 |
Global Moderator
![]() Join Date: Nov 2001
Location: Derby, UK
Age: 45
Posts: 9,177
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It wont tell you what, the reason being is simple. Graham has not included comprehensive error reporting.
Check the source, it's probably the paths Last edited by BippyM; 15 November 2012 at 00:50. |
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#488 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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I checked with the archive on the game's website in WinUAE and actually, when I compile and run the code, it freezes at the title screen. I wonder if I have missed a file by mistake (and if I have, I wonder why it's taken months before somebody reported it!).
I'll look tonight, but for now, download the ADF version and copy all the files from that into the directory you have already installed the game in and then try compiling the code. Alternatively run SnoopDOS before compiling the program and see if it flags a missing file. And try running it from the executable provided too. EDIT: Actually it does compile and run. Needed to turn JIT off first (ahem). Definitely looks like a problem your end so I will check your install later. Last edited by Graham Humphrey; 15 November 2012 at 10:00. |
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#489 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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Diablo, try with my deflibs file (in the Zone) and see what happens.
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#490 |
Registered User
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Location: Northamptonshire, UK
Age: 38
Posts: 1,232
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i'm not running jit. just tried with your deflibs and some of the code like TrackerVolume is mistaken for another lib command.
still wont compile. grrrr stupid thing ![]() ![]() ![]() ![]() |
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#491 |
Amiga NetRunner
Join Date: Apr 2005
Location: Spain
Age: 42
Posts: 933
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It isn't possible to play the game on 512 + 512 kb Amiga?. It's a shame, i would really like to fire it up on my 500. Seems i will be launching it in the 1200.
Why you choose the 1mb chip for developing?. It sure is the most incompatible way to run the majority of games on an a500. ![]() |
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#492 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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@Diablo, does the executable version run properly? I wonder if you are missing a library or something.
@TheCrow - that wasn't a design choice. It's just the way it turned out. I don't think there's a lot I can do about that. |
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#493 |
Global Moderator
![]() Join Date: Nov 2001
Location: Derby, UK
Age: 45
Posts: 9,177
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Graham,
With some adjustments this game should run in 512kb chip + fast. Allocating the display and freeing after instead of allocating them all at program start. Only load in the sprites/music as and when needed, and for that level. You'd need to setermine how much chip-ram you are actually using, and see where it can be saved. |
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#494 |
Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 1,127
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http://storage.mikendezign.com/downfall_test9.swf
I made this, but discontinued now, lost motivation when i couldnt get it to compile for smart phone, which i dont own. |
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#495 |
Puttymoon inhabitant
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As we already know you version for a long time I think you could put it to the website as well. Although unfinished, it is a part of the portfolio.
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#496 |
Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 1,127
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![]() Downfall on the c64 (preview), i had no idea about this one, had a quick go, not bad. original sounds and most gfx. levels appear the same. Here is the project page http://www.rollingpet.de/c64/downfall/ This appear to be a cracked version ![]() |
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#497 |
Puttymoon inhabitant
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That is AWESOME!
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#498 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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Yeah I stumbled across this a couple of days ago but never got round to posting it. Really interesting and so far works very well, not finished yet though so I will be keeping an eye on it.
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#499 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 41
Posts: 1,924
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That's cool. I wonder what other platforms it will get ported to?
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#500 | |
Registered User
![]() Join Date: Nov 2010
Location: Invercargill, New Zealand
Posts: 176
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Quote:
To make it run on 512K CHIP + 512K other I free and create the bitmaps only when they are needed. The problem with only loading in sprites and music as needed is the speed of reading from floppy, from HDD shouldn't be a problem. Because of this speed issue the IFFs and sounds that are only loaded when needed had to be located in RAM. I think this will cause moments when the total memory usage is higher than the original version, but it uses less CHIP memory so will work on 512K CHIP + 512K other config. ADF and source can be found on this page of my website. http://www.leehurleyproductions.free...20Version.html Last edited by Ze Emulatron; 08 December 2013 at 12:20. |
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