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Author Topic: Castlevania (Read 36028 times)

Offline geco

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Re: Castlevania
« Reply #15 on: 2021.April.23. 20:56:28 »
Ezek az extrém hangzások akkor egyetlen csatornát használnak csak?
Igen, az envelope hosszát állítgatja a program

Offline geco

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Re: Castlevania
« Reply #16 on: 2021.April.23. 22:26:25 »
Castlevania corrected version, it was strange, all attribute bytes were converted regarding shopping, and key selection, except one, which was a patched byte (and it was responsible for parchment colour only), other bytes was wrongly converted (i used to calculate the new values by head :D :D ) In key selection that was the good value, just i did not keep in mind that all parchment became bright, because Castlevania reset bit 7 of attribute bytes for parchment background colour, and i converted the restore colour to dark cyan :D :D
I corrected another mistake what i inserted, i disabled the interrupt at beginning of key check, but enabled at end of key check, when key was not pressed, but if key was pressed, it was not reenabled.

Castlevania javított verzió, érdekes módon egy kivételével az összes attributum bájt konvertálva volt billentyű választás, és vásárláskor, csak rosszul :D ( fejben konvertáltam azokat) ez egy kimaradó bájtot a program patchelte, az volt felelős a pergament színéért. A billentyű választáskor jó értékre konvertáltam, csak azt felejtettem el, hogy az összes pergament szín sötétből világos lett, mert a program a pergament attributum bájtjának 7. bitjét nullázza, ezeket alapból világosra is konvertáltam emiatt.
Egy másik hiba is javítva lett, billentyű olvasáskor a rutin elején tiltottam a megszakítást, a rutin végén meg engedélyeztem, de oda csak akkor jut a program, ha nem volt gomb lenyomva, ha volt, akkor kilép belőle, és tiltott maradt a megszakítás, ez okozta a billentyűzet beállítás után a zene megnyúlását.

Offline Lacika

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Re: Castlevania
« Reply #17 on: 2021.April.24. 10:18:26 »
Eddig is volt :D
Wolf2004-ben, és MP Soccerben is butítani kellett EP128-ra :D
És volt pár program ami fullon betöltődött bővített gépen.

Robocop 3 is csak memóriabővítős gépen fut. Ez nem feltétlenül baj, azért os mondom, hogy érdemes amúgy nagyon jó játékokat is átírni, akkor is, ha az LPT miatt nem lehet betuszkolni 128K-ba. Etsetleg akkor már némi extrát is bele lehet rakni... :oops:

Offline geco

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Re: Castlevania
« Reply #18 on: 2021.April.24. 15:04:38 »
Ebbe en csak egy extrat tudtam volna elkepzelni, a kezdopalyak egenek raszterezeset, de mast nem, az igazi extra az lenne, ha a grafika at lenne alakitva 16 szinre.

Offline geco

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Re: Castlevania
« Reply #19 on: 2021.May.01. 15:14:39 »
Játék mentési opció implementálva, csak file kezelő eszköz esetén működik, és csak akkor, ha bővített a gép.
Save game option has been implemented, it works only with file handling device, and on expanded EP.

F2: játék mentése / save game

Visszatöltés a menüben a Continue menüpont alatt, betöltéskor csekkolja a program, hogy létezik-e mentett állás, ha igen, akkor megjelenik a Continue opció, viszont kezdéskor még nincs memóriába mentett állás, így ilyenkor ha Load File? kérdésre N-et nyomunk, akkor is a fájl töltődik be, ha már volt elkezdett játék, akkor természetesen N-re a memóriában lévő mentésállítja vissza.

Load back saved game can be done in Continue menu option, program loader checks if saved game exists, if yes, then Continue option appears after loading, but in this phase we do not have saved game in memory, therefore if we choose N for Load File? question, the saved file will be loaded, if a game was already started, then N will restore the saved game from memory.
« Last Edit: 2021.May.01. 15:35:51 by geco »

Offline SlashNet

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Re: Castlevania
« Reply #20 on: 2021.May.01. 16:48:46 »
Like previous build:
128K - OK (with preloading message)
144K - corrupted music and freezes after intro scroll
160K - seems working good

Offline geco

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Re: Castlevania
« Reply #21 on: 2021.May.01. 17:40:21 »
Like previous build:
128K - OK (with preloading message)
144K - corrupted music and freezes after intro scroll
160K - seems working good
I did not test it with 144KB, it is possible, but who wants extra 16KB memory? :D :D
I will check it, otherwise load/save works well?

