30 May 2022, 00:43 | #401 |
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I've had reports that the intro music plays wrong on 68060's in the WHDLoad version only ('sometimes faster and slower'). Floppy version plays fine.
The weird thing is that the code is the same. The only difference is that on WHDLoad I use it's TAG system to detect if the processor is a 68020+ and whether it is PAL/NTSC. This appears to be working correctly though. With the previously discussed music problems on 68040's+ I could reproduce it in WinUAE using chipset_hacks=0x8, and made the relevant fixes. This newly reported problem I cannot reproduce in WinUAE. Running WHDLoad with NOCACHE apparently fixes it. I'm reluctant to enable that globally (I don't want any chance of downgrading other systems). Just wondered if anyone has any ideas? Or if anyone else can confirm/deny the music problem in the WHDLoad version on a 68060? |
30 May 2022, 03:38 | #402 |
CaptainM68K-SPS France
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30 May 2022, 08:47 | #403 |
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30 May 2022, 14:11 | #404 |
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31 May 2022, 02:14 | #405 | |
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All I can think is that it is detecting your controller as a CD32 pad instead. Otherwise, it is very strange. I've not had other bug reports about this, which I'd imagine I would have given how important it is. Another possibility is that your controller button is faulty and when you hold it down, it occasionally registers as being up. I've had an old joystick start to do that. |
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31 May 2022, 21:11 | #406 | |
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01 June 2022, 13:00 | #407 |
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HAHA, i still can remember when Julian Eggebrecht called the PC version UGLY (and they had nothing to do with it)
If you could swap the Main Sprite for the Factor 5 version; it would at least look a bit better than the current state. Anyway, I love Turri Keep up the great work |
03 June 2022, 18:40 | #408 |
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Very impressive work! Are you trying to match the DOS gameplay as well, or are you basing this on the Amiga version's gameplay? A few things in the DOS version that don't exist in this remake:
You're not supposed to be able to exit from the spikeball state unless you're touching the ground. The invulnerability shield timer is paused if you're in spikeball form. In the first stage, you can get past the wind section by repeatedly jumping and then pressing down+right. There is only 1 frame of input lag in DOS. This remake has 4 frames of input lag. It feels very "floaty" and delayed. |
05 June 2022, 07:32 | #409 | |
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I had a look at the lag issue. There is certainly one oversight that leads to an one to two frames of latency, which I will fix for the next update. I'm not sure how you could get 4 frames of latency though. Are you running in an emulator? That will generally add latency, although WinUAE has some special modes to reduce or eliminate it. Last edited by Muzza; 05 June 2022 at 07:49. |
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05 June 2022, 10:20 | #410 |
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05 June 2022, 10:56 | #411 | |
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Pause the emulator. Then press up for jump (keep it pressed.) Then press your emulator's "frame advance" key, which emulates just one frame and then pauses again. You need to do frame advance 5 times until the game reacts to the jump button (so that means there's 4 frames of lag.) The original Amiga version reacts on the third frame or second frame (so 2 or 1 frames of lag, it depends on where you are in the game. When standing in water in the first level, there's less lag.) The DOS version has the least lag. It's always only 1 frame of lag. Last edited by RealNC; 05 June 2022 at 11:12. |
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06 June 2022, 00:22 | #412 | |
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Anyway, I've tried it before and after the fix I made, and the latency has improved by 2 frames now, so it should be the same as the original Amiga Turrican 2. Thanks for reporting it, it was an important fix. Last edited by Muzza; 06 June 2022 at 00:23. Reason: Clarifying that it has improved! |
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06 June 2022, 01:07 | #413 | ||
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06 June 2022, 08:03 | #414 |
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I use to record input and analyse frame by frame for my arcade conversions, sometimes using image tools. Generic method that works with all emulators that can save video.
Of course when pressing a button it's maybe not that relevant because you have to know when you pressed it. |
08 June 2022, 02:44 | #415 |
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I've fixed these too. The shield timer wasn't paused, it just didn't draw when in spikeball mode - because you're invulnerable anyway.
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08 June 2022, 02:49 | #416 | |
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I've added something that might help. It isn't really a fix (as I don't know what the problem is), but an alternate control mode that you can set in the menu. For 2 button joysticks you can set Fire 1 to shoot, and Fire 2 to the beam weapon (confusingly called lightning in the manual). This makes it a bit closer to the CD32 controls. It means you don't need auto-fire (just hold down fire 1), and its quicker to change between the two weapons. The special weapons still require using the space bar in this control mode. |
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08 June 2022, 16:49 | #417 | |
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If you're not trying to match the DOS version, then the current behavior is correct (other than the shield not being visible.) |
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09 June 2022, 02:44 | #418 |
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v11 Build available on DropBox here.
This is likely to be the last update for a while, unless any serious bugs are reported. -Fixed the collision of bouncing spikes in World 2 (the small ones were damaging the player from a distance, making it more difficult) -Input latency improved. -Can longer exit Gyroscope mode in mid-air.-Shield when in Gyroscope mode fixed. -New control mode for 2 button joysticks (where 2nd fire is the 360 lightning weapon) -Fixes to redefined controls. -Memory leak fix. -Added a 'NoCache' icon for running in WHDLoad (fixes music in 060's) |
09 June 2022, 07:14 | #419 |
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09 June 2022, 07:18 | #420 | |
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That is the default, if you don't select the 2 Button mode in the controls menu. Disagree that its more intuitive though - I hated having to switch auto-fire on and off to use the different weapons. |
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