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Old 28 September 2019, 14:36   #21
hexaae
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Yep
This game had great potential but was left unpolished and a bit unfinished IMHO…

EDIT:
lives count based on what you select is coherent in my 1.0GT version

Last edited by hexaae; 28 September 2019 at 14:45.
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Old 28 September 2019, 14:56   #22
DamienD
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Quote:
Originally Posted by ross View Post
Finally I understood why I have no problem.
Since I didn't want to mess around with CD setup, I simply ticked CDFS automount option, I inserted the CD device as a slave in the A1200 standard IDE and I let WinUAE do everything for me.
Probably the game has broken support for CD audio play through real SCSI (in manual is mentioned only atapi.device),
maybe Toni may (or may not ) be interested in understanding which situation creates the problem.
I just mount the CD-ROM using WinUAE's options:



Quote:
Originally Posted by hexaae View Post
Works fine here on my cfg. I don't use CDFS automount and have instead a CD0 device loaded the usual way from DEVSOSDrivers (using CacheCDFS with uaescsi.device 0)… I mount the .nrg image from WinUAE's CD & Hard Drives section.
I use as CdROM.prf:

uaescsi.device 0 Work:Games/Genesis/ check normal null hardware
Quote:
Originally Posted by hexaae View Post
This is a problem of original game when using "hardware" option in CdROM.prf for audio output: sometimes randomly you'll have trashed sound in loop at Continue y/n? screen and main menu…
Using "device" though causes frequent freezes when loading and switching back/forth to OS, moreover I can't hear sounds in-game at all in audio.device mode.
See manual at paragraph Installation.
My CdROM.prf file looks like:

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Old 28 September 2019, 15:11   #23
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Quote:
Originally Posted by hexaae View Post
lives count based on what you select is coherent in my 1.0GT version
Really?

I've used your version and if I select 3 lives on options I need to die 4 times in game to have a game over.
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Old 28 September 2019, 15:22   #24
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Quote:
Originally Posted by DamienD View Post
I just mount the CD-ROM using WinUAE's options:
--cut---
Damien, could you try this configuration?
(change the first lines with the right paths)
Code:
config_description=Land of Genesis config

hardfile2=rw,DH0:E:\amiga\Land_of_Genesis\Land of Genesis AmigaCD.hdf,32,1,2,512,0,,uae0
cdimage0=E:\amiga\Land_of_Genesis\LandOfGenesis.nrg
uaehf1=cd0,ro,:,0,0,0,2048,0,,scsi0,SCSI1
kickstart_rom_file=.\Kickstarts\Kickstart v3.1 rev 40.68 (1993)(Commodore)(A1200).rom
kickstart_rom_file_id=1483A091,KS ROM v3.1 (A1200)
config_version=4.3.0

