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#61 |
Registered User
Join Date: Jul 2012
Location: Bury, Lancs
Age: 48
Posts: 665
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Usually the Psygnosis bog box releases tend to go for a little more also
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#62 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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this game has no IPF dump. Shocking!!
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#63 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,625
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There are flux level dumps that were given to Softpres. But the softpres team analysed them and decided they were mastered incorrectly. And they would continue to look for one without the error. But numerous PAL dumps and at least one NTSC dump were all the same. So no official release
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#64 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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In my version track 132 is faulty (but contains no data). All files are extracted properly without it.
New version in the zone. Uses less chipmem, I have fixed one original game bug that could crash the game and also removed some SMC. Tested on A1200/060 and it's really playable now. |
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#65 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 661
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I see it no longer requires MMU, that fixed broken physics at 100mhz for me. That's why I set NoMMU in whdload.prefs, so many slaves have weird glitches otherwise.
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#66 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,316
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It is! :-) However, I managed to create a spectacular WHDLoad crash in a one lap race where I was just about to pass the Finishing line, winning the race at Brands Hatch. Lots of pretty graphics corruption. I put the Coredump in the Zone. It really is playable now, I'm not great at racing games but if I back the mouse sensitivity off one point I can compete now and get round some corners without needing to brake. Excellent. |
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#67 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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Quote:
that probably has something to do with overclocking. MMU + 100MHz doesn't seem to cut it. My A1200/060/50MHz doesn't have this problem. (but 100MHz is better yeah ![]() Angus, qbout the crash: yeah, I think the game writes in some illegal screen memory, got that on the France circuit, just before the finishing line as well. It's still an early version. Lots of testing to do, but it's great to see it running smoothly on real hardware. |
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#68 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,033
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Quote:
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#69 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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no I don"t. And i made sure that the game didn't read there with mmu protection. That's how I know the relocation is complete apart from a small and temporary bitmap fetch.
Leaving the original code as a backup was the original idea I had but it didn't work too well. First because if you omit a table, the game can jump back to chipmem code without you noticing. You want it to run in fastmem. And mostly some variables are accessed PC relative but sometimes absolute (as distance prevents PC relative) so with copies of the code you end up with duplicated/incoherent states. And that's a 3D game you can't really debug if there's a problem. Angus, thanks for the dump, I confirm the issue, I experienced it too. There's something to fix here, as the draw routine goes completely off-bounds when getting near the finishing line on the french circuit Fix for that is in the zone. I could complete Portugal laps without crashes now. - replay seems to have crash issues. Workaround: don't tick it - sound is a bit weird I have tried the original version on my winuae settings and it crashed pretty badly and had gfx glitches even with caches off, where the rebuilt & fixed version runs fine ![]() Last edited by jotd; 12 May 2022 at 23:30. |
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#70 |
Super Member
Join Date: Sep 2014
Location: Wakefield
Age: 49
Posts: 1,342
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Confirmed running very nicely on my A600 with furia
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#71 |
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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You could try to enable more detail. There aren't a lot of objects around.
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#72 | |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,316
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Quote:
So that's effectively an 020 running at 33mhz with fast memory - that is awesome. It would be interesting to see the performance on an 1200 with just some fast memory...... and an A500 with a 1 meg upgrade. I think I might prefer the look of the game without all the cornering chevrons. |
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#73 |
CaptainM68K-SPS France
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#74 | ||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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Quote:
Quote:
I'd be interested!! |
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#75 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,316
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#76 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,441
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it's "object detail"
Released the whdload slave with the latest reloc exe. I've also zoned the new install here |
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#77 |
CaptainM68K-SPS France
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#78 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,625
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It must be home made, including the manufacturing error we discussed. I know you can make your own these days. It's not like the old days when only Softpres can make them and sign them off as good
I see it's the NTSC version. I wonder if that came from my dump from 18+ years ago? |
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#79 | |
CaptainM68K-SPS France
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Quote:
I don't have access to your dumps. |
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#80 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,316
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Thread | Thread Starter | Forum | Replies | Last Post |
at a loss with Red Zone framerate | jotd | project.WHDLoad | 23 | 02 March 2021 19:55 |
Cover Disk: Red Zone demo - Freezeframe? | Angus | support.Games | 10 | 06 May 2020 16:09 |
Red Zone? | mikey2002kent | support.Games | 0 | 26 February 2014 22:06 |
Proposal: Split Amiga projects and PC projects? | andreas | project.Amiga Game Factory | 4 | 12 February 2008 12:00 |
Red Zone demo on The One cover disk? | Angus | Retrogaming General Discussion | 7 | 08 November 2006 11:13 |
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