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Old 24 February 2022, 23:08   #61
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Quote:
Originally Posted by BSzili View Post
Do you use a different version of Kickstart/Workbench on your machine? Maybe try running it without startup-sequence after SetPatch.

Its running on classicwb full with kickstart 3.1 but I'll try it without startup and see if it makes a difference.

Edit: tried it from a no startup sequence cli prompt and still the same. Only difference was it ran in PAL mode rather than switching to NTSC.

Last edited by Superman; 24 February 2022 at 23:16.
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Old 25 February 2022, 06:59   #62
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I see it was worth a try. What type of accelerator are you using? I see that both you and VincentGR has an 030 card.
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Old 25 February 2022, 10:20   #63
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I see it was worth a try. What type of accelerator are you using? I see that both you and VincentGR has an 030 card.
I’m using a Terriblefire TF1230 which is a 50mhz 68030 and has 128mb ram. It’s a strange issue as I can’t replicate it on WinUAE. Once the sound gets stuck in a loop it will totally freeze either if you die or you press escape to exit.
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Old 25 February 2022, 10:32   #64
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I have a Blizzard MKIV at 50Mhz plus 68882 with 64MB 60ns and maprom enabled on WB3.1.
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Old 25 February 2022, 10:39   #65
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Thank you for the details, I'll try to figure out some workaround after work.
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Old 25 February 2022, 12:34   #66
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It would be nice to see a few more people testing on real hardware also as it may help to narrow down any issues with various setups. I’m happy to keep testing various revisions as required.
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Old 25 February 2022, 18:46   #67
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I added a flush before starting any new digi sound, this should fix the sound effects getting stuck for some people. I also replaced the OPL emulator in the sound converter with the old DOSBox one, which is less accurate but much, much faster. For comparison on a 14 MHz 68020 music track 26 took 829 seconds to render with the MAME synth, while DBOPL finishes in just 195 seconds. Now the percentage is displayed during conversion, and it'll tell you how many seconds it took to finish each track.
I also fixed the inconsistencies with the joystick, button 1 (red) and button 2 (blue) are no longer swapped, neither are Reverse and Forward on the CD32 pad.

Last edited by BSzili; 25 February 2022 at 20:01.
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Old 25 February 2022, 19:25   #68
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Tried on real Amiga (1200 040/25 + 32 meg)
and got an occasional Guru 80000008 and 81000005 on reset

But when it worked the HUD is Scrambled (See Pic)
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Old 25 February 2022, 19:29   #69
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Is the game data OK according to patch-data? I'll try in on an emulated 040 config later.
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Old 25 February 2022, 20:40   #70
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Patch Data ?
Oh, You have done an update...
Will have to give that a go

#Update#
Now it will not run at all ---
Just 80000008 followed by 81000005

Patch-Data is fine

#update 2#
Emulated is fine apart from a flicker of
the last line of the screen where it meet the Stats

Last edited by Nobby_UK; 25 February 2022 at 21:32.
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Old 25 February 2022, 21:36   #71
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The emulated system is also 040? Maybe a bit more stack will help, as those gurus are related to the program counter wandering to bad places and memory list corruptions.
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Old 25 February 2022, 23:26   #72
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BSzili: A trivial question but what compiler did you use and why did you choose it?

Thanks

I didn't see anything mentioned in the .zip file
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Old 26 February 2022, 00:08   #73
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Works also with CDTV controller

[ Show youtube player ]
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Old 26 February 2022, 00:25   #74
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Quote:
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The emulated system is also 040? Maybe a bit more stack will help, as those gurus are related to the program counter wandering to bad places and memory list corruptions.

Yup, a match for the real one.


How much should I go for ?
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Old 26 February 2022, 06:47   #75
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BSzili: A trivial question but what compiler did you use and why did you choose it?

Thanks

I didn't see anything mentioned in the .zip file
Yeah, that ZIP is just a quick archive without any documentation, which I'm yet to write A for the compiler I'm using Bebbo's GCC6 suite:
https://github.com/bebbo/amiga-gcc

Quote:
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Works also with CDTV controller

[ Show youtube player ]
Haha, that looks fun! Too bad the CDTV remote emulates the joystick/keyboard at a hardware level, so you can't read the other buttons when in joystick mode.

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Yup, a match for the real one.


How much should I go for ?
I see, then I probably won't be able to reproduce it via emulation. If you have plenty of memory you can try something ridiculously high, like 1000000, or just double the current amount to 8192.
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Old 26 February 2022, 09:04   #76
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Since the game is a lot more stable now, I decided to make a pack for Spear of Destiny as well. The link is in the first post.
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Old 26 February 2022, 11:27   #77
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Since the game is a lot more stable now, I decided to make a pack for Spear of Destiny as well. The link is in the first post.
Excellent work again!


One last request if its not too much effort, can you map a weapon cycle for the green button on the CD32 pad? Obviously not enough buttons on the pad for every weapon, but one to cycle through available weapons would be great.
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Old 26 February 2022, 11:53   #78
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That's probably not a good idea, since the game has a weird system, where you can only customize the mapping of the first 4 buttons and the RUN, OPEN, FIRE, STRAFE actions. This means if you have accidentally remapped the green button in the menu to do something else, you wouldn't be able to get back the "next weapon" function. That being said I could make the Play button switch to the next weapon instead of bringing up the menu, which is not that useful during gameplay.
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Old 26 February 2022, 12:11   #79
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Great work yet again as Spear of Destiny working just fine for me also. I'm interested to know what framerates people are getting on their various setups though. My TF1230 50mhz fluctuates at around 17-20fps.

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Old 26 February 2022, 12:21   #80
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Yeah, me too. The first map of SOD will be slower than Wolf3D because they decided to put those vines everywhere. Those are the expensive sprites to draw as they have a lot of alternating transparent and solid pixels.
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