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Old 09 February 2024, 15:59   #441
Torti-the-Smurf
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Quote:
Originally Posted by PascalDe73 View Post
I made a little video about a Little bug on this level.
Tested on my real A1200 GVP Turbo+II 68030 @40 MHz with FPU and 32 MB Fast Ram.
It’s under WHDLoad with the Torti’s Slave.
Version 05/02/2024 Final file = 255.776 Octets.
The bug was already present with the preview version.

[ Show youtube player ]

Could You have a look ?

Many Thanks,

Best regards,

Pascal

This Glitch was fixed in the latest update by the wonderful Prototron
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Old 09 February 2024, 17:08   #442
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Where can I I get the latest WHD load, all the links I am finding seem to be for the older version with the bugs.
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Old 09 February 2024, 17:10   #443
Torti-the-Smurf
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On Prototron´s Google Drive.

https://drive.google.com/drive/folde...wD7xtn-zmtPPe0

Here you go
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Old 09 February 2024, 17:40   #444
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Quote:
Originally Posted by Torti-the-Smurf View Post
On Prototron´s Google Drive.

https://drive.google.com/drive/folde...wD7xtn-zmtPPe0

Here you go
thanks very much
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Old 09 February 2024, 19:09   #445
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Excellent thanks, graphics bug seem fixed alright!
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Old 09 February 2024, 22:43   #446
Bren McGuire
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you absolute bloody legend you gave me a right laugh i did also grab the bottle of tennent's! the irn bru can looked very realistic too!

please add some haggis

Quote:
Originally Posted by Brick Nash View Post
Yeah there's a couple of little Easter eggs like that in the game. I did the same thing in Double Dragon Legacy for the PC, although it's not as heavy handed in Final Fight.

Pretty sure there's a can of Tennent's or Tartan Special in there somewhere too (I forget).
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Old 09 February 2024, 23:02   #447
PascalDe73
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Quote:
Originally Posted by Brick Nash View Post
Try it now. There was a Blitter Wait missing for the rope drawing code, so that might be it. It wasn't really designed for anything faster than an A600 running at 7MHz, so there'll likely be glitches and speed issues on roided-up miggies.

Hi Brick Nash,

Torti has right, on my Real A1200 too the bug is resolved with Your latest version

Many thanks for that.

Best regards,
Pascal
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Old 10 February 2024, 15:48   #448
Bren McGuire
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i know this is built on top of code that existed for 30 years but i found that you can get rid of basically every opponent just by cornering them out of screen now i am no genius or coder but i feel like the baddies don't try to hit you unless they show up on screen is this possible?

i went through the game just by punching at the borders
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Old 10 February 2024, 16:31   #449
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do we need a whdload installer or is there something useable with that new version already?
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Old 10 February 2024, 18:01   #450
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Quote:
Originally Posted by jotd View Post
do we need a whdload installer or is there something useable with that new version already?
I used the torti slave which is the one used also by latest update.
The game works properly on following system:

- A1200 Blizzard 1230
- A1200 Blizzard 1260/PPC (Use NOCACHE for correct speed)
- MiST fpga Minimig core 020 64MB
- Apollo V4SA OS 3.9/Coffin rom

No problem.
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Old 10 February 2024, 18:32   #451
lilwshu
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Quote:
Originally Posted by jotd View Post
do we need a whdload installer or is there something useable with that new version already?
With the current slave the game runs much too fast in places where there are no baddies on my A2000/2MB chip/ECS/TF536 so any kind of fix for that would be much appreciated.
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Old 10 February 2024, 18:34   #452
tomcat666
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Quote:
Originally Posted by lilwshu View Post
With the current slave the game runs much too fast in places where there are no baddies on my A2000/2MB chip/ECS/TF536 so any kind of fix for that would be much appreciated.
Did you try NOCACHE whdload option/tooltype ?
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Old 10 February 2024, 18:37   #453
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Did you try NOCACHE whdload option/tooltype ?
Yep I did.
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Old 10 February 2024, 21:25   #454
PascalDe73
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Quote:
Originally Posted by jotd View Post
do we need a whdload installer or is there something useable with that new version already?

Hi JOTD,

Torti already make a good works with his slave.

But maybe it will be better to have an official WHDLoad support for this enhanced version.

I made some tests till the end of Round 3 with this latest version and all seems to works now.

Test was made With my A1200 GVP Turbo+II 68030@ 40 MHZ with 32 MB Fast Ram

Best regards,

Pascal
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Old 10 February 2024, 21:29   #455
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To be fair to @Brick Nash this version is for the stock A600? If you're running this on something that is accelerated eg Pistorm, just use the MAME version as that works well.

I feel all these issues keep from enjoying the game as intended and prevents him setting himself free from this. I noticed despite saying he isn't planning to update, there was several updates to his credit.
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Old 10 February 2024, 23:03   #456
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Would this engine be easy to adapt for SNK-Prisoner Of War? Obviously P.O.W requires 3 buttons for input
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Old 11 February 2024, 02:08   #457
Torti-the-Smurf
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Quote:
Originally Posted by lilwshu View Post
With the current slave the game runs much too fast in places where there are no baddies on my A2000/2MB chip/ECS/TF536 so any kind of fix for that would be much appreciated.
Please Check if you have CHIPNOCACHE in the Tooltypes.
(and a recent WHDLoad exe version)

Check if you use the latest Final Fight Enhanced version.
https://drive.google.com/drive/folde...wD7xtn-zmtPPe0

Tested successfully on WinUAE, A4000, Minimig FPGA.

I did this also,
so JOTD could focus his Mind on the Amiga Donkey Kong Port

greez,
Torti

Last edited by Torti-the-Smurf; 11 February 2024 at 03:24. Reason: adding link for the most recent FFE version
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Old 11 February 2024, 06:46   #458
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Quote:
Originally Posted by Torti-the-Smurf View Post
Please Check if you have CHIPNOCACHE in the Tooltypes.
(and a recent WHDLoad exe version)

Check if you use the latest Final Fight Enhanced version.
https://drive.google.com/drive/folde...wD7xtn-zmtPPe0

Tested successfully on WinUAE, A4000, Minimig FPGA.

I did this also,
so JOTD could focus his Mind on the Amiga Donkey Kong Port

greez,
Torti
A1200 with TF1230 50mhz/128Mb and WhdLoad 18.8x. ChipNoCache is set in properties. It runs fine, speed, 2nd button and Sodom glitch fixed.

Issue I noticed still is the energy bars of the enemies still glitches often during game.
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Old 11 February 2024, 08:46   #459
derSammler
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Quote:
Originally Posted by lesta_smsc View Post
To be fair to @Brick Nash this version is for the stock A600? If you're running this on something that is accelerated eg Pistorm, just use the MAME version as that works well.
This is also true for the original port and any other arcade port. I don't think "using MAME" is the answer when having a PiStorm.

Any good game deserves an official WHDLoad slave. (and I sometimes wish they would not waste time to do slaves for terrible games)
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Old 11 February 2024, 09:17   #460
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is MAME smooth enough with a pistorm? Probably with RTG.

about the whdload slave, I'd rather help BrickNash to fix the speed in the original game, which is not a big issue most of the time. Games running at 25Hz expect that they are updated every 2 frames. If the workload is too light at times, the game is updated at 50Hz there, causing temporary speedups.

You have to keep count of the VBL interrupts and if you're called too soon, wait 1 vblank. That's how I regulated the speed of a lot of old games.
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