config_hardware=true
config_host=true
config_hardware_path=
config_host_path=
config_all_path=
comp_catchdetect=true
win32.rom_path=./
win32.floppy_path=./
win32.hardfile_path=./
; host-specific
win32.middle_mouse=true
win32.map_cd_drives=true
win32.soundcard=0
win32.soundcardname=WASAPI:Default Audio Device
win32.expansion_gui_page=ide_mb
; common
use_gui=yes
use_debugger=false
kickstart_ext_rom_file=
pcmcia_mb_rom_file=:ENABLED
ide_mb_rom_file=:ENABLED
flash_file=
cart_file=
rtc_file=
kickshifter=false
floppy_volume=33
floppy0=
floppy1=
floppy2=
floppy3=
nr_floppies=2
floppy_speed=100
cd_speed=100
parallel_on_demand=false
serial_on_demand=false
serial_hardware_ctsrts=true
serial_direct=false
scsi=true
uaeserial=false
sana2=false
sound_output=normal
sound_channels=stereo
sound_stereo_separation=7
sound_stereo_mixing_delay=0
sound_max_buff=16384
sound_frequency=44100
sound_interpol=anti
sound_filter=emulated
sound_filter_type=enhanced
sound_volume=0
sound_volume_paula=0
sound_volume_cd=0
sound_volume_ahi=0
sound_volume_midi=0
sound_volume_genlock=0
sound_auto=true
sound_cdaudio=false
sound_stereo_swap_paula=false
sound_stereo_swap_ahi=false
comp_trustbyte=direct
comp_trustword=direct
comp_trustlong=direct
comp_trustnaddr=direct
comp_nf=true
comp_constjump=true
comp_flushmode=soft
compfpu=true
comp_catchdetect=true
cachesize=0
joyport0=mouse
joyport0autofire=none
joyportfriendlyname0=Windows mouse
joyportname0=WINMOUSE1
joyport1=kbd1
joyport1autofire=none
bsdsocket_emu=false
synchronize_clock=false
maprom=0x0
uaeboard=full
parallel_postscript_emulation=false
parallel_postscript_detection=false
ghostscript_parameters=
parallel_autoflush=5
gfx_display=0
gfx_display_rtg=0
gfx_framerate=1
gfx_width=720
gfx_height=568
gfx_top_windowed=0
gfx_left_windowed=0
gfx_width_windowed=720
gfx_height_windowed=568
gfx_width_fullscreen=800
gfx_height_fullscreen=600
gfx_refreshrate=0
gfx_autoresolution=0
gfx_autoresolution_vga=true
gfx_backbuffers=2
gfx_backbuffers_rtg=1
gfx_vsync=false
gfx_vsyncmode=normal
gfx_vsync_picasso=false
gfx_vsyncmode_picasso=normal
gfx_lores=false
gfx_resolution=hires
gfx_lores_mode=normal
gfx_flickerfixer=false
gfx_linemode=double2
gfx_fullscreen_amiga=false
gfx_fullscreen_picasso=false
gfx_center_horizontal=none
gfx_center_vertical=none
gfx_colour_mode=32bit
gfx_blacker_than_black=false
gfx_api=direct3d11
gfx_api_options=hardware
immediate_blits=false
ntsc=false
genlock=false
chipset=aga
collision_level=playfields
chipset_compatible=A1200
rtc=MSM6242B
ksmirror_a8=true
pcmcia=true
ide=a600/a1200
fastmem_size=8
debugmem_start=0x0
debugmem_size=0
mem25bit_size=0
a3000mem_size=8
mbresmem_size=0
z3mem_size=0
z3mem_start=0x10000000
bogomem_size=0
gfxcard_hardware_vblank=false
gfxcard_hardware_sprite=true
gfxcard_multithread=false
chipmem_size=4
cpu_speed=real
cpu_throttle=0.0
cpu_type=68020/68881
cpu_model=68030
fpu_model=68882
cpu_compatible=true
cpu_24bit_addressing=false
cpu_data_cache=false
cpu_multiplier=8
cpu_cycle_exact=true
cpu_memory_cycle_exact=true
blitter_cycle_exact=true
cycle_exact=true
fpu_no_unimplemented=true
fpu_strict=false
fpu_msvc_long_double=false
rtg_nocustom=true
rtg_modes=0x212
log_illegal_mem=false
kbd_lang=us
EDIT: and CdROM.prf as
uaescsi.device 0 System:Genesis/ check normal play hardware

Last edited by ross; 28 September 2019 at 15:29.
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Old 28 September 2019, 15:31   #25
Toni Wilen
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IDE ATAPI and SCSI is identical from application software point of view.

-scsiemulog and log file should help.
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Old 28 September 2019, 15:33   #26
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Although that might work ross; I can't use something like that in my collection as people would need to edit this to suit their system:

Code:
cdimage0=E:\amiga\Land_of_Genesis\LandOfGenesis.nrg
Anyway, found a solution to the "Game Over" sound problem and as an added bonus the intro is slowed down to a normal speed.

...and that is just ticking "Cycle-exact DMA/Memory accesses"

Last edited by DamienD; 28 September 2019 at 16:21.
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Old 28 September 2019, 15:41   #27
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Quote:
Originally Posted by DamienD View Post
Anyway, found a solution to the sound problem and as an added bonus the intro is slowed down to a normal speed.

