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Old 21 August 2009, 23:27   #61
Aperture
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Yeah, I'm afraid some of the ADFs out there simply do not work, or some others have had their IFFs modified (homemade German translation, ads for local BBS, etc), so it's hard to find a proper version out there.

I fixed some of the names from the ADF, and re-uploaded that image in the zone. Should be fully functional now.
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Old 21 August 2009, 23:31   #62
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Ok, i've deleted the other ADF from the zone, saves confusion.
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Old 21 August 2009, 23:34   #63
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And for those that wanted to know, 'SKR_COLD' is compressed with Bytekiller 1.3, virtually any multi depacking utility like XLD and DLD will depack it with ease.
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Old 21 August 2009, 23:39   #64
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Thanks! Exactly what I've been wanting to know.
And there's now only one fixed ADF in the zone.
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Old 22 August 2009, 00:36   #65
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Originally Posted by Aperture View Post
Thanks! Exactly what I've been wanting to know.
And there's now only one fixed ADF in the zone.

EVERYONES A WINNER!

Other than modifying the code file, i've not added anything else, so basically the filename is the only indication of the difference between this version and the older versions.
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Old 22 August 2009, 09:57   #66
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Strange about those PIC files - Also When davideo uploaded his version they were missing -Strange but all sorted now.

Ill have a look at depacking the file anyway for future referance.

Thanks agian Guys - Great to have a fix after all this time


Wunderbar!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Last edited by Retro1234; 22 August 2009 at 10:23. Reason: wunderbar
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Old 22 August 2009, 11:02   #67
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Originally Posted by Boo Boo View Post
Strange about those PIC files - Also When davideo uploaded his version they were missing -Strange but all sorted now.

Ill have a look at depacking the file anyway for future referance.

Thanks agian Guys - Great to have a fix after all this time


Wunderbar!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Jah, Wunderbar
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Old 22 August 2009, 13:13   #68
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Just want to thank Aperture, although I applied the fix, it was his knowlege that enabled me to apply the patch to the correct part of the game, so although the file says fixed by me, it wouldn't have been possible without Apertures guidance.
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Old 22 August 2009, 19:40   #69
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Any time . I just happen to be way too acquainted with that game right now...

If there's anything else I can help with, let me know.

And since it looks like there are still a few people interested, I just uploaded the complete exterior map from the game in the zone.
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Old 22 August 2009, 20:01   #70
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Originally Posted by andreas View Post
Has anyone here ever verified the bug on the REAL thing?

There was a similar case from the past that I remember: I think it was one of the Dungeon Master games and there was a very annoying closed-doors issue. VERY much later Toni Wilen confirmed that it was a 68020+ specialty which wasn't emulated, causing the closed doors!!!

But I admit it will be a hell of a lot of work to get that far on the real thing and without savestate, because the game is bloody hard!
Yet basically, it could be an emulation issue!

(And alas, I do know well you cannot test IPFs on the real thing just like that, be they as perfect as possible)
Andreas, I have not looked at the image, but if the protection is nothing wicked (flakey bits or similar), I could write back a disk with Cyclone20 prototype... this can be tested on a real machine. If anyone is keen on finding out, just let me know.
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Old 22 August 2009, 20:19   #71
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Just decompressed SKR_COLD and compared with COLDITZ_Demo they are same.

Quote:
Originally Posted by Aperture View Post
Any time . I just happen to be way too acquainted with that game right now...

If there's anything else I can help with, let me know.

And since it looks like there are still a few people interested, I just uploaded the complete exterior map from the game in the zone.
Cool dont disappear -stick around EAB - How did you Rip the graphics?

