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Old 20 September 2020, 20:51   #41
Galahad/FLT
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Quote:
Originally Posted by jarre View Post
test level 6...tooooooo bad...also garbaged (i edit the exe to start in level 6)

Attachment 68925

at position 166
33 fc 00 00
to
33 fc 00 06
Real Amiga or WinUAE?
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Old 20 September 2020, 21:06   #42
clenched
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IPF is fine, Galahad's (first) is fine, Plain ADF all fine to the end.
Savestate is Galahad's just before level VI so have that in DF0:

use debugger to travel unmolested:
W 13936 1.w
Wrote 1 (1) at 00013936.W

Unaltered ADF:
The HOL manual is missing an icon and number in the right column and a number in bottom row. It's unlikely these will be called on let alone three times in a row.
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Last edited by clenched; 21 September 2020 at 03:53. Reason: delete savestate
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Old 20 September 2020, 21:18   #43
Galahad/FLT
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Quote:
Originally Posted by clenched View Post
IPF is fine, Galahad's (first) is fine, Plain ADF all fine to the end.
Savestate is Galahad's just before level VI so have that in DF0:

use debugger to travel unmolested:
W 13936 1.w
Wrote 1 (1) at 00013936.W

Unaltered ADF:
The HOL manual is missing an icon and number in the right column and a number in bottom row. It's unlikely these will be called on let alone three times in a row.
So if my first is fine, why are we getting graphics corruption on level 6?
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Old 20 September 2020, 21:30   #44
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Originally Posted by Galahad/FLT View Post
So if my first is fine, why are we getting graphics corruption on level 6?
My guess would be editing the exe to start at level 6 is corrupting data.
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Old 20 September 2020, 21:31   #45
Galahad/FLT
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Originally Posted by Radertified View Post
My guess would be editing the exe to start at level 6 is corrupting data.
Or maybe relies on data loaded from the previous level?

EDIT: I'm pretty sure if someone starts at level 5 and plays from there, my first version is fine, same enemies in level 5 as in level 6, and I think by going directly to level 6 means enemies that would be in memory already are not there.
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Old 20 September 2020, 21:33   #46
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Or maybe relies on data loaded from the previous level?
Possible too. Or even a checksum being triggered, but that seems unlikely.
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Old 20 September 2020, 21:53   #47
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Stange of i editie to level 2, 3, 4 or 5 at start all is fine Onlusten sic Hove me Garbage . ????
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Old 20 September 2020, 21:56   #48
Galahad/FLT
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Stange of i editie to level 2, 3, 4 or 5 at start all is fine Onlusten sic Hove me Garbage . ????
As I suspected then. Level 6 doesn't load up the enemy graphics, it expects them to be there in memory already from when you played Level 5, so skipping directly to Level 6 means it never loads up the enemies it needs.

EDIT: Version 1 of Bomber Bob by Scoopex is back in the zone now it appears we have figured out the issue with skipping levels
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Old 20 September 2020, 22:04   #49
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Quote:
Originally Posted by Galahad/FLT View Post
As I suspected then. Level 6 doesn't load up the enemy graphics, it expects them to be there in memory already from when you played Level 5, so skipping directly to Level 6 means it never loads up the enemies it needs.

EDIT: Version 1 of Bomber Bob by Scoopex is back in the zone now it appears we have figured out the issue with skipping levels
oke, but why is this not happening at level 2,3,4 and 5..?? just try yourself by editing the level at fresh start

at position 166
33 fc 00 00
to
33 fc 00 01 (01 to 06 levels, 07 is end sequence)
by fresh start on level 1-5 all should be fine

but happy anywayz that the issue is cleared and we have a clean version now....
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Old 20 September 2020, 22:06   #50
Galahad/FLT
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Originally Posted by jarre View Post
oke, but why is this not happening at level 2,3,4 and 5..?? just try yourself by editing the level at fresh start

at position 166
33 fc 00 00
to
33 fc 00 01 (01 to 06 levels, 07 is end sequence)
by fresh start on level 1-5 all should be fine
It doesn't really matter if it happens on other levels.

Ordinarily, unless you were editing the code, you couldn't just jump to Level 6 (and not aware of a cheat mode), so if you play normally, then the game is fine.

Just means if someone wants to train the game, they have their work cut out for them.

Could even be a basic trainer protection, the coder knowing a cracker would try and skip levels.
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Old 20 September 2020, 22:50   #51
jarre
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Quote:
Originally Posted by Galahad/FLT View Post
It doesn't really matter if it happens on other levels.

Ordinarily, unless you were editing the code, you couldn't just jump to Level 6 (and not aware of a cheat mode), so if you play normally, then the game is fine.

Just means if someone wants to train the game, they have their work cut out for them.

Could even be a basic trainer protection, the coder knowing a cracker would try and skip levels.
Oké clear just happy A good adf is out now
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Old 21 September 2020, 03:25   #52
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New ADF seems to work fine, got to level 3 flying round and bombed out..

Ingame no issues so far, gfx all there, all sfx present, All enemies die when shot at, The Shop at tend of level is good, No issues so far..

Can anyone add a trainer so i can test it thoroughly on my gotek?
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Old 21 September 2020, 06:37   #53
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I've created a very quick trainer for Galahad's fixed ADF. In the zone.

Left mouse button starts the regular game.
Right mouse button starts the trainer, which is just unlimited lives.

Other than a few seconds of play, it's completely untested.
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Old 21 September 2020, 10:43   #54
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I've thrown my hat in the ring. Zoned! YABB.
- Force 50Hz on ECS NTSC Amiga
- Bypass protection screen
- H toggle collision during level and wire tunnel.
Key is polled only during a level so make up your mind before entering tunnel.
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Old 21 September 2020, 11:18   #55
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Awesome work EAB community
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Old 21 September 2020, 13:41   #56
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Quote:
Originally Posted by clenched View Post
IPF is fine, Galahad's (first) is fine, Plain ADF all fine to the end.
Savestate is Galahad's just before level VI so have that in DF0:

use debugger to travel unmolested:
W 13936 1.w
Wrote 1 (1) at 00013936.W

Unaltered ADF:
The HOL manual is missing an icon and number in the right column and a number in bottom row. It's unlikely these will be called on let alone three times in a row.
It was scan from second edition probably. That;s the only manual I have. First edition had large poster with all protection on the back. But somehow hipponios managed to complete game with codes from this scan.
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Old 22 September 2020, 01:05   #57
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thanks Galahad for making this possible, with his great crack.
thanks Radertified for the trainer and,
thanks Clenched for the improved crack and trainer
Thanks to all to make in 2020 a proper adf out of this funny game
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Old 22 September 2020, 02:32   #58
ransom1122
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Quote:
Originally Posted by clenched View Post
I've thrown my hat in the ring. Zoned! YABB.
- Force 50Hz on ECS NTSC Amiga
- Bypass protection screen
- H toggle collision during level and wire tunnel.
Key is polled only during a level so make up your mind before entering tunnel.
Any chance this information can be written on the Workbench loading screen prior game starting ?
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Old 22 September 2020, 03:50   #59
clenched
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Originally Posted by ransom1122 View Post
Any chance this information can be written on the Workbench loading screen prior game starting ?
Since two of the items happen without intervention and only one key to remember, it didn't seem necessary.
To do so anyway, lift the ECHO command from Galahad's disk and edit startup-sequence in the same fashion he did.
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Old 22 September 2020, 04:05   #60
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Thought it might be easier to know what the key is for others who use this adf that haven't seen this thread I may modify it myself then
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