13 April 2023, 15:37 | #21 |
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or launch a WB with AGA only ...
use any icons (tools). Personally, I took the Rcross icon. |
13 April 2023, 15:49 | #22 |
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yes. i used a WB with AGA only.
@bszili by the way: excellent porting Last edited by Seiya; 13 April 2023 at 18:14. |
13 April 2023, 19:33 | #23 | ||||
old chunk of coal
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Quote:
Quote:
For the controller, I recommend testing it with JoyPortTest using lowlevel.library to see if it produces any spurious inputs: http://aminet.net/package/driver/input/JoyPortTest In most of the cases the controller has some compatibility issue with lowlevel.library. Quote:
Quote:
Anyway, thanks to everyone for the kind words and the testing. |
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14 April 2023, 00:35 | #24 |
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PS3M player is fully system friendly. I dont remember compatibility problems when I played S3M modules. Perhaps You can ask HippoPlayer author for help, he is mentioned in readme as author of stripped version of this replayer. From my memory this replayer was used for playing title music in Super Stardust game. Optionally (if You want better quality) You can use FastTracker 2 (68060 version) replayer from 8bitbubsy.
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14 April 2023, 05:48 | #25 | |
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Quote:
One possible challenge for using the PS3M as is in a game setting is that it's slow to react as the audio lags behind the actual playback for the amount of data that fits in the mixing buffer. Smaller buffer will make it react faster of course. There's also an AHI enabled PS3M available, inside HippoPlayer. AHI doesn't have this lagging problem, but may use a lot more CPU, depending on the output mode. I could probably cook up a cleaned up S3M replayer based on PS3M and Hippo, if needed. |
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14 April 2023, 07:26 | #26 | ||
old chunk of coal
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Quote:
At the risk of sounding too fussy, xmaplay060 is probably too high quality for what I'm trying to achieve here. Quote:
The best would be to strip it down even more, and make it use the game's sample library and mixer, but then I might as well spend more time on figuring out why the original player is broken... |
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14 April 2023, 09:31 | #27 |
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From the music playback point of view PS3M only would need two channels (left + right), either Paula or AHI, so that might offer some flexibility in terms of sound effects on top of the music...
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14 April 2023, 10:58 | #28 |
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Uploaded Glow Icons for the game:
http://eab.abime.net/zone/DeathRally_Amiga_GI.lha |
14 April 2023, 14:14 | #29 |
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14 April 2023, 18:49 | #30 | ||
old chunk of coal
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Quote:
Quote:
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14 April 2023, 23:13 | #31 |
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Just tried the game on my 68060 A4000D with BFG 9060 at 100mhz, and I must say I'm impressed with how nicely it plays. Quite enjoyable. Thanks for the effort - often I'm dissappointed with ports, but this one already seem quite stable and fast.
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14 April 2023, 23:51 | #32 |
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Only that I use a 32" gaming monitor so 320x200 full screen is mega chunky, so if I could select, say, 640x400, it would show it smaller and centred? I realise this is a really specific use case and not worth implementing just for this!
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15 April 2023, 00:50 | #33 |
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Tested in 680060/50 AGA and works smooth. Great work BSzili
btw, I am with the others in recommending that you try to introduce the S3M replayer. |
15 April 2023, 07:42 | #34 |
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At least the JoyPad is recognized
(unlike the PC version) not that I can control it |
15 April 2023, 08:29 | #35 | ||
old chunk of coal
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Quote:
Quote:
Sure. Even though I didn't mention this in the first post, I always intended to find a solution for the music. Last edited by BSzili; 15 April 2023 at 08:34. |
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15 April 2023, 10:23 | #36 |
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Added a simple Workbench and MagicWB icon:
http://eab.abime.net/zone/DeathRally_Amiga_GI.lha |
15 April 2023, 10:50 | #37 |
old chunk of coal
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Hmm. The file dates are different, but the icons look identical to me.
edit: Sorry, I missed drally.info. Last edited by BSzili; 15 April 2023 at 10:55. |
15 April 2023, 15:14 | #38 |
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Runs amazingly well on my 060 machine. Never noticed a poor frame rate. Seems like good fun so far (never played the original). Looking forward to exploring it even more. Thanks again BSzili, massive fan of your work.
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16 April 2023, 12:19 | #39 |
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I've finally tested it.
It works very well on my 060/66 MHz. Only the intro video and the menu are a bit slow but the races are as fast as the original (I know very well this game and I completed it many times on DOS in the ninety's and using DOSBox). Unfortunately I wasn't able to define the keys on my 2 buttons joystick. I actually set up my favorite configuration (fire1 to accelerate, up to use the machine gun, down to drop mine, etc...) but i wasn't able to save it going back from the configuration menu. I think that you are doing a great job and I can wait to play with the final release, hopefully with music and configurable input. Thanks once again for this! |
16 April 2023, 13:09 | #40 |
old chunk of coal
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Thanks for testing! As noted in the first post the gamepad mapping can't be customized. The reason for this is simple: the joystick code from the game was not fully reverse engineered, so I hacked in the controller support with a fixed mapping. The menu you have found does nothing, so I'll make sure to properly disable it to avoid confusing people.
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