...and that is just ticking "Cycle-exact DMA/Memory accesses"
That should always be set for a true emulation

But the bug is not for that, anyway it sure alleviate.
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Old 28 September 2019, 15:56   #28
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Quote:
Originally Posted by Toni Wilen View Post
IDE ATAPI and SCSI is identical from application software point of view.

-scsiemulog and log file should help.
Ok, so probably is a total different issue .

With the config from previous message if I change 030 to 040 (leaving all other parameters the same) audio goes crazy.
Everytime replicable.

Probably a stupid setup routine that creates the problem for some little timing differences.

Some users indicate that the explicit use of audio.device also crashes the system.. so a nice mess..
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Old 28 September 2019, 18:16   #29
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Given all the excitement in this thread; I've been playing around today

Previously when I applied the full patch, there were issues...

Quote:
Originally Posted by DamienD View Post
Anyway, applied the patch / trainer from here.

Thing is, the game is still buggy as hell... Only played for a minute and on the first stage I have this "out of alignment" sprites:



The guy's standing slightly above the platform and the bullets are below the level of the gun
Just tried again and now for some reason this no longer applies

...but there are 2 fundamental floors with the patch, which are as follows:

Code:
- The introduction run slower
- Support for joystick with two buttons
The introduction run slower:
This produces obvious flashes and also quick graphics glitches afterwards; which are not present in the original. Also when the "Land of Genesis" text explodes there are 2 x explosion sounds instead of 1...

Plus, by using "Cycle-exact DMA/Memory accesses" in WinUAE, the intro runs at virtually the same speed anyway so no need for this...


Support for joystick with two buttons:
Ok, so this changes the special weapon from <Space Bar> --> <2nd Joystick Button>

...but it introduces a nasty bug which can be quickly observed with the "trainer" added. Basically if you activate, it won't stop after 1 x special weapon, but will continue indefinitely using all your supply until you've completely run out

So, I'd really love ross to switch off the 2 above things in the applied patch ("intro slowdown" code is in the "gencli" file somewhere, and I think the "two button support" code is in the "dat1.bin" file somewhere).

Last edited by DamienD; 28 September 2019 at 18:33.
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Old 28 September 2019, 18:56   #30
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wait wait wait!
Really nobody has noticed that the selected lives do not correspond to those during game?
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Old 28 September 2019, 19:06   #31
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Quote:
Originally Posted by ross View Post
wait wait wait!
Really nobody has noticed that the selected lives do not correspond to those during game?
I don't think the lives or lives countdown are showstoppers... well at least not for me.

The more important things are these two issues with the "patched" version:

Quote:
Originally Posted by DamienD View Post
Code:
- The introduction run slower
- Support for joystick with two buttons
The introduction run slower:
This produces obvious flashes and also quick graphics glitches afterwards; which are not present in the original. Also when the "Land of Genesis" text explodes there are 2 x explosion sounds instead of 1...

Plus, by using "Cycle-exact DMA/Memory accesses" in WinUAE, the intro runs at virtually the same speed anyway so no need for this...


Support for joystick with two buttons:
Ok, so this changes the special weapon from <Space Bar> --> <2nd Joystick Button>

...but it introduces a nasty bug which can be quickly observed with the "trainer" added. Basically if you activate, it won't stop after 1 x special weapon, but will continue indefinitely using all your supply until you've completely run out
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Old 28 September 2019, 23:08   #32
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Quote:
Originally Posted by ross View Post
wait wait wait!
Really nobody has noticed that the selected lives do not correspond to those during game?
LOL, you're right: I was paying attention to the number in the UI panel only Actually you die 4 times selecting 3 lives from options menu.
Menu should report 4-5-6 or in-game if you die first time with 1 remaining life it should be game over (hence the sound routine saying "Game Over" would be correct) assuming it monitors current lives including the one "you're using right now". Mmmh everything looks like an unfinished game released in a hurry unfortunately

Last edited by hexaae; 28 September 2019 at 23:13.
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Old 30 September 2019, 00:30   #33
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Quote:
Originally Posted by DamienD View Post
Given all the excitement in this thread; I've been playing around today

Previously when I applied the full patch, there were issues...


