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Old 21 January 2021, 05:08   #81
TjLaZer
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Sound. Thanks!
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Old 21 January 2021, 18:48   #82
nikosidis
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The sound is great but the title music have a lot of background noise?
I tested on my A1200/030
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Old 21 January 2021, 19:10   #83
DamienD
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Quote:
Originally Posted by nikosidis View Post
The sound is great but the title music have a lot of background noise?
I tested on my A1200/030
Title music?

I don't have this; and I've tried the following WinUAE configurations:
... A500 / KS 1.3 / 1MB Chip RAM
... A1200 / KS 3.1 / 2MB Chip RAM
I also don't get the "background noise" you talk about.
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Old 21 January 2021, 19:33   #84
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Quote:
Originally Posted by nikosidis View Post
The sound is great but the title music have a lot of background noise?
I tested on my A1200/030
There should be no sound of any kind when the front end is running. So, I've no idea what's going on here. Can you possibly make a small video of it running so I can see what's up?

B
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Old 21 January 2021, 19:37   #85
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Sorry, I did not mean title music. The in game music I ment. I can even hear the noise in the video from
Indie Retro news.
[ Show youtube player ]
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Old 21 January 2021, 20:09   #86
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Quote:
Originally Posted by nikosidis View Post
Sorry, I did not mean title music. The in game music I ment. I can even hear the noise in the video from
Indie Retro news.
I believe that what you are referring to is because the sample rate for the music samples is a rather low 11khz which inevitably comes at some cost in fidelity, especially when compared directly to the 16 bit, 44.1khz output from MAME, for example.

To my ears, this isn't noticeable when I play the game. Either in WinUAE through my stereo system, or through the speakers inside the little Sony Trinitron CRT that my A600 is plugged in to. For me, I think it sounds good enough.

I can only guess you're maybe a bit more sensitive to it?

B
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Old 21 January 2021, 21:38   #87
Gilbert
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Great game Bob. I'm sure this is way better than any developer would have done it back in the day. Looks very slick

I used to play Tapper a lot on my Playstation 1( was on one of those arcade compilations).
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Old 21 January 2021, 21:53   #88
nikosidis
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Quote:
Originally Posted by Old_Bob View Post
I believe that what you are referring to is because the sample rate for the music samples is a rather low 11khz which inevitably comes at some cost in fidelity, especially when compared directly to the 16 bit, 44.1khz output from MAME, for example.

To my ears, this isn't noticeable when I play the game. Either in WinUAE through my stereo system, or through the speakers inside the little Sony Trinitron CRT that my A600 is plugged in to. For me, I think it sounds good enough.

I can only guess you're maybe a bit more sensitive to it?

B
It is no big deal. I just wanted to mention it if there was something to be done about it.
Keep on the fantastic work
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Old 21 January 2021, 22:09   #89
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AWESOME WORK!
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Old 21 January 2021, 22:55   #90
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Tested today
on Amiga 600 (2mega CHIP + 4mega FAST)
Ktrl cd32+ controller

It works very well, and plays even better.

1 BUG: the game crashed during the game, or rather the character stopped while the rest of the game continued regularly.

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Old 21 January 2021, 23:25   #91
Old_Bob
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Originally Posted by skyzoo73 View Post
1 BUG: the game crashed during the game, or rather the character stopped while the rest of the game continued regularly.
Dammit!!!!

This has only happened to me a couple of times in early testing here and I thought I had it squashed. I guess I'll need to look in to it some more.

You should still be able to skip to the next round using the second fire button? Does this work with your CD32 controller?

B
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Old 21 January 2021, 23:51   #92
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Just had a go of it.

Really really awesome work, I haven't played the arcade in a while but it certainly brought back the buzz of it.

As I was playing I did get the controls all stick like above.

I have a save state in WinUAE of it if it will help you - let me know where to send it? Happy to help you debug it if you want me to?

Geezer

Last edited by mcgeezer; 22 January 2021 at 00:01.
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Old 22 January 2021, 00:36   #93
Old_Bob
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Originally Posted by mcgeezer View Post
Just had a go of it.

Really really awesome work, I haven't played the arcade in a while but it certainly brought back the buzz of it.

As I was playing I did get the controls all stick like above.

I have a save state in WinUAE of it if it will help you - let me know where to send it? Happy to help you debug it if you want me to?

Geezer
Interesting, as well as slightly infuriating, that two of you have encountered the very same problem. I've played the game right through all the levels several times over here with no issue which is why I was pretty confident that this was fixed for good.

