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Old 04 January 2020, 23:36   #81
malko
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Quote:
Originally Posted by jotd View Post
final version (amiga) here: https://jotd.pagesperso-orange.fr/bagman/index.html

requires 68020+/OS3 (gcc compiles to 68020+ only, and probably too slow on 68000 anyway, I can invest time on this if needed). AGA not required (16 colors used in the game)
[...]
Thanks jotd (& ross) .
Quickly tested with my usual A2000 1.3 ECS config : crash (guru 3 at the end).
Changed the CPU to 68020 & ROM to 3.1 : loads, run & play really nicely.
You should consider adding a '(crack/in)tro' to your 1st game once you will be over with the coding/debugging .
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Old 04 January 2020, 23:59   #82
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bagman: file is not executable
bagman: failed returncode 10

This is adf from real Amiga 1200.
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Old 05 January 2020, 00:23   #83
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Known issue. you probably got the adf from my website. I've updated the adf from my website with the latest version.

@malko game is compiled for 68020+. I could make it 68000 compliant but since it's rather slow what's the point?
A cracktro haha no thanks. I'd have to add a protection first, then remove it and add a cracktro
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Old 05 January 2020, 01:15   #84
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One thing I forgot to mention jotd with the latest file; sometimes when you start the game there is no music.
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Old 05 January 2020, 09:09   #85
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The game plays great now, but, sometimes there is no music, as DamienD says.
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Old 05 January 2020, 10:39   #86
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no music is by design. The music plays once out of 2 times when entering screen 1 & 3. It's the same thing in the arcade.
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Old 05 January 2020, 11:26   #87
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Quote:
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no music is by design. The music plays once out of 2 times when entering screen 1 & 3. It's the same thing in the arcade.
Ah ok, good to know

One thing I've been struggling with is using the lifts. Are you supposed to be able to travel in these? Everytime I get in and it moves, I die
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Old 05 January 2020, 12:03   #88
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the lifts should be used with caution (as you may have noted). You don't really need the one in screen 2, only to cross with the barrow to get to screen 3.

The guards use them, and both Y coords & direction (up/down) are linked. This is not a bug, this is a "feature" of the the original game, probably so you can have more control on them.

If you see that a guard is in the elevator and you want him gone, just switch screens (2 to 3 or 3 to 2). When a guard isn't in the same screen as you he has a "routine" to reach your screen so he has to move: it means he will jump/walk out the elevator as soon as possible.

At screen 3 (the easiest once you know it), the guards exit the elevator on the top only if the player is on the upper half of the screen (hardcoded y test in the game). So you can manage to leave the guards in the elevator by strategically going down when the elevator rises with the guards inside, and go up only when they're on the lower part.

Make them leave the elevator like this too to gain control of it and get some bags you cannot reach otherwise (the one on a ledge in screen 2)

If you want I can create a video where I expose/show my strategy to beat the first level.
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Old 05 January 2020, 12:18   #89
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No matter how hard I try, or how exact I'm in the lifts, I die when they move.





Even the guards fall / die when they get in lifts.

Last edited by DamienD; 05 January 2020 at 12:34.
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Old 05 January 2020, 12:58   #90
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ah that's a bug then! I suppose that your config is too slow to get 50fps and computations suppose that you're getting hit instead of being carried. Interesting. I'll have a look at this.

Since you're using an emulator, can you try a faster cpu? the bug should go away at least.

As usual, the "final" version isn't that final
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Old 05 January 2020, 13:20   #91
malko
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Strange? Yesterday, while testing the game I have used some lifts and I never died...
I even tried to take the lift with the wheelbarrow but this didn't work.

Edit: @Damien: tried with : A2000, ECS, 68020, 2MB Chip, 8MB Fast (CPU excepted, like my real pumped up A2000 from BitD)

Last edited by malko; 05 January 2020 at 20:30.
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Old 05 January 2020, 13:21   #92
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Quote:
Originally Posted by jotd View Post
ah that's a bug then! I suppose that your config is too slow to get 50fps and computations suppose that you're getting hit instead of being carried. Interesting. I'll have a look at this.