Offline SlashNet

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Re: Castlevania
« Reply #22 on: 2021.May.01. 17:52:40 »
I did not test it with 144KB, it is possible, but who wants extra 16KB memory? :D :D
I've just check minimal requirements. :)

otherwise load/save works well?

I think, that feature working good. And, surprisingly, in any place (Spectrum version make autosaves only at checkpoints).
:smt023

But I didn't test it at boss battles.

Offline geco

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Re: Castlevania
« Reply #23 on: 2021.May.01. 18:22:30 »
I've just check minimal requirements. :)
Thx :) I did not want to create 144KB config in emulator, and i thought it works well, but i had to create one :D , so i created 160KB , and 176KB config also :D No segment was assigned to Sound segment, so the program tried unpack the music from EXOS ROM :ds_icon_cheesygrin:

I think, that feature working good. And, surprisingly, in any place (Spectrum version make autosaves only at checkpoints).
:smt023

But I didn't test it at boss battles.
Unfortunately originally i did not know that the TRD version saves game state to disk, and thank you for the source, there i saw it, and yes, it seems game state is saved to disk at check points on Speccy, i wanted to do it differently, and i spent some hours today to realize it, i had to find out what else should be saved, and finally why the full screen is not restored after load :D :D
Theoretically Boss battle should work also, but it is theory, because it was not tested :D

128KB destroy system segment, no load/save option, no end sequence, 4 musics have been removed (LPT placed there)
144KB no end sequence, 4 musics have been removed (LPT placed there)
160KB no end sequence
>=176KB all option is available

Offline SlashNet

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Re: Castlevania
« Reply #24 on: 2021.May.01. 19:59:55 »
Thx :) I did not want to create 144KB config in emulator, and i thought it works well, but i had to create one :D , so i created 160KB , and 176KB config also

Usually, I've just change memory size with the configure menu and reset emulated system.

My default config always loaded at emulator start (so I have default settings every time when emulator started).
I've create batch file to start emulator and autostarting game into it: zip/rar unpacking to tmp folder, then searching for *.com,*.trn,*.bas file, create additional exdos.ini and autorun.bas file with line nnn :Start "gamename", then packing this to floppy img file and start emulator. So I just press Space at Enterprise logo and game starts automatically in most cases.

No segment was assigned to Sound segment, so the program tried unpack the music from EXOS ROM :ds_icon_cheesygrin:
Oh, now I know how EXOS sounds. :)

Unfortunately originally i did not know that the TRD version saves game state to disk, and thank you for the source, there i saw it, and yes, it seems game state is saved to disk at check points on Speccy

That why I asked you about save/load.
And your version is better. :)

I'll try to play this game more at this weekend.

128KB destroy system segment, no load/save option, no end sequence, 4 musics have been removed (LPT placed there)
144KB no end sequence, 4 musics have been removed (LPT placed there)
160KB no end sequence
>=176KB all option is available

:smt024

Offline geco

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Re: Castlevania
« Reply #25 on: 2021.May.01. 21:43:28 »
your solution is an advanced one :-)
I use always tape config with fileio and select the loader by pressing F1 :-D And i use always the predefined config file, i forgot that emu can be configured inside also :-D
Thx, i did not like that game can be restarted from checkpoints, probably it would be better to load the saved game by F3, but now the loading a bit more complicated, therefore i think it will be used less for cheating :-D

Offline SlashNet

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Re: Castlevania
« Reply #26 on: 2021.May.01. 22:02:33 »
I use always tape config with fileio and select the loader by pressing F1

It's so boring to unpack files to 'files' dir, start emu, waiting EP logo, press Space then press F1, then find appropriate com file... :smt015

I'm so lazy to do this things. :ds_icon_cheesygrin:

Offline geco

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Re: Castlevania
« Reply #27 on: 2021.May.01. 22:07:28 »
:ds_icon_cheesygrin:
I do it rarely, mostly i compile the program, load it and try to find the errors :-D

Offline SlashNet

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Re: Castlevania
« Reply #28 on: 2021.May.02. 13:37:08 »
Wrong palette at first boss battle.

Spectrum: https://youtu.be/hMWlYaYbldQ?t=1260

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And after death or victory palette still wrong
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Wood is flooded by flame and rivers with lava :)
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« Last Edit: 2021.May.02. 14:35:28 by SlashNet »

Offline geco

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Re: Castlevania
« Reply #29 on: 2021.May.02. 14:43:43 »
thx, i will check.
it seems at first glance, the palette changed in lpt, or boss objects are stored in other place, we will see.