23 May 2018, 21:40 | #21 |
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23 May 2018, 21:41 | #22 |
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23 May 2018, 21:48 | #23 | |
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Come and see me at home and I'll show you a fully functional version (i need to write a cracktro..) Last edited by ross; 23 May 2018 at 21:54. Reason: damn english! |
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23 May 2018, 21:54 | #24 |
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...it wasn't a dig at you my friend; more a statement that you are very busy and have many projects on the go at once
I'm an extremely patient man; but not everyone else is... You free this long weekend, I'll book my flights then? |
23 May 2018, 21:58 | #25 |
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23 May 2018, 21:58 | #26 |
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23 May 2018, 22:14 | #27 |
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another knife ..
EDIT: Talking vaguely serious .. I'm very busy at work (definitely for another month). I hope then to have some free time. .. and a new "old" hobby that takes me away a lot of time Last edited by ross; 23 May 2018 at 22:22. |
24 May 2018, 09:39 | #28 |
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23 June 2018, 15:36 | #29 |
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Just noticed a graphical glitch near low-right border, only when waves appears (see attached image).
I investigate... ADD: found another oddity (not related), that make some "notched black void" appears on far right play area edge, only in some configuration Code:
MOVE.W #$00b0,[DIWSTOP in Copper list] MOVE.W [LISAID],D0 CMP.W #$00f8,D0 ; A1200 AA LISA BNE.B .skip MOVE.W #$00b1,[DIWSTOP in Copper list] .skip Last edited by ross; 14 July 2018 at 12:12. Reason: ADD |
13 August 2018, 19:55 | #30 | |
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There is evidence on the code that attempts have been made by the original programmers. The routine used for this (unique!) water effect dynamically use DDFSTOP/BPLCON1. At the same time there is a (copper driven) IRQ used to change bitplane modulo and other registers by CPU (so very hard to use instead), an interlaced single/dual playfied BPL change, x-multiplexed sprites for the waves and DIW synchro for COLOR00 freeing.. All this does not allow a complete correction, or only by a complete rewrite of this complex routine. In any case I have greatly mitigated the problem and now it is practically invisible and only occasional spots appear in the water that persist a beat of eyelashes and seem part of the underwater landscape. The "notched black void" and all 'shifted' lines are now fixed. No more 'border' problem on AGA, so compatible with new WinUAE SubPixel/SuperHires mode (completely rewritten routines that use BPLCON1). The changes are too many and too deep to make a WhdLoad slave for the existing version. I reassembled the code from scratch so when it will be finished there will be a new floppy version and a new hdd install. |
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13 August 2018, 20:50 | #31 |
CaptainM68K-SPS France
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Ross, once you have a second, i have a project currently running needing your talents, and it concerns a AAA game.
Please contact me in PM |
13 August 2018, 21:47 | #32 |
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Amazing work on this Ross !!! Thanks for the detailed update, looking forward to that release
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04 May 2019, 18:39 | #33 | |
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This is one of the best games ever for the Amiga and deserves a bugfree version playable with WinUAE too |
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04 May 2019, 18:50 | #34 |
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04 May 2019, 18:52 | #35 |
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04 May 2019, 19:02 | #36 |
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04 May 2019, 19:03 | #37 |
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04 May 2019, 19:07 | #38 |
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18 May 2019, 10:55 | #39 |
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I remember that Lionheart had at least versions (or two box editions). WHDLoad mentions even three. Maybe some version had corrected this.
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18 May 2019, 11:25 | #40 | |
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I think I checked the latest version available, but who knows.. |
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