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Old 23 May 2018, 21:40   #21
ross
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Originally Posted by viddi View Post
Any news?
Same as Strider
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Old 23 May 2018, 21:41   #22
DamienD
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Originally Posted by viddi View Post
Any news?
We all know that ross is extremely busy / in demand, but I can play this game too.

Since no cracks work perfectly at all; any news with Shadow Warriors; *fixed music in level 4 and a decent trainer*?
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Old 23 May 2018, 21:48   #23
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Originally Posted by DamienD View Post
We all know that ross is extremely busy / in demand, but I can play this game too.

Since no cracks work perfectly at all; any news with Shadow Warriors; *fixed music in level 4 and a decent trainer*?
You twist the knife into the wound

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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Old 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?
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Old 23 May 2018, 21:58   #25
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You free this long weekend, I'll book my flights?
mmh, or you or a nice gal
I'm very undecided!
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Old 23 May 2018, 21:58   #26
DamienD
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mmh, or you or a nice gal
I'm very undecided!
I can send my ex-girlfriend if you like; one way ticket though
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Old 23 May 2018, 22:14   #27
ross
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I can send my ex-girlfriend if you like; one way ticket though
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.
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Old 24 May 2018, 09:39   #28
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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..)

That sounds awfully familiar!
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Old 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
I wonder why this strange code ... maybe the programmers had noticed the "pixel shift bug" and tried to correct it in this way not knowing the use of the advanced AGA bits of BPLCON1?
Attached Thumbnails
Click image for larger version

Name:	Lionheart.jpg
Views:	325
Size:	64.2 KB
ID:	58634  

Last edited by ross; 14 July 2018 at 12:12. Reason: ADD
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Old 13 August 2018, 19:55   #30
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Just noticed a graphical glitch near low-right border, only when waves appears (see attached image).
Phew! This bug is absolutely hard to solve.
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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Old 13 August 2018, 20:50   #31
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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
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Old 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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Old 04 May 2019, 18:39   #33
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Quote:
Originally Posted by ross View Post
Phew! This bug is absolutely hard to solve.
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.
News?
This is one of the best games ever for the Amiga and deserves a bugfree version playable with WinUAE too
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Old 04 May 2019, 18:50   #34
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News?
This is one of the best games ever for the Amiga and deserves a bugfree version playable with WinUAE too
Give me another year or two
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Old 04 May 2019, 18:52   #35
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Give me another year or two
Oh yeah... why then not fixing also the macro-bug of clouds inverse-acceleration?
They should accelerate moving right and decelerate moving left. Final game has inverse physics
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Old 04 May 2019, 19:02   #36
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Oh yeah... why then not fixing also the macro-bug of clouds inverse-acceleration?
They should accelerate moving right and decelerate moving left. Final game has inverse physics
Interesting. I'll take a look
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Old 04 May 2019, 19:03   #37
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Interesting. I'll take a look

You would be definitely my hero…
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Old 04 May 2019, 19:07   #38
ross
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You would be definitely my hero…
Do not bow down to much, i've a bazillion of pending project.. so I have no idea when
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Old 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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Old 18 May 2019, 11:25   #40
ross
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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.
http://eab.abime.net/showpost.php?p=...5&postcount=29
I think I checked the latest version available, but who knows..
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