14 April 2021, 18:50 | #21 |
morphos.pl
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14 April 2021, 18:55 | #22 |
old chunk of coal
Join Date: Nov 2011
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Not from me, but the sources will be open. BeWorld will probably take care of the MorphOS port.
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14 April 2021, 22:56 | #23 | |
mä vaan
Join Date: Nov 2001
Location: Finland
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Quote:
Duke Nukem 3D: Atomic Edition Redneck Rampage Redneck Rampage: Rides Again Duke Nukem 64 NAM/NAPALM World War II GI He has also made ports for a Blood and Exhumed / Power slave. https://github.com/nukeykt/NBlood |
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15 April 2021, 00:46 | #24 |
cheeky scoundrel
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15 April 2021, 01:34 | #25 | |
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Quote:
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15 April 2021, 06:29 | #26 | |
old chunk of coal
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Quote:
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15 April 2021, 07:59 | #27 | |
mä vaan
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Quote:
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15 April 2021, 09:09 | #28 |
old chunk of coal
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15 April 2021, 14:12 | #29 |
cheeky scoundrel
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16 April 2021, 07:26 | #30 |
old chunk of coal
Join Date: Nov 2011
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I'm also looking for testers with 68060 accelerators and RTG cards that can do at least 15-bit high color modes. On the software side I'm mostly interested in CyberGraphX, as Picasso96 was tested more extensively, but P96 will do as well.
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16 April 2021, 17:13 | #31 |
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Can test on my Apollo 1260 64mb@80mhz if you want?
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16 April 2021, 18:07 | #32 |
old chunk of coal
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For now only if it's in an RTG-equipped system, because the game was already tested on multiple Apollo 1260 cards with AGA.
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16 April 2021, 19:30 | #33 |
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No probs!
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16 April 2021, 20:24 | #34 | |
mä vaan
Join Date: Nov 2001
Location: Finland
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Quote:
Blizzard 68060 with GVP EGS 28/24 Spectrum Apollo 68060 with xPert Merlin Both with Picasso 96 |
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16 April 2021, 22:08 | #35 |
old chunk of coal
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Thanks, I dropped you a PM!
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17 April 2021, 01:02 | #36 |
mä vaan
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Very nice
It supports joysticks and joypads wich is nice. I got a feeling that playing with keyboard or joystick is not that accurate than it is with mouse? There are some aiming difficulties? Windows mode works just fine both of my machines and it is semi playable 9 - 11 fps, when screen is 16bit. Seems that FPS doesn't vary that much when playded on window. Full screen my Blizzard 66mhz had 11 - 16 fps and Apollo 80mhz 13 - 19 fps. |
17 April 2021, 06:28 | #37 |
old chunk of coal
Join Date: Nov 2011
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Thanks for testing, interesting finding about the windowed mode.
As for the joystick/keyboard, aiming with a mouse will always be more accurate, but like all DOS-era FPSs the game does have an auto-aim feature. Do you have in enabled in the options? |
17 April 2021, 08:59 | #38 |
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Is there a link for testing this somewhere?
