21 September 2018, 17:24 | #221 |
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Understood, if I will find any help I will write You.
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23 September 2018, 17:53 | #222 |
Saberman
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HoMM II on the real Amiga 1200/030 - gameplay:
[ Show youtube player ] |
23 September 2018, 23:54 | #223 |
J.M.D - Bedroom Musician
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Beside the 128 megabytes and the 50 mhz FPU that is mostly my A1200 config in italy (viper EC030/42mhz+FPU+32 MB ram) - now Meynaf would go mad at me more - since i still need to finish all audio tracks - but i wonder if that code could be a bit optimized, in-field graphics could be reduced of colors, audio rediced to lower rate or the C2P could use an approach similar to shapeshifter EVD - but that is just me since am no coder
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24 September 2018, 09:56 | #224 | |
son of 68k
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Quote:
Reducing colors isn't realistic because many effects expect 256 colors, and these particular 256 colors. There is notably palette cycling that would fail miserably, shadowing done by reading on-screen pixels and darkening them, etc. Decreasing the rate of audio would only bring quality loss - audio does not currently take significant cpu time. And the C2P already updates partial screen regions (else it would be real damned slow, believe me - even the mouse pointer would be so sluggish you'd want to just throw the game !). But it's C++, and the code is largely sub-optimal. Some parts have been rewritten in asm already. However it's basically huge... |
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25 September 2018, 14:51 | #225 | |
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Quote:
PHP Code:
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25 September 2018, 15:06 | #226 |
son of 68k
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That part may well be the biggest problem, in fact.
How to transmit actual palette data ? |
25 September 2018, 15:46 | #227 | |
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Quote:
PHP Code:
PHP Code:
PHP Code:
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25 September 2018, 16:48 | #228 |
son of 68k
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Ok.
Now i need to setup RTG under winuae. Just adding rtg board is easy, but how to setup it so that the above can work ? I don't even have cybergraphics.library (btw, do all rtg setups use this ?). |
28 July 2019, 20:45 | #229 |
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hello, i reopen this thread to ask if there is a way to play music? i see from option in the game that is possible to play with MIDI. This porting can play music?
By the way, excellent porting for Amiga. |
29 July 2019, 08:36 | #230 | |
son of 68k
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Quote:
Options exist to play either MIDI or CD but changing them will have no effect. Note that Mac version could not play MIDI either (actually, XMI). |
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29 July 2019, 10:50 | #231 |
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ok, thanks
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11 August 2019, 06:36 | #232 |
J.M.D - Bedroom Musician
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well, i was tasked to do the music, and seems still got a lot to do; i did listen cold lately at what i did and i admit more than half of it is not as good as it should be
Am busy with two jobs right now and several gigs for other projects but would love to have this on my pedigree too, and done better than is now, hoping that all those projects give me better skills than in 2016 Last edited by saimon69; 11 August 2019 at 07:07. |
07 March 2021, 17:43 | #233 | ||
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Hi meynaf,
Not sure if you're aware of this or not... someone over at https://www.ppa.pl/ updated the game file and editor: Quote:
Quote:
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07 March 2021, 18:16 | #234 |
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the readme:
0.5 . both: c2p slightly optimised (but this is probably not noticeable at all) . game: some heroes were nearly never available in the player's castle and the first hero wasn't always of the player's type (but of another player) . game: spell "elemental storm" triggered an abort in 0.4 . game: due to misuse of sprintf in original code, signposts consisting of a text having the "%" symbol in them weren't shown properly . game: no longer stops the color cycling when moving a hero - why they did this (it was intentional) is beyond me . game: while the game explicitly forbids giving your spellbook to someone else, it no longer prevents you moving it inside your own inventory . game: titans located at the top of the screen and firing with a narrow angle could destroy some off screen mem (negative start y coord), ultimately leading to random crashes . game: could not build something after building a boat, where a boat could be built anytime - now the boat is ignored but if you think the game should have always disallowed building a boat and something else at the same turn, well, then, just don't do it . game: you can now select midi output again (but no effect, of course...) . game: path finding made faster (twice as fast as before), should speed-up computer moves too Last edited by Aladin; 07 March 2021 at 19:55. |
07 March 2021, 19:00 | #235 | |
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Quote:
Here's what I added to the meynaf's "History.txt" file: I've tested further now and... although the intermittent slight speech issues with animations between the Campaign missions has been fixed; I have a major issue with the intro animation after clicking on "New Game" --> "Campaign" jittering like hell [ Show youtube player ] I'm running a 68040 / Fastest possible configuration... if I tick "Jit" then this fixes the issue but the game then plays way too fast... So I'm afraid that I can't use this unofficial update. |
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07 March 2021, 19:52 | #236 |
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So I still had the version 0.4 readme on my installation, I do not have have replaced the history file, thank you for the clarification
Last edited by Aladin; 07 March 2021 at 19:58. |
07 March 2021, 19:56 | #237 | ||
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Quote:
Quote:
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07 March 2021, 20:11 | #238 |
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No with cpu max and nojit, i have first campaign video (the same that your video) running good. (winuae 68060 and 68040)
the only video that jerks a little is the intro video at the launch of the game I'm using Homm2 french Last edited by Aladin; 07 March 2021 at 20:31. |
07 March 2021, 22:02 | #239 | |
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Quote:
I guess my laptop is too old... I can get around the "Campaign intro" issues by setting "Jit" and "CPU Speed = -60%": |
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08 March 2021, 08:16 | #240 |
son of 68k
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Seems someone has made some hacks to try to fix something.
But if a fix breaks something else, of course not a good fix. |
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