Great. I got quite far with the code cleanup already.
The graphics code really needs a major cleanup. Image data is copied around between several buffers, then scaled to the output size, which is extremely slow. I have always wanted to backport the game to the Amiga, but in its current state it is too convoluted. One could clearly see from the DOS code that the game was ported from the Amiga version, several concepts were directly taken from the Amiga API (like RastPorts, Lists, Bobs) and VGA output was shoehorned on top of that. I take that VGA output,...
The graphics code really needs a major cleanup. Image data is copied around between several buffers, then scaled to the output size, which is extremely slow. I have always wanted to backport the game to the Amiga, but in its current state it is too convoluted. One could clearly see from the DOS code that the game was ported from the Amiga version, several concepts were directly taken from the Amiga API (like RastPorts, Lists, Bobs) and VGA output was shoehorned on top of that. I take that VGA output,...
Today I implemented support for a "Modfiles" directory. Say you want to replace "Pictures\Bahnhof", then put your new version into "Modfiles\Pictures\Bahnhof". The game will look there first. This should(?) work for all files. Feature will be available in the next version coming in a few days. If you create some nice modifications, I might include them as modfiles packages :) Yes, this project started loooong ago, incredible. It's great that every once in a while someone comes along to offer support....
I just uploaded the Amiga CD32 to the project's file collection. Didn't know it even existed. I also noticed that I didn't upload 0.7b which is sitting on my HD for more than a year. Maybe because it only introduced one fix. I uploaded 0.7b now. The voiceover was a single track on the DOS version, too. I wrote a program to split it according to the game's data (I think CDROM.LST or so). Will be easy to do this for the English track. I'll look into it next weekend.
No Car Color in COSP
I didn't know there is an English voiceover for the game. Thanks!
We should come up with a way to mod the game without overwriting the original files. A "user directory" that is prioritized by the loader would be easy to implement. If a file is not found in the user directory, the default (original) file is loaded. I already did large parts of the english translation for the Profidisk.
A little progress here and there
I really appreciate your support, guys. Thank you so much for keeping the torch burning when it's a dungeon out there in real life. The Amberworld Interpreter is very much alive and developing but there's only limited time for the hobby sometimes. I'm always open for contributions to the source code and/or any other knowledge about the games' inner workings, whatever byte at whatever address it may be. Thank you!
Hi, ich wollte Dir eine private Nachricht über Sourceforge schicken, aber aus irgendeinem Grund funktioniert das nicht mehr, könnte auch an meinem Browser liegen. Ich arbeite seit einigen Tagen wieder am Amberworld Projekt und würde mich freuen wenn Du mir Deine Informationen zu den Dateiformaten geben könntest. Das würde mir helfen einige Speicherzugriffe besser/schneller zu verstehen, vor allem was die "3D-Engine" angeht. Übrigens sind viele Grafiken im Hauptprogramm zu finden - falls Du noch was...
It's been a while...
Hi Felix, Sorry für die späte Antwort. Ich kann zu den einzelnen Optionen nicht viel sagen, sie sind größtenteils noch aus der Originalversion übrig. "fullenv" schaltet alles frei, man hat alle Werkzeuge, kann alle Häuser besuchen, mit "moremoney" gibt's ein paar Prozent mehr Geld. Grad mal durch den Code geschaut... Mit "storyoff" landet man am Anfang offenbar direkt mit 5000 Pfund im Hotelzimmer und hat alle Taxi-Ziele freigeschalten, sonst nur Holland und Victoria. Die Cheats werden nicht im Savegame...
I found some more bugs. /******/ In fpgac.y, rule globalvarlistmember if(($1.v->type == TYPE_DEFINED) && ($1.v->type == TYPE_FLOAT)) becomes if(($1.v->type & TYPE_DEFINED) && ($1.v->type & TYPE_FLOAT)) /******/ To fix the while(){} construct: In fpgac.y, rule whileloop RIGHTPAREN stmt becomes RIGHTPAREN whilestmt Additional rule whilestmt: stmt | leftcurly declarations stmts rightcurly /******/ In syntax.l sscanf(... "%Li" ...); becomes "%llo" for octal "%llx" for hex /******/ In output_netlist.c,...