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17 April 2021, 09:10 | #39 |
old chunk of coal
Join Date: Nov 2011
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Not yet, as it's not ready for public testing yet. For example I just broke the save format twice in a row, but shaved off about 2MB from the memory usage
I'll send you a test exe via PM. |
17 April 2021, 17:29 | #40 |
old chunk of coal
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The port is now officially released on Aminet:
http://aminet.net/package/game/shoot/jfsw Beware, the information below may be outdated! Time for a public test version! This one is for 68060 only, the 68040 doesn't seem to be fast enough. Please don't mirror this file as it can still change, I will upload it to Aminet once everything is stable. http://bszili.morphos.me/ports/jfsw.lha Below is what will eventually become the readme, I'll edit this post as needed. Game data: You can get the full game for free on Steam and GOG. https://store.steampowered.com/app/2...r_Classic_1997 https://www.gog.com/game/shadow_warrior_complete The only file you need is SW.GRP, do not copy SW.CFG from the DOS version! It's incompatible if JFSW, and will cause all sorts of issues, like not being able to save your settings. Shadow Warrior Classic Complete also includes two expansions for the game. As these replace the original levels it's recommended to keep them in separate drawers. For Wanton Destruction remove SW.GRP, and copy WT.GRP into the drawer. For Twin Dragon, simply copy the contents of the "dragon" folder, except for SW.CFG of course. Performance considerations: FFS is quite slow at seeking in large files which can lead to pauses in-game when new data has to be loaded from the GRP file. It can be improved by adding more buffers, but I recommend running the game from a PFS or SFS volume. The texture/sound cache is also sensitive to memory fragmentation, so if you have 32 MB or less memory, it's best to start the game after a clean reboot. Vampire V2 users: Please use the 040 executable, as the 060 one is currently not compatible with Vampire V2 cards. Sound: The game defaults to stereo Paula DMA audio, but AHI is also supported for sound card users. To use AHI, after the first start open SW.CFG in a text editor, and in the [Sound Setup] section set FXDevice = 8 and ReverseStereo = 1. The game will use the Music Unit for sound playback, make sure it's properly configured in the AHI prefs. To switch back to Paula, change both values back to 0. Music: Uncompressed 8-bit PCM WAV files are supported up to 22 KHz. I recommend 22KHz 8-bit mono, which is a good balance between sound quality and size. Keep in mind that the music streamed from memory, so it might not fit if you have less than 32 MB memory. Most releases of the game come with the music tracks in Ogg Vorbis format, which can be converted to WAV using various tools like FFmpeg, SoX or Audacity. I uploaded a WAV music pack into The Zone. Keyboard and mouse controls: In the menu open Options / Input menu, and pick Apply Modern Defaults. This resets all of the changes you have made for the keys/buttons. To enable the Mouse Aiming, press [U] in-game. Controller or keyboard-only controls: In the menu open Options / Input menu, and pick Apply Classic Defaults. This resets all of the changes you have made for the keys/buttons. The game supports 11-button CD32 controllers. Fullscreen: The game asks the OS for the best mode id for a given resolution, but this can lead to unexpected results if there are unused monitor drivers in Devs:Monitors. I recommend putting these away into Storage:Monitors, but if this is not possible for some reason, you can use the following tool-types to force specific modes. FORCEMODE - filters the available modes via the mode name. possible values: PAL, NTSC, DBLPAL, DBLNTSC, EURO36, EURO72, SUPER72, MULTISCAN FORCEID - force a specific mode, the value should be a Mode ID in hexadecimal format Windowed mode: You can play the game in window on high color (15-bit) or better RTG screens. The game will still render in 8-bit color, the higher color depth is required to avoid the expensive color remapping necessary on paletted public screens. In fullscreen this is not a issue, as the game can freely change the palette on its custom screen. To release the mouse pointer bring up the in-game console, this is bound to the Tilde [~] key by default, but can be remapped in Oprions / Keys Setup. Expect the performance to be slower in this mode. To override the default you can use the "PUBSCREEN" tool-type in the icon. Level editor: The Shadow Warrior-specific version of Build Editor is also included, but it requires a 640x480 screen, so it's best used with RTG cards. Cut features: Some features from the original game didn't make it into this port, one of these are the voxels. For one thing I have no 68k drawing code for them, and even if I did, the performance would be terrible. They also rely on a huge lookup table, that is very expensive to recalculate, which affects the performance of the game even when there are no voxels are onscreen. In short it's not happening. The other cut feature is the multiplayer. JFBuild's implementaion uses large static buffers that would increase the memory requirements of the game significantly. If there's enough interest I'll see how much work is to fix this. Last edited by BSzili; 02 May 2021 at 09:53. |
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