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Old 26 July 2018, 12:19   #41
earok
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Quote:
Originally Posted by DamienD View Post
Hmmm, I see what you mean

To be honest, I've always used this trained version: U.N. Squadron (1990)(U.S. Gold)[cr Genesis - Angels][t +7 SR - Valhalla].adf

With this file all your changes fit onto the disk

Finally, I also noticed you lost the formatting / colours from the modified "readme.txt" file on the disks... this has now been fixed.

So in The Zone! you will find Area 88 - Trained & Untrained.zip which contains:
  • Area 88 (1990)(U.S. Gold)[cr Genesis - Angels][h Earok].adf
  • Area 88 (1990)(U.S. Gold)[cr Genesis - Angels][h Earok][t +7 SR - Valhalla].adf
Legend I'll give it a quick check and use that instead.
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Old 26 July 2018, 12:39   #42
zzbylu
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and gameplay:
[ Show youtube player ]
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Old 26 July 2018, 12:58   #43
earok
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Originally Posted by zzbylu View Post
and gameplay:
[ Show youtube player ]
Cheers mate! That was quick.

@DamienD I've updated the package on my site and in the zone with your ADFs. Also I've remembered properly thank and credit you this time
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Old 26 July 2018, 13:07   #44
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Originally Posted by earok View Post
@DamienD I've updated the package on my site and in the zone with your ADFs.
Great

Quote:
Originally Posted by earok View Post
Also I've remembered properly thank and credit you this time
Thanks but it's really not necessary... you did all the hard work, I just added some final touches to the disks
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Old 26 July 2018, 23:19   #45
TjLaZer
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Thanks, works great in NTSC!
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Old 27 July 2018, 01:48   #46
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Quote:
Originally Posted by DamienD View Post
Now that earok has finalised Area 88

...time to update this in my collection accordingly

So, please do the following:
  • Delete the file "C:\WinUAE\Configurations\U.N. Squadron SE [modification].uae".
  • Delete the directory "C:\WinUAE\Games\U.N. Squadron SE".
  • Download / extract the archive from here into C:\WinUAE.
Thank you

I Thoroughly test the game & trainer and it is working perfectly..
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Old 27 July 2018, 10:54   #47
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Cheers guys, appreciate the tests
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Old 22 June 2019, 22:42   #48
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is it possible to get hold of the changes so it can be "backported" to the whdload slave instead of hacking the original code?

(earok I know you don't want to code whdload slave, but you're wrong with your skills this should be a breeze for you)
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Old 23 June 2019, 02:41   #49
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Originally Posted by jotd View Post
is it possible to get hold of the changes so it can be "backported" to the whdload slave instead of hacking the original code?

(earok I know you don't want to code whdload slave, but you're wrong with your skills this should be a breeze for you)
Sadly, I didn't keep very good notes about what I did, and there's a jumble of changes all over the place - from memory I swapped out several art assets, hacked a trig function to slow down projectiles, slowed down enemy waves for every level in the game, slowed down the scroll speed, and tweaked the story dialogue to align it better with the source anime. The bundled WHDLoad slave itself was hacked to ignore the checksum test that verifies the version of the game (though admittedly I've got no excuse for doing it this way, given the slave has available source).

It MAY be better to backport the changes from one of my more minor hacks into a WHDLoad slave (and maybe do it in a way that's cleaner), but again - my note taking is terrible, the best way to get the changes is to do a hex data comparison between the original game and the hacked version.

http://earok.net/game/flying-shark-se
http://earok.net/game/wonderboy-monster-land-se
http://earok.net/game/minor-hacks
http://earok.net/game/project-x-special-edition-2017
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Old 10 November 2019, 17:19   #50
Shatterhand
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I just tried this... it's still not a good game, but it went from a unplayable mess to something that can be played. The game is too flawed to be really good, but at least now its possible to play it properly.

It's a game that, if made to use the amiga hardware properly and not move like an Atari ST game, could be really good. Some areas are very fun with tight spots to dodge bullets, but the jerky movement really kills it (coupled with lots of boring areas where nothing is happening too)

WHat really surprised me is that this was coded by Mick West, who did pretty good to excellent jobs with Darkman (Not a good game, but very well coded), Parasol Stars and Lethal Weapon.

It really seems Tiertex would suck down any talent from any programmer.
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Old 10 November 2019, 22:32   #51
earok
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Originally Posted by Shatterhand View Post
I just tried this... it's still not a good game, but it went from a unplayable mess to something that can be played. The game is too flawed to be really good, but at least now its possible to play it properly.

It's a game that, if made to use the amiga hardware properly and not move like an Atari ST game, could be really good. Some areas are very fun with tight spots to dodge bullets, but the jerky movement really kills it (coupled with lots of boring areas where nothing is happening too)

WHat really surprised me is that this was coded by Mick West, who did pretty good to excellent jobs with Darkman (Not a good game, but very well coded), Parasol Stars and Lethal Weapon.

It really seems Tiertex would suck down any talent from any programmer.
Agreed.. so far as I understand it, Tiertex tended to treat the Atari ST as the main platform, and then did their Amiga conversions as cheaply as possible - reworking the code as little as possible to make it run on Amiga hardware, without bothering to take advantage of sprites and such to make it run at an acceptable speed.
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Old 10 November 2019, 23:20   #52
Shatterhand
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But your hack really made the game close to be enjoyable Before it was a total mess.
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