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Old 30 December 2020, 17:35   #21
jotd
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Keith has taken the slave back. He's going to add levelskip & full trainer.

He also said that there were gfx glitches and game crashes on anything non-68000 so game probably needs deep fixing.

Levelskip/trainer is a must-have to create perfect whdload slaves that actually work.
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Old 31 December 2020, 20:00   #22
Abaddon
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Quote:
Originally Posted by Galahad/FLT View Post
Setting one flag doesn't seem to do it, quite convoluted code, but I have something working so people can go from there and experiment!

I used the Oracle cracked version for reference

So, once the game is loaded and running do the following:

Put in a NOP in at $29e94
Put in a JSR $c0.s at $2890c followed by 3 NOP's

At $c0 write the following code:

btst #2,$dff016
bne $e0
move.w #1,$516.s
tst.w $5ca.s
beq $da
subq.w #1,$5ca.s
jmp $2893e
tst.w $516.s
bne $e8
rts
jmp $2893e

When playing the game, press RIGHT mouse button and it should skip the current level.
The wicked whdload patch does have a level skip option that I added when I originally installed it, but never documented.

Press Help on the constellation select screen and it will complete the constellation or press it during play and it will complete the stage.

The code is in the _PatchQuit method

cmp.b #$5f,d1
bne.b .noskip
move.w #1,($516)
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Old 01 January 2021, 19:03   #23
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So, the ending is a variation of the church bells playing and... this screen.
Then back to the title screen which is corrupted. (on A1200/030)
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Last edited by moohorse; 01 January 2021 at 19:05. Reason: clarified which amiga it was running on
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Old 01 January 2021, 19:10   #24
jotd
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the screenshots look neat. Is that real amiga? or winuae?
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Old 01 January 2021, 19:12   #25
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WinUAE - just about to transfer my CF to the real A1200.
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Old 01 January 2021, 19:24   #26
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Winuae is just fine. It allows to change configs.

can you test with "immediate blitter" ("chipset" page on winuae settings) ?
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Old 01 January 2021, 19:38   #27
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Well, it behaves itself on a real A1200/30.
The palette is messed up when you do the constellation skip from the eye of infinity screen - the "constellation won" and sun image is all in red, but it is fine if you skip from the level.

But not on UAE.
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Old 01 January 2021, 19:53   #28
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Still peculiar on WinUAE with Immediate Blitter...

(That's the same CF card that I swap between the real A1200 and WinUAE)
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Last edited by moohorse; 01 January 2021 at 19:56. Reason: clarified issue
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Old 02 January 2021, 10:45   #29
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okay, there's more to it than blitter waits. I'll sync with Keith/Abaddon
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Old 05 January 2021, 08:25   #30
Alpha One
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Hi, just came across this thread... I did a small trainer for some user on this forum some time ago with unl. lives and levelskip, I uploaded it to the Zone, perhaps it helps a bit.
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Old 17 January 2021, 01:55   #31
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Found the tarot at $526.
0000 = The Lion (invulerability)
0001 = Death (extra life)
0002 = The Moon (guardians home in on you)
0003 = The Hanged Man (reduces amount of time)
0004 = Wheel of Fortune (swaps position of energy meter)
0005 = The Sun (8-way autofire)
0006 = Tower of Destruction (rapid evil growth)
0007 = The Star (increases firepower - up to two can be collected)

Last edited by moohorse; 17 January 2021 at 01:56. Reason: Spelling. :(
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Old 18 January 2021, 16:00   #32
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Thank you to everyone who has helped and contributed. I very much appreciate it.

A couple of other bits:

The energy goes from 0 to 95, so if you set $2a390 to 5f and $2a3a0 to 5f in conjunction with the energy trainer in the WHDLoad which never decrements the energy, then one shot kills the guardian.

Code:
2a38e 32  3c  2f  00     move.w     #0x2f00 ,energylevel
2a39e 32  3c  2f  00     move.w     #0x2f00 ,energylevel
to
Code:
2a38e 32  3c  5f  00     move.w     #0x5f00 ,energylevel
2a39e 32  3c  5f  00     move.w     #0x5f00 ,energylevel
The bool that is the flag for day/night is at $4ba
Code:
2d9ea 0a  79  00  01  00  00  04  ba    eori.w     #0x1 ,(daynight).l
so change that to
Code:
2d9ea 33  c2  00  00  04  ba     move.w     #0x1 ,(daynight).l
2d9f0 4e  71                     nop
(I think that's correct?). This way, although you still get the transition between the sun and the beast, it is still daytime, and daytime rules means you can still shoot the guardian, and no evil spores appear when you see the beast.

It's interesting that there are a lot of locations/copies for these variables in memory. Which is why if you change a value like that, the visual cues (such as the sun/beast transitions) still occur. Is this like a global/local thing, or ByRef/ByVal?
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Old 11 March 2023, 20:38   #33
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Two years in. Still at it. I've got all the level setup data decoded now and am looking to find out how the growth model works during the game.

I've just learned that the game was developed with something called Mirage Assembly Language Programming System on a Mega ST.

https://www-stcarchiv-de.translate.g..._x_tr_pto=wapp

http://www.atarimania.com/utility-at...age_40313.html

Maybe that's why whatever code was generated is so convoluted and impenetrable. Does anyone know anything about this Mirage? (not the same as the thing that is called MirageOS now)
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Old 04 June 2023, 22:57   #34
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I've put together some notes about what I've found out at https://wickedgame2.wordpress.com. It isn't finished - and I suspect it will be a perpetual work-in-progress.
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