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Old 06 December 2022, 15:25   #1021
grond
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Watching one of the latest videos I wonder whether that jumpy stride animation is too big in height difference. It gave me nausea (but a lot of 1st person view games do nowadays). Actually, when we walk or run we never see the world jumping about, we compensate for that movement with our eyes. I know this was a feature of the original game but ideally there would be an option to disable it.
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Old 06 December 2022, 15:52   #1022
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In the Zone AB3DTKG-Blitz1260.lha is a working installation. You can add any new .exes to it.
This appears to have dropped off The Zone now - can someone re-upload it please? Or pop it on FTP?
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Old 06 December 2022, 16:00   #1023
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Watching one of the latest videos I wonder whether that jumpy stride animation is too big in height difference. It gave me nausea (but a lot of 1st person view games do nowadays). Actually, when we walk or run we never see the world jumping about, we compensate for that movement with our eyes. I know this was a feature of the original game but ideally there would be an option to disable it.
Well, I'll be looking at it soone enough because it's connected with the drifting of flat textures. I think that at the time, player bobbing turned up to the point of walking like a chimp wearing a nappy filled with cold porridge was all the rage.
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Old 07 December 2022, 15:12   #1024
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@pipper - Am I OK to squash and merge?
@pipper based on your original review I've squashed and merged those changes after playtesting a few different levels successfully with no new regressions.
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Old 07 December 2022, 18:06   #1025
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That’s ok - go ahead! I’ll be out for a few days, potentially no internet access. Thanks for the sleuthing!
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Old 07 December 2022, 18:32   #1026
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This appears to have dropped off The Zone now - can someone re-upload it please? Or pop it on FTP?
Should be back now.
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Old 07 December 2022, 18:54   #1027
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The file (ABD3D2_Blizz1260.lha) is also on Turran's server as 'ABD3D2_Blizz1260 [My working installation (Thanks Andy and everyone involved) of the recompiled AB3DII-TKG.].lha' in the folder '/TheZone/files'.
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Old 07 December 2022, 19:24   #1028
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The file (ABD3D2_Blizz1260.lha) is also on Turran's server as 'ABD3D2_Blizz1260 [My working installation (Thanks Andy and everyone involved) of the recompiled AB3DII-TKG.].lha' in the folder '/TheZone/files'.
Every new build I compile usually ends up in my mod repo too if you just want an executable
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Old 07 December 2022, 19:30   #1029
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That’s ok - go ahead! I’ll be out for a few days, potentially no internet access. Thanks for the sleuthing!
You all heard him. Merge party!!!
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Old 07 December 2022, 20:41   #1030
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You all heard him. Merge party!!!
I expect to see a flurry of updates

I have just pushed a new branch on my repo 'menu_level_select' with all the brain farts I had (was going to do them individually but got lazy) , nothing major and most 'not done too well', there is a 'hack' to stop the game freeze when restarting the same level at 50fps in there, a 'custom options' menu for things people have requested. check it out if you have 5 minutes spare.
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Old 07 December 2022, 21:35   #1031
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I expect to see a flurry of updates
I have quite a backlog of reformatting/refactoring
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Old 07 December 2022, 21:37   #1032
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I have quite a backlog of reformatting/refactoring
good stuff
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Old 08 December 2022, 10:47   #1033
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Should be back now.
You're a good man, Angus. And thorough.


Many thanks! I can now join in with the testing!
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Old 08 December 2022, 13:51   #1034
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You're a good man, Angus. And thorough.


Many thanks! I can now join in with the testing!
Least I can do in the face of all the fantastic and mind boggling work Pipper, Karlos, Abu, Grond etc are doing and contributing to. :-)
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Old 08 December 2022, 19:24   #1035
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@karlos

if i change FS_HEIGHT in hirers.s from 232 to 240 it renders correct but over draws the bottom status bar, i can only imagine the small screen top offset is still applied for full screen? or something
a possible fix for this is to set FS_HEIGHT to 240 in hires.s and then in chunky.s use

move.w #FS_HEIGHT-8,d1

in place of

move.w #232,d1

same applies to double width & double height I guess, not tested them as yet.

Last edited by abu_the_monkey; 08 December 2022 at 19:44.
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Old 08 December 2022, 19:42   #1036
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a possible fix for this is to set FS_HEIGHT to 240 in hires.s and then in chunky.s use

move.w #FS_HEIGHT-8,d1

in place of

move.w #232,d1
I don't mind trying but I'm unable to do it just yet. I just refuctored something. That's like refactoring, except it comes out broken...
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Old 08 December 2022, 19:50   #1037
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I don't mind trying but I'm unable to do it just yet. I just refuctored something. That's like refactoring, except it comes out broken...
just like most of the code I write then
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Old 08 December 2022, 22:52   #1038
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I think I made some horrible rookie mistake.

I must just be too used to C linkage because I thought _start: was an actual entry point for execution when it's really whatever comes first in the code section. Which is obvious in hindsight, but I'd inadvertently moved some data declarations ahead of start and these were getting executed. Which seemed fine because at first it was zero initialised pointers which IIRC end up looking like OR d0,d0 and don't really cause any issues. Of course as soon as I moved something initialised there, it 8000 0003 on me.
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Old 09 December 2022, 12:14   #1039
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I think I made some horrible rookie mistake.
Actually it is not rookie at all, I fully understand how you fell into that trap. I think using "_start:" as a label was really the root of the problem. I wouldn't have dared use that label because I would have figured that it might cause problems with the linker.
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Old 09 December 2022, 14:01   #1040
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Just a quick one, .bss sections are zero initialised by AmigaOS, right? I know it's commonplace elsewhere.
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