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-   project.WHDLoad (https://eab.abime.net/forumdisplay.php?f=63)
-   -   Zool WHDLoad Fix please (https://eab.abime.net/showthread.php?t=87498)

Nibbler 09 June 2017 14:36

NOW, things get serious !!!!

Galahad, StingRay and ROSS :D

Love those guys :bowdown

Retro1234 09 June 2017 14:42

Zool-[AGA][cr Ministry].zip in the Zone seems faster than WHDload version but still has some slowdown didn't try Cpu NOCACHE but anyway CD32 Rip works and maybe on BBS CD32 rip that doesn't need CD32 pad - Needs probably CD.Device to run or SimCD32 or Cd32 Install Kit etc

daxb 09 June 2017 16:00

The Zool slaves say:

Zool ECS is using 512 kb chip and 512kb expansion memory.
Zool CD32 is using 2048 kb chip memory.
Zool2 AGA is using 1024 kb chip memory.
Zool AGA is using 1024 kb chip memory.

All slaves caching all files. I use no enable or disable cache tooltypes and other special tooltypes. Only the common ones like PRELOAD.
Apollo 1240 accelrator has fast chipram access if that makes a difference. As far as I know ACA cards are also fast on chipram accesses.
Maybe the reason because Zool ECS is the fastest (here) is that it uses fastram and chipram. Just guessing.

ross 10 June 2017 21:06

I looked at Zool/Zool2 AGA code, maybe I can do something to fix the slowdown.. if I got some spare time.. no promise.

Cheers,
ross

Nibbler 11 June 2017 12:28

:bowdown Ross :bowdown

ross 13 June 2017 01:28

1 Attachment(s)
I've not found a files based WHDLoad of Zool (OCS/AGA) (maybe deep in EAB server, but now is too late :D) so I've made a simple files extractor from RawDIC images.

Usage: zool_extractor disk.x

Most of files are compressed with *FUNGUS* (you need xfdDecrunch to unpack); PT modules and sfx are plain.
Main code is leaved on disk, the protection is basically not existing, so grab yourself :)

Code:

#include <stdio.h>
#include <stdlib.h>

char b[964608];

int main(int argc, char *argv[])
{
    FILE *f1, *f2;

    if ((f1=fopen(argv[1],"rb"))) {
        fread(b,1,964608,f1);

        for(int pos=0x1800; b[pos]; pos+=0x18) {
            if ((f2=fopen(&b[pos],"wb"))) {
                int strt=-0x3000+__builtin_bswap32(*((int*)&b[(pos+0x10)]));
                int len=__builtin_bswap32(*((int*)&b[(pos+0x14)]));
                fwrite(&b[strt],1,len,f2);
                fclose(f2);
            };
        };
        fclose(f1);
    };
    return 0;
}

Compile with GCC (-fno-strict-aliasing).
Attached a binary for Win64.

Good night,
ross

StingRay 13 June 2017 11:28

Quote:

Originally Posted by ross (Post 1164633)
so I've made a simple files extractor from RawDIC images.

You could've easily done this using RawDIC as well. :)

ross 13 June 2017 11:59

Quote:

Originally Posted by StingRay (Post 1164679)
You could've easily done this using RawDIC as well. :)

LOL, and maybe next time I RTFM :D
(I really never used RawDIC..)

Ok, take it as a random code snippet ;)

Cheers,
ross

ross 13 June 2017 21:52

Ok, I read the guide.
Function
rawdic_SaveDiskFile
from RawDIC use practically the same parameters of my snippet: &b[pos]/strt/len -> a0/a1/d0.

Well, remains useful if you are to lazy to compile code on Amiga :p

lordofchaos 15 June 2017 18:31

A bit off-topic I know but, could Zool be hacked so there is music+sfx.. For example convert the music to 2 channel and have sfx through the spare channels? Or is that in the realms of fantasy?

Amiga1992 15 June 2017 21:08

Quote:

Originally Posted by lordofchaos (Post 1165184)
A bit off-topic I know but, could Zool be hacked so there is music+sfx.. For example convert the music to 2 channel and have sfx through the spare channels? Or is that in the realms of fantasy?

If you go ahead and convert the music to two channels, then maybe you can tempt someone, but for the time being: fantasy and 'talk is cheap'.
Converting the music to two channels will probably just not be easy/possible/sound like absolute shit.
Converting it to three, maaaaaybe (Why do you need two channels of SFX?)

lordofchaos 16 June 2017 11:35

Quote:

Originally Posted by Akira (Post 1165226)
If you go ahead and convert the music to two channels, then maybe you can tempt someone, but for the time being: fantasy and 'talk is cheap'.
Converting the music to two channels will probably just not be easy/possible/sound like absolute shit.
Converting it to three, maaaaaybe (Why do you need two channels of SFX?)

Yeah, 2 channels might prove tricky, better to try 3.. It's always bugged me that Zool didn't have sfx+music together, especially as it was a high profile title..There's been some good hack jobs recently, would be nice to give this platformer some extra love. Saying that, I`m not sure I could be bothered to convert the modules, are they protracker? Not up to speed on anything other than Octamed.

Retro1234 16 June 2017 11:38

This great version of Zool 2 has music and sfx


Quote:

Originally Posted by Retro1234 (Post 1163901)
For Zool 2 AGA this is the best version http://eab.abime.net/showthread.php?t=41598

I think iirc I Ran Zool CD32 Rip with Hippo player playing in the background and it worked but the SFX and Music clashed.

Galahad/FLT 16 June 2017 11:40

I'm not sure its necessary to compose 3 channel, just have the sfx play over the least noticeable channel, job done.

lordofchaos 16 June 2017 11:55

Hmmm, could work if the songs were re-arranged in a different way, I was always impressed with Mr Nutz, that was optimised for both, although it did some smart channel mixing/ordering..

ross 23 June 2017 15:40

Zool (AGA) code analysis in progress.

Alpha stage for a WHDLoad slave rewrite (from scratch).
I've no idea if can be solved the slowdowns but my approach is different from previous (and i'm sure that Wepl do not approve my slave (ab)use ;)).

Stay tuned,
ross

Nibbler 24 June 2017 10:46

Great ! Looking forward to test the 16/32 versions of Zool. Just call me Ross.

ross 25 June 2017 15:20

Into The Zone!

:cool

th4t1guy 25 June 2017 21:19

I just dropped this on my cd32 to compare to the old slave.

Old version: gfx issues around main sprite, significant slowdowns when multiple enemies on screen.

New version: No gfx issues, and only minor slowdowns with 3+ enemies death animations at once.

I only ran through the first level, but it seems to work pretty good.
Nice work! :bowdown

ross 25 June 2017 21:31

Quote:

Originally Posted by th4t1guy (Post 1167540)
I just dropped this on my cd32 to compare to the old slave.

Hi th4t1guy, can you post complete specs?

Thanks for the report.

Bye,
ross


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