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Old 31 March 2011, 03:37   #41
BippyM
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You could make it an option Custom3=1 show cracktro
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Old 31 March 2011, 07:56   #42
jimmy2x2x
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Dont mind either way the the cracktro, on one hand I hate that my game was leaked - then again it did happen..

If you want to upload, I can test it tonight

Thanks Abaddon
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Old 02 April 2011, 23:52   #43
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I have uploaded the Beta release to the zone. The archive contains 2 slaves one for the game the other for the intro. I'm still working on removing the OS calls from the intro, which is why I currently have the Intro running in its own slave using Kickstarter (see below for requirements).

Current Info
- Added 14x blitter waits
- Custom2=1 - Skip blitter patches
- Removed OS calls
- Added second fire button mapped to space (weapon select)
- Patched Quit for 68000 and added cpu independent delay
- Custom3=1 Enable CD32 support
Red - Fire
Blue - Jump
Yellow - Weapon Select
Play - Pause - press fire or joystick to unpause
Forward+Reverse+Green - Abort Game
Play+Forward+Reverse - Quit



The intro currently requires th following:

The game requires an installed A500 Kickstart 1.3 image.
The kickstart image must be located in the directory "Devs:Kickstarts" and
must be named "kick34005.A500". The image can be extracted from a A500 with
tools like 'GrabKick' or similar which can be found on aminet.
If the image is of wrong version or altered in any way WHDLoad will quit with
an appropriate requester.
Additionally the file "kick34005.A500.RTB" must be installed in the same
directory as the kickstart image. It can be found in the archive
"util/boot/skick346.lha" on aminet.

Quote:
Originally Posted by jimmy2x2x View Post
Dont mind either way the the cracktro, on one hand I hate that my game was leaked - then again it did happen..

If you want to upload, I can test it tonight

Thanks Abaddon
I have one question...the file data1.leg on disk 1 is not used at all and was wondering if you know what it is?

Last edited by TCD; 02 April 2011 at 23:52. Reason: Back to back posts merged. Use the edit function.
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Old 02 April 2011, 23:59   #44
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How big is the file and do you know if it is duplicated on disc2?
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Old 03 April 2011, 02:29   #45
Abaddon
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Quote:
Originally Posted by jimmy2x2x View Post
How big is the file and do you know if it is duplicated on disc2?
The file is 256,992 bytes. Disk 2 is a ndos disk and the image itself is smaller than the file in question. It is not a duplicate file, but the data does look compressed.
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Old 03 April 2011, 02:35   #46
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Not what I was thinking of then.

It may well be a partially complete attempt at converting the game to single disc, it was very much a work in progress at the time of the leak.

Sorry I cant be of more help, although there are a lot of dev keys, passwords etc I am certain that disc 1 is never used beyond the intro.

If the game runs without the file, I'm almost certain its not used at all.

I have been playing the beta for an hour or so tonight - fantastic work, THANKS!

This is a very strange experience for me, having someone poke around in my 20 year old code - how you finding it, is it really shitty? lol
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Old 03 April 2011, 04:42   #47
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Quote:
Originally Posted by jimmy2x2x View Post
Not what I was thinking of then.

It may well be a partially complete attempt at converting the game to single disc, it was very much a work in progress at the time of the leak.

Sorry I cant be of more help, although there are a lot of dev keys, passwords etc I am certain that disc 1 is never used beyond the intro.

If the game runs without the file, I'm almost certain its not used at all.

I have been playing the beta for an hour or so tonight - fantastic work, THANKS!

This is a very strange experience for me, having someone poke around in my 20 year old code - how you finding it, is it really shitty? lol
The code wasn't bad, far better than a lot of games I patched in the past. I didn't find any access faults, which is always a plus. I think the oddest code was the track loader for disk 2. Still easy to figure out and patch. I think the oddest track loader I had to work with was Fantastic Voyage.

I still have to add the trainer keys to the CD32 controls and hopefully be able to remove the OS calls from the intro. Hopefully, I will get time tomorrow to finish it up.
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Old 10 April 2011, 00:03   #48
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Great stuff Abaddon, looking forward to seeing it complete
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Old 10 April 2011, 02:02   #49
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Quote:
Originally Posted by jimmy2x2x View Post
Great stuff Abaddon, looking forward to seeing it complete
I was actually just working on it. I have one more bug to track down in my CD32 joypad support and it will be complete. I have decided not to support the cracktro though. I just couldn't bring myself to do it. The final 1.0 release will include 2 slaves one using kickstarter (requires 1.3 rom, etc) which has both the intro and the game and one which is just for the game (removed OS calls).

Edit: Version 1.0 uploaded to The Zone

Last edited by Abaddon; 11 April 2011 at 00:33.
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Old 11 April 2011, 16:15   #50
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Thank you kind Sir!
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Old 12 April 2011, 19:11   #51
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Quote:
Originally Posted by Abaddon View Post

Anyone feel like creating an icon?

I've uploaded some icons in the zone, I hope that it's not too late.
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Old 12 April 2011, 19:18   #52
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I've uploaded some icons in the zone, I hope that it's not too late.

Nope you're not to late.....Thanks, they're much appreciated!
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Old 16 April 2011, 22:20   #53
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Quote:
Originally Posted by Abaddon View Post
I think the oddest track loader I had to work with was Fantastic Voyage.
You must think correctly, since I remember FV to have taken aeons to work 100% on WinUAE (0.8 branch) with its ugly loader. ("Legendary" version 0.8.8 R8 couldn't run it at all AFAIR.)
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