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Old 10 August 2016, 10:46   #81
Gordon
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Been playing it on winuae and a weird thing happned. I deid on stage 1 then started my next life onstage 2!
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Old 10 August 2016, 12:55   #82
cyc
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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.
You can ask phx for the source code. Some time ago he disassembled GGS.
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Old 10 August 2016, 15:17   #83
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See this thread for the trained version by Flashtro when you need to cheat a little =D

http://eab.abime.net/showthread.php?...81#post1105281
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Old 10 August 2016, 17:55   #84
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Would it be possible that you add second fire jumping to ADF in future in version 1.1 perhaps?
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Old 10 August 2016, 18:48   #85
Galahad/FLT
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Would it be possible that you add second fire jumping to ADF in future in version 1.1 perhaps?
Yes
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Old 10 August 2016, 18:51   #86
apex
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Great work, thank you for this port!!!
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Old 10 August 2016, 19:02   #87
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Yes
Great! Looking forward to it!
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Old 10 August 2016, 19:47   #88
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@Galahad; one other small thing I've noticed is that the intro on the .ADF version flashes between screens too fast when compared to the HD version.

If possible, could you display each image a second or so longer if not too much trouble?

Last edited by DamienD; 10 August 2016 at 20:02.
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Old 10 August 2016, 19:52   #89
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You can now rate it on Lemon.
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Old 10 August 2016, 20:01   #90
Galahad/FLT
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@Galahad; one other small thing I've noticed is that the intro on the .ADF version flashes between screens too fast when compared to the HD version.

If possible could you display each image a second or so longer if not too much trouble (and possible)?
Nope.

Put simply, I was limited because the intro is meant to last the length of the music, and then end.

The problem is several issues.

317K for the music module
860K for 14 Extra Half Brite Images 64 colour images
2x 61K for the two picture buffers
20K for the code to drive it all

Because of this, all the IFF images had to be converted to raw files, compressed with Propack to ensure they could all fit in extra ram, and then decompressed on the fly to display before the music ends.

No floppy loader would be fast enough to load each uncompressed image on the fly, no floppy loader and the 68000 would be quick enough to load each compressed image and decompress on the fly.

So unfortunately no is the answer
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Old 10 August 2016, 20:02   #91
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You can now rate it on Lemon.
Nah, HOL is my home
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Old 10 August 2016, 20:04   #92
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Originally Posted by Galahad/FLT View Post
Nope.

Put simply, I was limited because the intro is meant to last the length of the music, and then end.

The problem is several issues.

317K for the music module
860K for 14 Extra Half Brite Images 64 colour images
2x 61K for the two picture buffers
20K for the code to drive it all

Because of this, all the IFF images had to be converted to raw files, compressed with Propack to ensure they could all fit in extra ram, and then decompressed on the fly to display before the music ends.

No floppy loader would be fast enough to load each uncompressed image on the fly, no floppy loader and the 68000 would be quick enough to load each compressed image and decompress on the fly.

So unfortunately no is the answer
That's ok my friend; just thought I'd put it out there... Thank you for the explanation

Love your .ADF (cracktro / extra loading music) but for the reason stated above (plus AGA intro not on the .ADF version) I'm using the HD one.
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Old 11 August 2016, 11:06   #93
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Great stuff guys! Thanks for the hard work on bringing this out and updating what was an tired looking game (even when it came out!) a bit more sparkle and polish cheers!
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Old 13 August 2016, 01:38   #94
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Originally Posted by Galahad/FLT View Post
Nope.

Put simply, I was limited because the intro is meant to last the length of the music, and then end.

The problem is several issues.

317K for the music module
860K for 14 Extra Half Brite Images 64 colour images
2x 61K for the two picture buffers
20K for the code to drive it all

Because of this, all the IFF images had to be converted to raw files, compressed with Propack to ensure they could all fit in extra ram, and then decompressed on the fly to display before the music ends.

No floppy loader would be fast enough to load each uncompressed image on the fly, no floppy loader and the 68000 would be quick enough to load each compressed image and decompress on the fly.

So unfortunately no is the answer
Well am checking the pictures and i think that you might not need 64 colors for all of it; maybe a passage of ADPro and superpalette should provide all frames of the intro in 32 if not 16 colors saving some space...
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Old 13 August 2016, 09:01   #95
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This is an absolute fabulous enhancement of the original. Just recently I was talking to a friend about how simular the great giana sisters looked on the amiga to the c64 version. This finally does the amiga justice. Great work! Are you planning more overhauls of games?

Thumbs up!
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Old 13 August 2016, 12:23   #96
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Originally Posted by DopPie View Post
This is an absolute fabulous enhancement of the original. Just recently I was talking to a friend about how simular the great giana sisters looked on the amiga to the c64 version. This finally does the amiga justice. Great work! Are you planning more overhauls of games?

Thumbs up!
Has anbody tested the hiscore saver for the disk version? Doesn't work here in WinUAE.

edit: Ah, highscore save works fine. Don't know what went wrong first.

Last edited by Retro-Nerd; 13 August 2016 at 12:32. Reason: Sav
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Old 13 August 2016, 12:59   #97
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Great job guys... looking forward to this release for a long time. Going to give it a go on my A1200 today
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Old 13 August 2016, 13:55   #98
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Strange. Copied the ADF to real disk. Hiscore Saving is indeed not working (they are in the list but gone after reboot). Tried it several times. Any clue?

Last edited by Retro-Nerd; 13 August 2016 at 14:08.
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Old 13 August 2016, 13:56   #99
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I will say it again - great work! You guys give this game second live, it can shine again.
Do You have plans for doing this type of work with other games? What will You do next?
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Old 13 August 2016, 15:53   #100
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Stage 11 used to be blue in shiny weather. It is black in the SE version. Is this intentionally or is this a bug? (have not been able to play past state 12 so can't tell if it will be ever blue again )
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