English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 14 May 2022, 19:03   #81
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
haha native english speakers read that differently than us

That came out wrong lol
jotd is offline  
Old 15 May 2022, 14:14   #82
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
:-)

I have a crash problem, and I am not referring to my biker skills (or lack of them). I have posted a core dump to the Zone.

Similar to previously, I was winning a race (in France!) and shortly before the Finish of the race (but still a few seconds away) the game crashed. Previously it happened at the moment of crossing the line, I think.

Again, it is great fun to play - fantastic job, Jean Francois!

Here are some handy keys, pinched from JOTD's original WHDLoad release



CONTROLS
~~~~~~~~

Miscellaneous Keyboard Controls
-------------------------------

F5 - External View.
F6 - Diaply map on/off (Shows map of current circuit on screen).
F7 - Control Cursor on/off (See your lean degree).
F8 - Track recentering - only while stationary - puts you back on
the rails but gives you a five second penalty.
F9 - Select NTSC/PAL display.
F10 - Display opponent position markers.
DEL - Pause.
C - Toggle through mouse, joystick and keyboard control options.

View Control Keys
~~~~~~~~~~~~~~~~~
F1 - Forward View
F2 - Rear View
F3 - Left View
F4 - Right View
SPACE- Rear-View mirrors on/off (Forward View only).
< - Push bike left (Only while stationary)
> - Push bike Right (Only While stationery)

Bike Control
~~~~~~~~~~~~

Mouse
-----
Push mouse left and right to turn. The left and right mouse buttons
have similar modes of operation for both automatic and manual. In
automatic: Left = Brake and Right = Accelerate, and in manual,
Left = Brake (release and quick re-press steps down a gear),
right = Accelerate (release and quick press to step up a gear).

Joystick
--------
Push the joystick left and right to turn. The fire button is
the accelerator and joystick down is brake. If operating in
manual mode, change gear by pushing the joystick forwards
to go UP a gear and bakcwards to go DOWN a gear - while the
fire button is pressed.

Keyboard
--------

S - Turn left.
D - Turn right.
L - Accelerate
A - Brake

In Manual Mode :

K - Up a gear
M - Down a gear.

In ALL control modes the cursor keys move your bike left and right -
as if you were pushing it with your feet - but only while its stationery.
Angus is online now  
Old 15 May 2022, 16:55   #83
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
I have changed my access fault avoid parameters. It was too laxist. I uploaded "fast_object" in the zone. Overwrite the old one in data by that one and tell me.

I'm pretty confident that it will work even if that means that there could be some temporary graphical corruption when the bug occurs but I can fix that too I think.
jotd is offline  
Old 16 May 2022, 21:55   #84
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
It behaved as before Jean Francois, a crash shortly before the finish. I noticed it was exactly the same filesize as the previous file, is that as it should be?
Angus is online now  
Old 18 May 2022, 00:03   #85
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
same size is expected. I have zoned a new exe.

I also confirm that using replays crash the game with a nasty access fault. Probably not going to fix that... We'll see. Maybe I will. It doesn't happen in the original game with original code in chipmem.

Oh and "Shuttle" with faster framerate will soon be available as whdload update

Last edited by jotd; 18 May 2022 at 11:00.
jotd is offline  
Old 18 May 2022, 10:46   #86
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
Oh my God!!! :-)
Angus is online now  
Old 18 May 2022, 17:34   #87
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
fixed access fault on replay section! now game is really better than the original part.

whdload package updated.
jotd is offline  
Old 18 May 2022, 21:35   #88
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
Awesome work, Jean-Francois!
Angus is online now  
Old 20 May 2022, 20:30   #89
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
Ah-ha! I see Shuttle has apperared on the WHDLoad website. :-)
Angus is online now  
Old 09 July 2022, 23:25   #90
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
Just fixed CastleMaster and found out that making it run in fastmem was not that hard. After doing that I tried on my 68060 with and without fastmem, and the result was soooo different

With chip only, the game crawls at 5 FPS. With fastmem, I had to introduce speed regulation else the game runs too fast (like it does in winuae)
jotd is offline  
Old 10 July 2022, 09:37   #91
Reynolds
Alien Breeder
 
Reynolds's Avatar
 
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,096
So Castle Master have beem improved too? Sounds great!
Reynolds is offline  
Old 27 July 2022, 16:14   #92
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
Quote:
Originally Posted by jotd View Post
Just fixed CastleMaster and found out that making it run in fastmem was not that hard. After doing that I tried on my 68060 with and without fastmem, and the result was soooo different

With chip only, the game crawls at 5 FPS. With fastmem, I had to introduce speed regulation else the game runs too fast (like it does in winuae)
I remember you wrote this. I thought you might like to see a video of the Atari ST version of Castlemaster running with a TF536 (030@50)

[ Show youtube player ]
alexh is offline  
Old 27 July 2022, 20:50   #93
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
yes that is probably as fast as the amiga version in fastmem. Atari doesn't have chipmem speed issues.

note that the game is too fast and needs regulation
jotd is offline  
Old 28 July 2022, 09:04   #94
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
Quote:
Originally Posted by jotd View Post
Atari doesn't have chipmem speed issues?
It does. It's equivalent ST-RAM has the same limitations. 8MHz bus speed + bandwidth limited due to other DMA masters.

This is being overcome on the Atari WITHOUT changing the game code (to relocate to Fast-RAM) by adding an L2 write through cache covering ST-RAM to TF536 FW.

I don't think you can do this with the Amiga without putting a duplicate copper chip inside the TF536 and I don't think it's CPLD is big enough.

On the ST it's just the FDC, HDC, blitter. Plus games were written to support ST's without a blitter
alexh is offline  
Old 28 July 2022, 10:52   #95
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
Good information. I didn't know that ST could do DMA (well I knew that the STE had a blitter though, so DMA is there).

The funny thing is: the game has a reloc table. It just allocates chip memory for its code. So the job was really easier than for Red Zone. Just move the music module back to chip, and the rest works without any change.
jotd is offline  
Old 28 July 2022, 11:17   #96
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
Didn't the 3D Construction Kit use the same (Freescape?) system as Castlemaster? Don't suppose that could utilise the same work you've done with Castlemaster, Jean-Francois?

[ Show youtube player ]


Update:

Hey, I didn't know there was a WHDLoad patch. :-) Nobody was interested when I asked - but that was probably 20 years ago. But by the look of it, it still needs chip memory.

Last edited by Angus; 28 July 2022 at 11:44.
Angus is online now  
Old 28 July 2022, 14:13   #97
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
Maybe it's quite easy to adapt it to fast memory. Will check that out.
jotd is offline  
Old 28 July 2022, 18:24   #98
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,240
That would be great - we could have a fast 3D game writing competition on EAB. :-)
Angus is online now  
Old 28 July 2022, 21:17   #99
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,162
Quote:
Originally Posted by Angus View Post
That would be great - we could have a fast 3D game writing competition on EAB. :-)

Ahh Psygore did that. Psygore = no source code _ever_. You'll have to ask him
jotd is offline  
Old 29 July 2022, 10:08   #100
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
We're going slightly off topic here talking about Freescape / Castlemaster but there are 3 other games based on the same Engine (codebase?) that might be easy to patch for FASTRAM too? Their slaves were all by Codetapper.

https://hol.abime.net/434 http://whdload.de/games/Driller.html
https://hol.abime.net/275 http://whdload.de/games/DarkSide.html
https://hol.abime.net/1473 http://whdload.de/games/TotalEclipse.html

Last edited by alexh; 29 July 2022 at 10:18.
alexh is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
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

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 23:10.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10276 seconds with 14 queries