17 August 2018, 14:20 | #41 |
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Nice update
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17 August 2018, 17:10 | #42 |
Moon 1969 = amiga 1985
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your new palette is really great more contrast !!
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19 August 2018, 01:19 | #43 |
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Cheers guys.
It's out officially - WHDLoad, Untrained ADF, Trained ADF. http://earok.net/game/wonder-dog-se |
19 August 2018, 13:05 | #44 | |||
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Quote:
Quote:
Quote:
The untrained .ADF is fine though and works like the updated WHDLoad version. |
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20 August 2018, 10:44 | #45 | |
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Quote:
You could possibly try using the WinUAE debugger to see where it's being triggered from, which would help narrow down the issue - like so (instructions only for trained version) - Press Shift+F12 - Enter "f 90028" - Press G to resume play The window should open again when the program hits the point where it disables up-to-jump. If this happens randomly without pressing second button, for instance, it should help find what's causing it. |
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20 August 2018, 16:10 | #46 |
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Tested both trained and untrained on my A1200 1D4 without problems.
Buttons work as due. Only on WinUAE i have problems; 2nd button and down direction to enter doors don't work. |
20 August 2018, 22:04 | #47 | |
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Quote:
For 85% of A500 games, my usual configuration is as follow:
a) 1st button to shoot and up to jump; as in original game implementation. b) Now pressed the 2nd button to switch jump from up to the 2nd fire button. I then tried leaving as "ECS Agnus" and using "KS ROM v3.1 (A500,A600,A2000) rev 40.63 (512k)" and your patch above worked 10 out of 10 times |
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21 August 2018, 00:34 | #48 | |
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Wonder Dog is an "OCS / ECS" game so when testing on an A1200; probably lucky that it works at all without chipset / timing patches. Anyway, would be best if someone with a real A500 / A500+ / A600 test this instead. |
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21 August 2018, 00:55 | #49 |
namm namm AMIGA
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Great Stuff Thank you
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24 August 2018, 14:13 | #50 |
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@earok can you share the palette modification code? I'm currently re-doing wonderdog whdload to add:
- CD32 full controls - 2nd button for jump - SFX as default (you may see where this is going aaaaaaaaand.... - figured out how the various level loads, so I'm thinking of a way to add CD music through an extra CD slave in CD32load. Actually this is in progress here (after long months not deciding how to do it) so I'd like to add that palette option to the whdload slave (like I did for your Ruff n tumble controls) |
24 August 2018, 14:44 | #51 |
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24 August 2018, 17:26 | #53 |
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Yes, you are right.
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25 August 2018, 13:06 | #54 | |
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Quote:
Palette changes were made in the RNC crunched file at offset A8C00 in the disk image (in fact I think this is the main executable for the entire game since I did my control hacks here too). The attached file on this post contains both the original file and the hacked file (uncrunched). You should be able to use a hex editor with a comparison tool (such as HXD) to see what changes I've made. Note that the palette changes are purely data, the code changes here is I've inserted a patch for enabling second button jump. |
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25 August 2018, 14:21 | #55 |
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thanks. You sent me the mod files converted to .wav already so I could do with the amiga version.
So much (interesting) work by now project is making progress. I have created an aux. slave system that hooks on whdload calls which allows to re-patch stuff after patch/load/... and it's beginning to work. The CD audio routine Toni wrote for me is working. I've adapted it for CD32load but not able to test yet. Soon... |
25 August 2018, 19:34 | #56 |
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okay, update sent to whdload site, you can find the install in the zone as well.
- adapted to WHDload 17: trainer now selectable from splash menu - added option to enable sound effects by default at startup - added option to set trivial passwords: AAAAAAAA, BAAAAAAA, and so on - added option to enable jump with blue button - added CD32 joypad controls: play => pause, fwd+rev => quit current game - added option to set Megadrive-like background palette (thanks to Earok) - now really uses fast memory instead of 1 meg chipmem (and thus playable on 512K chipmem computers provided there is enough fastmem) |
25 August 2018, 20:33 | #57 |
uber cool demi god
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I love it when beautiful people work together. Thanks.
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25 August 2018, 20:46 | #58 |
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Earok work is rare enough for us to reuse it and include into whdload fixes.
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01 September 2018, 12:24 | #59 |
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BTW do you know how many levels there are? It seems that there are only 6 levels (according to the password list), but I have music for 2 more levels.
planet_k9 underground or are those SEGA only? |
01 September 2018, 13:41 | #60 |
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I had a brief scan through longplays to jog my memory.
Underground is a secret level in the Bunny Hop Meadow world (the first world. frustratingly it's not shown on the Amiga longplay, but it is on the Mega CD longplay and I'm 99% sure you can get to it the same way). So there's no password to get there. Planet Foggia is a Mega CD level only, I'm 99% sure of that. Planet K9 is the final level on both Mega CD and Amiga. I'm pretty sure the Circus bonus levels are Mega CD only too. Hope that clears things up! |
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