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Old 23 January 2023, 22:10   #41
macce2
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I donated a small sum to this game and downloaded it.

I generally like the game's athmosphere;
but unfortunately, I'm having severe problems
running the game.
The response to the commands is very slow,
and there's severe delay between most screens.

Should the game be 060 (and A4000) compatible..?!
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Old 24 January 2023, 00:08   #42
Samurai_Crow
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Quote:
Originally Posted by macce2 View Post
I donated a small sum to this game and downloaded it.

I generally like the game's athmosphere;
but unfortunately, I'm having severe problems
running the game.
The response to the commands is very slow,
and there's severe delay between most screens.

Should the game be 060 (and A4000) compatible..?!
I think it was written in Hollywood. If so, it's running from a bytecode interpreter that prefers a graphics card. The lag you are noticing is probably the truecolor images being converted to HAM8.
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Old 24 January 2023, 09:25   #43
mass
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Quote:
Originally Posted by macce2 View Post
I donated a small sum to this game and downloaded it.

I generally like the game's athmosphere;
but unfortunately, I'm having severe problems
running the game.
The response to the commands is very slow,
and there's severe delay between most screens.

Should the game be 060 (and A4000) compatible..?!
I'm sorry it's running very slow for you. What system are you using? For context, my test system is an A1200 with a TF1230, no RTG. I have a CF card that acts as a hard drive and that's where I installed it.


The game needs just under 2MB of Chip RAM and about 4MB of Fast RAM. If you have an 060, it should run better than my 030. Based on your hard drive, there should be slowdown when it's loading in a new location, but once that's done, moving from screen to screen should be very fast since the bitmaps are already in memory.


I'm happy to help you troubleshoot it. Out of curiosity, is your system PAL or NTSC?


Quote:
Originally Posted by Samurai_Crow View Post
I think it was written in Hollywood. If so, it's running from a bytecode interpreter that prefers a graphics card. The lag you are noticing is probably the truecolor images being converted to HAM8.

The game was written in Blitz Basic and no graphics card is required. Funny enough, there is a very simple bytecode interpreter also written in Blitz Basic that runs all the interactive bits, but it runs pretty fast all things considered. I don't use truecolor or HAM8, just AGA and 8bit images. All the background are actually only "only" 160 colors (so I could use the rest for UI/portraits/etc).
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Old 24 January 2023, 09:27   #44
TCD
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Do you plan to make another visual novel/adventure like NEONnoir, mass?
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Old 24 January 2023, 09:33   #45
mass
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Do you plan to make another visual novel/adventure like NEONnoir, mass?

Yes, absolutely!


My plan is to enhance the NEONnoir engine in order to make another game for the new AmiBlitz jam that's happening. Since the theme is swords and sorcery, it's not going to be in the cyberpunk style. However, this is not the end for Blake Steel, PI.


Currently, I'm in the engine enhancing stage. Bug fixes, a more robust dialog system, and the ability have translations are my top priorities. A lot of these changes will make their way back in to NEONnoir as I want to release a "deluxe" version with in as many languages as I can.
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Old 24 January 2023, 09:36   #46
TCD
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Great to hear Looking forward to the next game
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Old 24 January 2023, 09:41   #47
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This is sweet news, mass, looking forward to your next adventure!
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Old 24 January 2023, 18:12   #48
macce2
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Thank you, Issue mainly solved!
If I run the game straight from Dos,
it seems to work ok.
Maybe some kind of compability issue with
my Mmulib based OS3.9 system.
Is there any need to modify stack size
if the game is run from Dos/cli ..!?
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Old 25 January 2023, 03:08   #49
mass
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Quote:
Originally Posted by macce2 View Post
Thank you, Issue mainly solved!
If I run the game straight from Dos,
it seems to work ok.
Maybe some kind of compability issue with
my Mmulib based OS3.9 system.
Is there any need to modify stack size
if the game is run from Dos/cli ..!?

Great to hear! I don't believe you need to modify the stack size when running from CLI. You can add a tooltype "FORCE_NTSC" if you want to force the game in NTSC mode, there are no other options other than that.
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