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Old 16 November 2021, 21:05   #201
kremiso
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another great add @Muzza
can i ask which shump part has been the most problematic to develop?
the second one, with a lot of scrolling direction changes, or maybe the last one, with the scrolling speed change?

i'm doing some tests with winUAE, seems the minimum RAM request to make work this last demo is 1MB chip + 1MB fast
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Old 16 November 2021, 22:00   #202
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Great - thanks for the update - impressive progress.
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Old 16 November 2021, 22:54   #203
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Nice, thanks for yet another great update
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Old 17 November 2021, 01:32   #204
lmimmfn
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Looks fantastic, great work man!
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Old 17 November 2021, 02:57   #205
Muzza
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Quote:
Originally Posted by kremiso View Post
another great add @Muzza
can i ask which shump part has been the most problematic to develop?
the second one, with a lot of scrolling direction changes, or maybe the last one, with the scrolling speed change?

i'm doing some tests with winUAE, seems the minimum RAM request to make work this last demo is 1MB chip + 1MB fast

Matching all the precise scrolling movements in level 2 was a probably more of a pain than matching the scrolling speed from level 3.
But the biggest pain was probably the level 2 boss. 7 destroyable sections, and about 50 movement patterns when you take into account there are 3 sections moving independently. Also 4 guns that turn on/off at pre-defined times, and restrictions on what can be damaged when, based on whether guns are shooting, not shooting, destroyed, etc.
I had to play the game with cheat modes on, and carefully watch each pattern, note it down, try to match it, then repeat. It was just time consuming.
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Old 17 November 2021, 09:29   #206
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Old 17 November 2021, 09:33   #207
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Whow!!Stunning!! Thanks.
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Old 17 November 2021, 10:51   #208
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Really turned out very nice, respect. And also already intigated Katakis AGA I love it.
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Old 17 November 2021, 11:53   #209
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WOW. Just WOW!
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Old 17 November 2021, 13:18   #210
kremiso
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Quote:
Originally Posted by Muzza View Post
Matching all the precise scrolling movements in level 2 was a probably more of a pain than matching the scrolling speed from level 3.
But the biggest pain was probably the level 2 boss. 7 destroyable sections, and about 50 movement patterns when you take into account there are 3 sections moving independently. Also 4 guns that turn on/off at pre-defined times, and restrictions on what can be damaged when, based on whether guns are shooting, not shooting, destroyed, etc.
I had to play the game with cheat modes on, and carefully watch each pattern, note it down, try to match it, then repeat. It was just time consuming.
thank you, always curious about developer dark side thing
please continue also in future to add little cuts of development, pro and cons;
it's a pleasure to read into
fingers crossed for your project
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Old 17 November 2021, 14:42   #211
dlfrsilver
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Quote:
Originally Posted by Muzza View Post
Matching all the precise scrolling movements in level 2 was a probably more of a pain than matching the scrolling speed from level 3.
But the biggest pain was probably the level 2 boss. 7 destroyable sections, and about 50 movement patterns when you take into account there are 3 sections moving independently. Also 4 guns that turn on/off at pre-defined times, and restrictions on what can be damaged when, based on whether guns are shooting, not shooting, destroyed, etc.
I had to play the game with cheat modes on, and carefully watch each pattern, note it down, try to match it, then repeat. It was just time consuming.
Hi Muzza, can you make an executable file for the latest demo for level 3 ?

It's a trackloading ADF disk, and i would like to test it from my hard drive

Thanks !
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Old 17 November 2021, 21:51   #212
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Looks and sounds amazing under WinUAE, I'm sure it's even better on real hardware, but that'll have to wait until spring when I get back to our weekend house where my CD32 gear is. You sir are a hero!
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Old 18 November 2021, 00:38   #213
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Quote:
Originally Posted by dlfrsilver View Post
Hi Muzza, can you make an executable file for the latest demo for level 3 ?

It's a trackloading ADF disk, and i would like to test it from my hard drive

Thanks !

Currently I don't have a reliably working version that can run from hard drive. Because it is a system-takeover game, you can't load any files without restoring enough of the system to allow dos to work. I do have a routine that does this, however, it has problems. Firstly it requires all audio interrupts to be shut down (meaning the loading music cannot work). Secondly, I've struggled to make it robust. Under emulation, my EnableDOS/DisableDOS routines seem to work fine when the config has both Chip and Fast RAM, but hangs when I have no Fast RAM. In the past I spent a lot of time trying to get this working, but mixing OS-Friendly with System-Takeover routines is not really a good idea to start with.

I'm sure someone with more expertise in this area could make it work, there are all sorts of timing and order gotchas involved that I've probably got wrong somewhere, but I ultimately went with just using trackdisk for the game to avoid the problem altogether.

I'm considering implementing a suggestion someone made earlier, where for hard-drive support I simply load the entire games assets into RAM (in a compressed form) before doing the system takeover. This should allow the game to run from hard drive, but will of course mean you need more RAM to run it.
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Old 18 November 2021, 11:20   #214
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I have 1.5mb chip free plus 32 MB of fast to do so.
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Old 19 November 2021, 06:26   #215
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I've fixed a number of issues from the last release that could cause crashes on certain configuration. I've also done a version that runs from hard drive (no icon, you'll have to run it from the shell)

Floppy version in the zone and on dropbox
Hard drive version also in the zone and also on dropbox. Press Escape to quit back to Workbench.

F2 skips levels by the way.

If you had any problems with the last build, please try this one. I'm still interested in knowing whether it works on 040/060s, as I know earlier versions did not.

Thanks to ross for helping with one issue and then finding another I didn't even know about!
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Old 19 November 2021, 08:09   #216
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Fabulous. Ross is an incredible asset.
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Old 19 November 2021, 08:24   #217
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Quote:
Originally Posted by Muzza View Post
I've fixed a number of issues from the last release that could cause crashes on certain configuration. I've also done a version that runs from hard drive (no icon, you'll have to run it from the shell)

Floppy version in the zone and on dropbox
Hard drive version also in the zone and also on dropbox. Press Escape to quit back to Workbench.

F2 skips levels by the way.

If you had any problems with the last build, please try this one. I'm still interested in knowing whether it works on 040/060s, as I know earlier versions did not.

Thanks to ross for helping with one issue and then finding another I didn't even know about!
Thanks for making an hard drive version !

Here is my feedback : Level 3-1, 3-2 work fine on my A1230-32mb fast.

However, when level 3-3 load, there is a problem, i have the music running, but the display remains black. I only have the status panel at the bottom of the screen.

I exit with error 8000 0004 01DFFFFx
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Old 19 November 2021, 08:56   #218
Muzza
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Damn
If you’re able to try the floppy version it could be useful to know if that works.
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Old 19 November 2021, 09:08   #219
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Quote:
Originally Posted by Muzza View Post
Damn
If you’re able to try the floppy version it could be useful to know if that works.
my A1200 has an HD modded drive 1760kb. I have no gotek on my A1200.
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Old 19 November 2021, 10:22   #220
dlfrsilver
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Quote:
Originally Posted by Muzza View Post
Damn
If you’re able to try the floppy version it could be useful to know if that works.
Problem found : It's cache related !

I did this to fix the problem :

Set nocache on the CLI

then loaded the game demo.
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