Just tried again and now for some reason this no longer applies

...but there are 2 fundamental floors with the patch, which are as follows:

Code:
- The introduction run slower
- Support for joystick with two buttons
The introduction run slower:
This produces obvious flashes and also quick graphics glitches afterwards; which are not present in the original. Also when the "Land of Genesis" text explodes there are 2 x explosion sounds instead of 1...

Plus, by using "Cycle-exact DMA/Memory accesses" in WinUAE, the intro runs at virtually the same speed anyway so no need for this...


Support for joystick with two buttons:
Ok, so this changes the special weapon from <Space Bar> --> <2nd Joystick Button>

...but it introduces a nasty bug which can be quickly observed with the "trainer" added. Basically if you activate, it won't stop after 1 x special weapon, but will continue indefinitely using all your supply until you've completely run out

So, I'd really love ross to switch off the 2 above things in the applied patch ("intro slowdown" code is in the "gencli" file somewhere, and I think the "two button support" code is in the "dat1.bin" file somewhere).
Don't worry about this ross; it would take too much time to investigate / fix, and I'm sure you have more important projects to handle...

I'm happy using the original / non-patched version without these 2 bugs
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Old 30 September 2019, 10:30   #34
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Quote:
Originally Posted by DamienD View Post
The introduction run slower:
This produces obvious flashes and also quick graphics glitches afterwards; which are not present in the original. Also when the "Land of Genesis" text explodes there are 2 x explosion sounds instead of 1...

Plus, by using "Cycle-exact DMA/Memory accesses" in WinUAE, the intro runs at virtually the same speed anyway so no need for this...
For this 'bug'.

Probably is related to option in CdROM.prt (normal vs fast or vice versa..)
To lazy to try all CPU/setup combos

@hexaae: sure that the 'game over' speak bug is not also on original?
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Old 30 September 2019, 11:36   #35
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Quote:
Originally Posted by ross View Post
@hexaae: sure that the 'game over' speak bug is not also on original?
Just tested… and Yes but with a variation: the original game (patched to 1.0gt) with 3 lives does play "Game Over" at first 1 life left, in addition plays "Player Activated" right before you exit to "Continue y/n?" screen…
Totally broken/untested this part of code.

For those interested who want to launch this game from normal WB here is my script to let you play intro or not at start (requirements: copy first from genesis CD the file "disk.info" into Genesis dir on your HD where you installed the game):
Code:
;Script to launch Land Of Genesis
;$VER: Land of Genesis launcher 1.1 (30.09.2019) © Hexaae

FailAt 100

Set GenV `C:RequestChoice "Land of Genesis" "Do you want to play intro?" "No" "Play intro"`
If $GenV EQ 1
 Assign Genesiscd: ""
 Echo >CdRom.prf "uaescsi.device 0 /Genesis/ check normal null hardware"
Else
 Assign Genesiscd: ""
 Echo >CdRom.prf "uaescsi.device 0 /Genesis/ check normal play hardware"
EndIf

CPU NOCACHE
;C:uae-configuration cachesize 8192 cpu_speed max cpu_throttle -900 cpu_compatible false cpu_multiplier 8 immediate_blits false
C:uae-configuration cachesize 0 cpu_speed real cpu_throttle -500 cpu_compatible false cpu_multiplier 4 immediate_blits false

stack 10000
gencli

S:BatchFiles/RestoreWUAE
CPU CACHE
Assign Genesiscd: REMOVE
endcli
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Old 30 September 2019, 18:10   #36
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Quote:
Originally Posted by ross View Post
For this 'bug'.

Probably is related to option in CdROM.prt (normal vs fast or vice versa..)
To lazy to try all CPU/setup combos
Nope, issue is still there if I change "uaescsi.device 0 System:Genesis/ check fast play hardware" --> "uaescsi.device 0 System:Genesis/ check normal play hardware" in the CdROM.prf file.

Also, when the "Land of Genesis" text explodes there are still 2 x explosion sounds instead of 1...