Quote:
Originally Posted by mr.vince View Post
Andreas, I have not looked at the image, but if the protection is nothing wicked (flakey bits or similar), I could write back a disk with Cyclone20 prototype... this can be tested on a real machine. If anyone is keen on finding out, just let me know.
Turned out the bug was there all along in the IPF and every ADF version I tried.
Quote:
Originally Posted by dlfrsilver View Post
OK : MFM protection + Longtrack
I had already writen the IPF back to disk with PowerCopy.
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Old 22 August 2009, 21:11   #72
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Quote:
Originally Posted by mr.vince View Post
Andreas, I have not looked at the image, but if the protection is nothing wicked (flakey bits or similar), I could write back a disk with Cyclone20 prototype... this can be tested on a real machine. If anyone is keen on finding out, just let me know.
Vince, thanks for the heads-up but it should be noted that I only pointed out the possible case and asked for this bug to be verified on the real thing first
If so, it might benefit others a lot; but I have no Amiga setup here at the moment because my Miggy is stored away a few 100 miles from here
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Old 22 August 2009, 21:36   #73
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Vince, thanks for the heads-up but it should be noted that I only pointed out the possible case and asked for this bug to be verified on the real thing first
If so, it might benefit others a lot; but I have no Amiga setup here at the moment because my Miggy is stored away a few 100 miles from here
As BooBoo wrote, it seems the bug also occurs on real hardware with the original game so... lousy product management .

Thumbs up for everyone involved in fixing the game.
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Old 23 August 2009, 00:31   #74
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How did you Rip the graphics?
I just wrote a small Windows command line program to export graphics out of the datafiles. This was written prior to the game engine to make sure that the analysis of the data files was correct.

It's in the zone right now, under the name tiff-colditz, and the archive should contain all the necessary data files as well.
Just run tiff-colditz from a command prompt with either -s (for sprites), -i (for inside rooms) or -o (outside map) and it should create the relevant bunch of tiffs for you.
The multiple outside maps that get created are due to the handling of the removable walls, i.e. the sections of walls that are revealed/hidden according to the prisoner's position on the map. Also, none of the maps created will have any overlay like room furniture or tunnel covers.
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Old 23 August 2009, 00:42   #75
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Originally Posted by mr.vince View Post
As BooBoo wrote, it seems the bug also occurs on real hardware with the original game so... lousy product management .

Thumbs up for everyone involved in fixing the game.
I know SPS like to keep stuff original, but it literally is just one word of data that needs modifying to enable the original to be 100%
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Old 23 August 2009, 01:05   #76
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I've at long last got round to trying this on my 4000D with the fixed WHDload install from the Zone.

I can't fricking pick anything up

Has anybody else tried this on a 4000D?

Dave G
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Old 23 August 2009, 01:28   #77
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I've at long last got round to trying this on my 4000D with the fixed WHDload install from the Zone.

I can't fricking pick anything up

Has anybody else tried this on a 4000D?

Dave G
No idea, the correct data is patched exactly like the disk version.

It could be a specific A4000 bug, has your Buster chip been revised, as the original chip gets bus errors for seemingly ridiculous reasons.
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Old 23 August 2009, 09:36   #78
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Quote:
Originally Posted by Aperture View Post
I just wrote a small Windows command line program to export graphics out of the datafiles. This was written prior to the game engine to make sure that the analysis of the data files was correct.

It's in the zone right now, under the name tiff-colditz, and the archive should contain all the necessary data files as well.
Just run tiff-colditz from a command prompt with either -s (for sprites), -i (for inside rooms) or -o (outside map) and it should create the relevant bunch of tiffs for you.
The multiple outside maps that get created are due to the handling of the removable walls, i.e. the sections of walls that are revealed/hidden according to the prisoner's position on the map. Also, none of the maps created will have any overlay like room furniture or tunnel covers.
Thanks sounds intresting ill have a look - I love poking around in games

Quote:
Originally Posted by davideo View Post
I've at long last got round to trying this on my 4000D with the fixed WHDload install from the Zone.

I can't fricking pick anything up

Has anybody else tried this on a 4000D?

Dave G
Maybe after all this time you forgoten the controls - Use the cursor keys to control your items, Up key to pick up.

Last edited by Retro1234; 23 August 2009 at 09:42.
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Old 27 August 2009, 00:59   #79
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Thumbs up

Hello Port H !!!
Its nice to have another Luso user around EAB.
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