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Old 03 May 2017, 23:57   #21
DamienD
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Weird; it should be the opposite really
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Old 04 May 2017, 00:20   #22
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Found a 2.00R version and patch (bs21pat6.zip)
But the patch fails to find its EXE ?!?!


Found a Russian version of 2.10R (in an ISO) that sort of works

IE
The game starts --- behind workbench...
and the controls have a mind of their own

Last edited by Nobby_UK; 04 May 2017 at 01:30.
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Old 04 May 2017, 09:32   #23
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Quote:
Originally Posted by Aladin View Post
the loading is very long with winuae when use Max speed cpu
Loading ok when cpu speed real a500/a1200
I'm usually test with the "fastest possible" option, no such slowdown here. Some people complained about the slow loading time in Catacomb 3D too, I guess you just need to limit the CPU speed as a workaround.

Quote:
Originally Posted by Nobby_UK View Post
Found a 2.00R version and patch (bs21pat6.zip)
But the patch fails to find its EXE ?!?!


Found a Russian version of 2.10R (in an ISO) that sort of works

IE
The game starts --- behind workbench...
and the controls have a mind of their own
I'm not sure what does that mean. Do you have a video of it?
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Old 04 May 2017, 22:52   #24
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It is prob... down to the emulator

In Game it is like keys are pressed (Strafing - How is that done ?)
and In Menu like up or down is pressed.


[ Show youtube player ]
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Old 05 May 2017, 09:25   #25
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Thanks! If the menus work, you can check the Controls in the Game options. Customize has has the current mappings, and if you see garbage there, then you probably copied the config.bs6 file from the DOS game. The config file is not compatible between the two versions, because it wasn't really on my mind to make it so. If deleting config.bs6 fixes the problem, then I'll make it compatible with the dos version, so others won't run into the same problem.
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Old 05 May 2017, 21:16   #26
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The first update is here. I added a screen mode requester, so the game can be played on RTG screens besides the native chipset modes. It also now uses the default AHI music unit for sound. The text presenter issues are also fixed, now the Story page shows up correctly.
Planet Strike is now also available, it needs the 1.01 registered version, which is the latest one AFAIK. It's a darker, grittier game with fewer but better designed levels. Check out the first post for the links.

Last edited by BSzili; 05 May 2017 at 22:02.
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Old 05 May 2017, 21:31   #27
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That fixed it !

As for the Control menu ---
See the Grabs... Before & After

Last edited by Nobby_UK; 12 April 2020 at 23:43.
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Old 05 May 2017, 23:07   #28
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Tested 'Planet Strike' version 1.00
It became 1.01 under your EXE

The music was quite Hissy...
because it was 16 bit as opposed
to the 8 bit of the earlier game ?
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Old 05 May 2017, 23:46   #29
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Both PC-DOS game is correct version (a think so), the CLI/Shell window gets text...
Code:
VL_SetVGAPlaneMode got modeid 21000
VL_SetVGAPlaneMode c2p setup 320 200 8000
VL_SetVGAPlaneMode C 1719(1681) F 118608(118272)
...and Software Failure Requester.
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Old 06 May 2017, 08:42   #30
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Quote:
Originally Posted by Nobby_UK View Post
Tested 'Planet Strike' version 1.00
It became 1.01 under your EXE

The music was quite Hissy...
because it was 16 bit as opposed
to the 8 bit of the earlier game ?
Nope. The AdLib sounds/music are always rendered into 11KHz 8-bit samples. Planet Strike has a lot quieter music, which means more quantization noise. I'll look into a selective increase of the volume, because only the Apogee fanfare uses the full headroom, so there's no reason why the other music has to suffer for it.

Quote:
Originally Posted by waldiamiga View Post
Both PC-DOS game is correct version (a think so), the CLI/Shell window gets text...
Code:
VL_SetVGAPlaneMode got modeid 21000
VL_SetVGAPlaneMode c2p setup 320 200 8000
VL_SetVGAPlaneMode C 1719(1681) F 118608(118272)
...and Software Failure Requester.
Sorry, there's not much I can add to that.
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Old 06 May 2017, 12:54   #31
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I made a small update for Planet Strike, and doubled the volume of the rendered sounds. Make sure to delete the "adlib" drawer so the sound effects and music gets converted again. This should make the music less noisy.
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Old 06 May 2017, 17:22   #32
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Thanks for planet strike and support rtg.

For info Catacomb has no problem loading with cpu fast in winuae for my configuration. Strange for blake stone
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Old 06 May 2017, 19:26   #33
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@BSzili your work is fantastic, I have a lot of your ports on Amiga and also MorphOS.

I'm curious what the porting process is like. Would you ever consider writing a howto or a generalized guide?
 
Old 06 May 2017, 21:42   #34
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See output grabs (where I got the 16 bit idea)

EDIT
Updated --- Not much better
Still shows 16 bit in Output

Last edited by Nobby_UK; 12 April 2020 at 23:43.
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Old 06 May 2017, 22:36   #35
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Quote:
Originally Posted by esc View Post
@BSzili your work is fantastic, I have a lot of your ports on Amiga and also MorphOS.

I'm curious what the porting process is like. Would you ever consider writing a howto or a generalized guide?
I'm not sure if there's a general way of doing it, but I always try to answer questions. To me the most useful thing is the source of existing ports.

Quote:
Originally Posted by Nobby_UK View Post
See output grabs (where I got the 16 bit idea)
I see, that's the audio mode. I guess selecting higher quality can improve the AHI mixing, even if the samples are all 8-bit. The latest version uses whatever you select for the Music unit.
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Old 07 May 2017, 11:33   #36
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Old 07 May 2017, 12:45   #37
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Unfortunately he is missing most of the sprites for some reason.
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Old 07 May 2017, 17:41   #38
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You should not shoot the White Coats
(Some give coins for the food dispenser)
unless they shoot at you.

Here's what I see :


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Old 07 May 2017, 22:01   #39
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That looks more like it. I made a small update, and removed the double buffering for RTG modes to make it compatible with Vampire screens.
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Old 09 May 2017, 00:57   #40
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Quote:
Originally Posted by BSzili View Post
That looks more like it. I made a small update, and removed the double buffering for RTG modes to make it compatible with Vampire screens.
Great job with the port. It's a way better game than Corridor 7.
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