Since you're using an emulator, can you try a faster cpu? the bug should go away at least.

As usual, the "final" version isn't that final
I'm using the following settings via WinUAE:
  • CPU = 68020.
  • Chipset = AGA, Cycle-exact (Full) = ticked.
  • ROM = KS ROM v3.1 (A1200) rev 40.68 (512k).
  • RAM = 2MB Chip & 4MB Z2 Fast.
Sure, I will try with a 68030 CPU.

Quote:
Originally Posted by malko View Post
Strange? Yesterday, while testing the game I have used some lifts and I never died...
Doesn't work for me no matter what I do
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Old 05 January 2020, 13:28   #93
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Quote:
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Since you're using an emulator, can you try a faster cpu? the bug should go away at least.
Using a 68030 CPU made no difference

...but using a 68040 CPU did:



I'll switch to this for now, thanks
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Old 05 January 2020, 14:13   #94
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I suspect that the speed regulations of WinUAE aren't perfect. With the same CPU setting, I can have 50fps or 25.

I've played with my real A1200/68060 and it works. My objective of having it running on low-end amigas isn't reached ...
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Old 05 January 2020, 14:34   #95
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Test with Winuae, A1200 config, 020:
curren bagman.adf from the zone. I copied the files to hdd and ran "stack 30000" before running the game (as otherwise done in startup-sequence)

I never experienced slowdowns but heavy flickering if the cpu speed slider is less then +300%. With +300% or more it runs fine.
I had no problems using the lift.
@DamienD maybe try 020 cpu and untick cycle-exact?

Will check on real hardware soon.
The game is great!

Edit: Cant test as my A1200 doesn't boot anymore since today Have to go to work and try to fix it somewhen in the next days.

Last edited by Nightshft; 05 January 2020 at 15:06.
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Old 05 January 2020, 14:40   #96
DamienD
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Quote:
Originally Posted by Nightshft View Post
Test with Winuae, A1200 config, 020:
curren bagman.adf from the zone. I copied the files to hdd and ran "stack 30000" before running the game (as otherwise done in startup-sequence)

I never experienced slowdowns but heavy flickering if the cpu speed slider is less then +300%. With +300% or more it runs fine.
I had no problems using the lift.
@DamienD maybe try 020 cpu and untick cycle-exact?

Will check on real hardware soon.
The game is great!
I just had an issue with 68040 CPU set.

Didn't capture the screenshot when I randomly died, but I was standing here and all of a sudden; death. No guard was close to me...



I'm now changing configurations again: "68030 CPU" and no "Cycle-exact (Full)".

Edit: maybe the "Bonus" counter depleted... anyway, have changed settings now.

Last edited by DamienD; 05 January 2020 at 15:00.
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Old 05 January 2020, 15:10   #97
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jotd; playing the game just now... for some reason, the graphics slightly reminded me of Roc'n Rope.

I really wish someone would port that to the Amiga
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Old 05 January 2020, 15:35   #98
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Roc n Rope I could never get a grip on that game. Just watched a video of the gameplay, that's not the same league as Bagman.
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Old 05 January 2020, 16:15   #99
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Quote:
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Roc n Rope I could never get a grip on that game.
It's probably one of the first arcade games that I ever played

Quite a simple game really; the goal is to reach the bird at the top.

Shoot the rope to climb / move between platforms, and use the flashlight to stun enemies momentarily that get in your path.

Loads of fun and surprisingly difficult; especially later stages.
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Old 05 January 2020, 17:29   #100
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In terms of remaking, not the same league as Bagman One of the reasons you're playing Bagman on amiga/winuae is that I already took the time to reverse engineer & recode the game for Windows SDL 10 years ago. Redoing something from scratch (like mcgeezer did) just for Amiga is just ... huge.

BTW I have zoned a new .adf. The Elevator kill bug should be history now.
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