Anyway, as mentioned, I'm happy using the original / non-patched version without these 2 bugs
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Old 30 September 2019, 18:50   #37
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Beta testers wanted (actually I haven't played yet except for the first screens),
but I probably solved all the mess in the management of lives.

Fixed also the 2nd button handler.
I've opted for a generic solution (which can be applied to all system games that have the same defect).

How to:
- copy attached files in root folder;
- edit Genesis script and add, before gencli, the line potgo.

potgo is simply this:
Code:
potgo	movea.l	$4.w,a6
	lea	pot(pc),a1
	jsr	-498(a6)	;OpenResource()
	tst.l	d0
	beq.b	.ex
	movea.l	d0,a6
	moveq	#-1,d0
	move.w	#$ff00,d1
	jsr	-18(a6)		:WritePotgo()
	
.ex	moveq	#0,d0
	rts

pot	dc.b	'potgo.resource',0
	even
Not patched the intro timings because are too much related to processor speed.
The routine would need several modifications that I'm too lazy to do (in any case it seems to me a decidedly secondary problem )
With my settings (030 x8 CE) the speed seems quite right..

Please test and report.
Attached Files
File Type: zip Land_of_Genesis_v1.0GT_fixes.zip (37.1 KB, 84 views)
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Old 30 September 2019, 22:33   #38
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… still one bug left:
  • set 4-5 lives at any difficulty level
  • Continue y/n? and press y...
You'll notice you'll restart the game with 3 lives, regardless of the 4-5 lives selected in Options menu. Only first play reflects the selected lives >3.

EDIT:
Never mind! It's written in the manual Continue = y will restart the level "with the minimum number of lives", unintuitive, but it seems ok!

Last edited by hexaae; 30 September 2019 at 22:42.
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Old 30 September 2019, 23:01   #39
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Quote:
Originally Posted by hexaae View Post
EDIT:
Never mind! It's written in the manual Continue = y will restart the level "with the minimum number of lives", unintuitive, but it seems ok!



Accidentally during the patch process I've found a trainer way to give 'invulnerability' to main character.
It's not an infinite lives or infinite energy, but a nothing hits me but I can kill others.
The 80 lives trainer it's probably fairer
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Old 01 October 2019, 15:21   #40
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Quote:
Originally Posted by ross View Post
Beta testers wanted (actually I haven't played yet except for the first screens),
but I probably solved all the mess in the management of lives.

Fixed also the 2nd button handler.
I've opted for a generic solution (which can be applied to all system games that have the same defect).

How to:
- copy attached files in root folder;
- edit Genesis script and add, before gencli, the line potgo.

potgo is simply this:
Code:
potgo    movea.l    $4.w,a6
    lea    pot(pc),a1
    jsr    -498(a6)    ;OpenResource()
    tst.l    d0
    beq.b    .ex
    movea.l    d0,a6
    moveq    #-1,d0
    move.w    #$ff00,d1
    jsr    -18(a6)        :WritePotgo()
    
.ex    moveq    #0,d0
    rts

pot    dc.b    'potgo.resource',0
    even
Not patched the intro timings because are too much related to processor speed.
The routine would need several modifications that I'm too lazy to do (in any case it seems to me a decidedly secondary problem )
With my settings (030 x8 CE) the speed seems quite right..

Please test and report.
Have tested this now; the lives counter and the 2nd fire button continually using all your special weapons "bugs" have now been fixed

I still have the intro issues though, even if I set a 68030 CPU with "Cycle-exact DMA/Memory accesses" ticked:

Quote:
Originally Posted by DamienD View Post
The introduction run slower:
This produces obvious flashes and also quick graphics glitches afterwards; which are not present in the original. Also when the "Land of Genesis" text explodes there are 2 x explosion sounds instead of 1...

Plus, by using "Cycle-exact DMA/Memory accesses" in WinUAE, the intro runs at virtually the same speed anyway so no need for this...
Maybe I'll just use the old "gencli" and hope that it's only these two things that have been patched in that file:

Code:
- Fixed the intro bug on A4000
- The introduction run slower
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