If you want to have a peek around inside it, then by all means, you're more than welcome to.* The player control flag bits are held in a longword at address $108, what value is in there when it's frozen, dude?


*although rooting through somebody else's code to find bugs is surely the programming job from hell, lol.

B
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Old 22 January 2021, 22:54   #94
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Quote:
Originally Posted by Old_Bob View Post
Dammit!!!!

This has only happened to me a couple of times in early testing here and I thought I had it squashed. I guess I'll need to look in to it some more.

You should still be able to skip to the next round using the second fire button? Does this work with your CD32 controller?

B
I redid a few plays by changing controllers, with a classic one button and everything works regularly no bugs. I re-played with the KTRLcd32 + controller and no bugs occurred.

Retrying the game several times, I noticed that in certain levels the number of customers seems to me really exaggerated.
(The maximum I managed to reach was level 7, with about 160,000 points)

Maybe I don't remember, I have to re-play on the original arcade.
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Old 22 January 2021, 23:16   #95
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Quote:
Originally Posted by Old_Bob View Post
Interesting, as well as slightly infuriating, that two of you have encountered the very same problem. I've played the game right through all the levels several times over here with no issue which is why I was pretty confident that this was fixed for good.

If you want to have a peek around inside it, then by all means, you're more than welcome to.* The player control flag bits are held in a longword at address $108, what value is in there when it's frozen, dude?


*although rooting through somebody else's code to find bugs is surely the programming job from hell, lol.

B

Here you go.

>m 108
00000108 2000 0041 0047 0091 0047 0091 0067 0057 ..A.G...G...g.W
00000118 0047 0037 0031 0061 0091 00C1 00C0 00D2 .G.7.1.a........
00000128 00E0 00F0 005E 004E 003E 002E 0400 0004 .....^.N.>......


Writing 0.l back to $108 kicks the game back into life.
I suspect you have an overrun somewhere earlier in memory.

Last edited by mcgeezer; 22 January 2021 at 23:49.
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Old 23 January 2021, 00:53   #96
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Quote:
Originally Posted by skyzoo73 View Post
I redid a few plays by changing controllers, with a classic one button and everything works regularly no bugs. I re-played with the KTRLcd32 + controller and no bugs occurred.

Retrying the game several times, I noticed that in certain levels the number of customers seems to me really exaggerated.
(The maximum I managed to reach was level 7, with about 160,000 points)

Maybe I don't remember, I have to re-play on the original arcade.
The number of customers in each round is the same as the coin op. Interesting that it didn't freeze again for you. I was doing some testing today myself and was unable to replicate it. This exceedingly infrequent occurrence is making this a difficult bug to crack.

Quote:
Originally Posted by mcgeezer View Post
Here you go.

>m 108
00000108 2000 0041 0047 0091 0047 0091 0067 0057 ..A.G...G...g.W
00000118 0047 0037 0031 0061 0091 00C1 00C0 00D2 .G.7.1.a........
00000128 00E0 00F0 005E 004E 003E 002E 0400 0004 .....^.N.>......


Writing 0.l back to $108 kicks the game back into life.
I suspect you have an overrun somewhere earlier in memory.
Yep... bit 29 is the inhibitor bit that either hasn't been been turned off (which seems to me unlikely) or has been turned back on again, possibly by an overrun somewhere.

Thanks, dudes.

B
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Old 23 January 2021, 21:58   #97
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The new version is great but the ingame music IS very hissy, really noticeably so.
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Old 24 January 2021, 04:51   #98
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Very cool to see Tapper on Amiga,a lot of these old games could be perfect ports on Amiga.Great job on this,does this run on the same hardware as Timber?
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Old 24 January 2021, 14:00   #99
Old_Bob
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Very cool to see Tapper on Amiga,a lot of these old games could be perfect ports on Amiga.Great job on this,does this run on the same hardware as Timber?
Yes, it does.

http://www.system16.com/hardware.php?id=603

The main sprite even looks the same...



You'd think Tapper would want to be taking things easy on his day off away from the bar...

Interestingly, the two games are structurally rather similar. With the main mode of play in rounds that are punctuated by a little bonus game.

Okay, dudes. It's bug hunting time...

B
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Old 25 January 2021, 19:35   #100
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Having some problem with my amiga 500 1mb, 03a version, the guest are invisible but game behave like they are there. 04a version won't start and hangs right before title screen should appear.
04a is the only version i have tested on a1200 and there it works good.
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