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Old 06 September 2022, 00:54   #321
pipper
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It runs on my emulated 3.1 setup. What did you do differently?
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Old 06 September 2022, 01:19   #322
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WindowTags in menunb.s and MainWindow in screensetup.s were
line 322, lea WindowTags,a1
line 44, lea MainWindow,a1
changed to
lea WindowTags,a0
lea MainWindow,a0

the pointer is not cleared so this is not a proper fix but maybe will help
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Old 06 September 2022, 01:31   #323
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Imho that doesn't make sense.
According to http://amigadev.elowar.com/read/ADCD.../node03D6.html

a1 needs to contain the pointer to the taglist, while a0 points to an (optional) NewWindow struct?!
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Old 06 September 2022, 01:45   #324
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I don't know about that as like I have said I have very limited experience with assembly code, some of it is easy to follow and some (most if I am honest) makes no sense at all.
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Old 06 September 2022, 02:35   #325
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Quote:
Originally Posted by abu_the_monkey View Post
WindowTags in menunb.s and MainWindow in screensetup.s were
line 322, lea WindowTags,a1
line 44, lea MainWindow,a1
changed to
lea WindowTags,a0
lea MainWindow,a0

the pointer is not cleared so this is not a proper fix but maybe will help
when I say the pointer is not cleared I meant the mouse pointer. just to clarify.
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Old 06 September 2022, 02:57   #326
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this change also breaks the double height render routine.
now only displays every other line.
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Old 06 September 2022, 12:27   #327
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Quote:
Originally Posted by abu_the_monkey View Post
is it the same for the ceiling if you change the texture?
In the attached screenshots with the same floor and ceiling, the player is facing "due north" or upwards on the map. The floor texture U coordinate is horizontal, increasing from left to right and the V coordinate is into the screen, increasing near to far.

The text is basically the right way up on screen for the ceiling. On the floor, the V coordinate is still increasing near to far, but the U coordinate appears to increase right to left.

Another thing to notice in this level is that the default floor and ceiling scale factor is "0". I've often suspected (and this confirms) that the default texture scaling is different for floors and walls. This map is made of 3 rooms, each 128x128x128, arranged in a straight line east to west (the eastern room being the spawn point and the western room being the exit).

Each 128x128 wall section shares an edge with 4 floor tiles, and each floor tile is 64x64. Therefore wall texels are 2x larger than floor/ceiling texels by default.
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Old 06 September 2022, 14:05   #328
Angus
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Quote:
Originally Posted by abu_the_monkey View Post
can someone try this on os 3.1 and see if it runs please

Assuming I'm not doing something daft.


I get a black screen (frozen Amiga) with my Workbench pointer visible.


For installation I just unzipped it put it in the directory and copied/renamed the hires executable's icon for it.

(This is on my Amiga 1200 3.1 Blizzard 1260)

Last edited by Angus; 06 September 2022 at 14:07. Reason: OCD
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Old 06 September 2022, 15:39   #329
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What assigns are in the launch script?
Can't remember off the top of my head but I think it was
TKG1,
TKG2,
SFX,
AB3,
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Old 06 September 2022, 15:47   #330
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assign tkg1: ""
assign tkg2: tkg1:
assign sfx: tkg1:
assign ab3: tkg1:
assign ab3d2: tkg1:

I might add the exe to that script to make 100% sure the script has run, it's not always obvious.
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Old 06 September 2022, 17:46   #331
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Quote:
Originally Posted by Angus View Post
assign tkg1: ""
assign tkg2: tkg1:
assign sfx: tkg1:
assign ab3: tkg1:
assign ab3d2: tkg1:

I might add the exe to that script to make 100% sure the script has run, it's not always obvious.
I'm not the greatest with this but it looks to me like you haven't filled in the path for where all your AB3D2 assets are saved so they won't be found.

The first line needs to read:

assign tkg1: "[the path to your AB3D2 folder]"

The other assigns can be left as they are as they are in effect saying assign everything the same as tkg1.
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Old 06 September 2022, 18:27   #332
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Quote:
Originally Posted by abu_the_monkey View Post
probably something I was doing wrong as per usual
but would be nice to know either way
[ Show youtube player ]

So now you know...

Last edited by Karlos; 06 September 2022 at 18:37.
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Old 06 September 2022, 18:39   #333
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Quote:
Originally Posted by vroom6sri View Post
I'm not the greatest with this but it looks to me like you haven't filled in the path for where all your AB3D2 assets are saved so they won't be found.

The first line needs to read:

assign tkg1: "[the path to your AB3D2 folder]"

The other assigns can be left as they are as they are in effect saying assign everything the same as tkg1.
It's worth noting that in a recent PR I replaced all references to tkg1 and tkg2 with ab3 in the source code. If anything asks for an assign other than ab3, it's down to the game link file.
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Old 06 September 2022, 18:59   #334
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Quote:
Originally Posted by vroom6sri View Post
I'm not the greatest with this but it looks to me like you haven't filled in the path for where all your AB3D2 assets are saved so they won't be found.

The first line needs to read:

assign tkg1: "[the path to your AB3D2 folder]"

The other assigns can be left as they are as they are in effect saying assign everything the same as tkg1.

I know very little, but my understanding is if you assign to "" it assigns to the current directory. Any of you brainy types care to confirm, deny ridicule.....? :-)
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Old 06 September 2022, 19:14   #335
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@pipper

Using the new test levels, I've confirmed a few things I suspected about the "bobble wobble" issue with floor textures:

1) It's present in the original game engine.
2) It affects 2/3 and and fullscreen render modes.
3) The specific alignment issue with walking is that the player "bobble" causes both vertical and horizontal view displacement. The walls react to both, but the flats only react to the vertical motion component.

I do not yet know what the situation is specifically with the other perspective differences between walls and flats in fullscreen mode.
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Old 06 September 2022, 20:19   #336
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Originally Posted by Angus View Post
I know very little, but my understanding is if you assign to "" it assigns to the current directory.
That is correct.
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Old 06 September 2022, 21:55   #337
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That is correct.

Thanks Karlos.
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Old 06 September 2022, 22:53   #338
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so put everything back in menunb.s and screensetup.s and the only thing that allows me to run it under ks3.1 (in winuae) is commenting out the following.

line 323 in menunb.s :- move.l d0,WTagScreenPtr-WindowTags(a1) ; WA_CustomScreen
line 45 in screensetup.s :- move.l d0,MainWTagScreenPtr-MainWindowTags(a1) ; WA_CustomScreen

any ideas?

attached another build with above changes, if someone could let us know if it works on real hardware with ks3.1 that would be nice

Last edited by abu_the_monkey; 15 September 2022 at 01:01.
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Old 06 September 2022, 23:19   #339
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[ Show youtube player ]

So now you know...
so it was me then that figures
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Old 06 September 2022, 23:31   #340
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Originally Posted by abu_the_monkey View Post
so it was me then that figures
Yes, but think of the fun that can be had now. A horde of accidentally liberated aliens surge towards you, only to vanish and teleport somewhere behind you. The sort of tricks doom used.
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