Missing return value
I fixed the issue for the next release. Coming soon ;)
Thanks! I guess that has to do with the voice. Usually the music volume is changed when voice is played. That shouldn't happen when there is no voice. I was so focused on the voice that I didn't test the game without it. I'll fix that. I'm also working on the translation of the Profidisk, so we can finally have an English version of that, too.
Time running very fast when people arrive at the street
The timing bugs should be fixed with version 0.7a released today. If some scenes are still too fast or too slow, please open a new ticket.
Repainting car shows wrong color
I found the bug. It is fixed in version 0.7a released today.
I found the bug. It will be fixed in version 0.8
Version 0.7 released (fixes audio)
Version 0.7 released (fixes audio)
Version 0.7 released (fixes audio)
The project is not abandoned, I just don't find much time to do playtesting and verify bugs. The source code is downloaded several times a week but I didn't get any feedback on it for years. I had an hour to waste this morning and randomly looked through some of my projects. I read the release notes for 0.6 and remembered that it still lacked the volume settings since I replaced the mixer code. So I fixed that today for 0.7. No gameplay fixes however, sorry. Now that all the audio stuff is done,...
Version 0.7 released (fixes audio)
Hi! Sorry I didn't get a notification about your comment, so I unfortunately missed it. That is a very interesting bug. Thank you for your detailed report. If I find some time I will look into the issue. It may take some months however. Thanks for your support and (hopefully) patience.
Thank you so much for your detailed report :) I will test the English Profidisk version next weekend. Meanwhile I uploaded version 0.6 that should fix the memory leak and use less memory overall. It does not include fixes for the bugs you just reported. I'll look into these.
Thanks for your report. If I got it right, you're saying that an exception occurs when you start a new game and save for the first time. If you play a loaded game, you can save without the exception. Correct? And the exception does not trash the saved game, it can still be loaded as normal? That is pretty nasty to debug, as it never happened on my (Win7 x64) machine. I'm using Visual Studio Express 2012 for debugging and lcc-win32 for release. I could provide you with the debug version, maybe its...
Crash when trying to go into Buckingham Place
Game crashing when trying to plan Natural Museum
Fixed :) Visiting the Buckingham Palace now works. See the attached screenshots. Thanks again for bug hunting, Neno!
Thanks for the savegame! I'm currently investigating that crash... I guess to see the floor plan, you have to get the documents from 10th Downing street, at least there are some special cases for Buckingham in the code.
After watching a video of the Natural Museum heist on YouTube, I can say that the spot lights are in the correct places. The scrolling is extremely bugged in the original version, too. So I'm going to just ignore that one "ghost" light for now, add a line to the log file for future research and call this bug fixed.
Documentation on how to set up the game
Game crashing when trying to plan Natural Museum
Unfortunately the Natural Museum seems to have some more problems, spot lights in the wrong places and weird scrolling (Matt can walk off the screen). The crash has to do with a spot light that has no entries in its list of positions. Ignoring that one spot light would work, but as some of the others also seem to be in the wrong place, I should have a closer look at what's happening there.
I would always prefer a real savegame, because one can never know what side effects cheating has (missing initialization etc). It usually takes less than 5 minutes to find the broken code that caused a crash, unless you have to play several hours to get there :)
Thanks for providing the savegame! This really helps a lot. I already found the cause for the Natural Museum crash :)
Unfortunately I don't have a savegame where Buckingham Palace or Kenwood House are accessible, so I will have to play or cheat to get there. I guess I'll implement an "all access" cheat to make bug fixing easier.
Time is also running too fast when observing a building, although I would call it a feature in this case. It's also much too fast when waiting for a building to open. I will get back to the timing issues as soon as they're the biggest problem left ;)
This works for me. I tried every color and although beige is more like brown and yellow looks like olive green, it always shows the correct colors during and after the paint job. Which car are you using?
Thanks for your report! living\bob.c|BobSetDarkness is not the cause of the problem. This call is always logged as it is unimplemented and I still don't know what exactly it was supposed to do. So I guess I'll have to visit Kenwood house ;)
Percentage missing
I fixed the bug regarding the missing lines for the guard paths and alarm system. This may also fix related glitches that have not yet been reported. Version 0.5 also introduces joystick support and we will soon be able to play the CDROM talkie version from HD. This feature already works but its implementation is still very experimental.
I will look into the other two issues (guard paths and alarm connections missing) in the next days.
I fixed the missing percentage bug today with the release of version 0.4f.
Ambermoon maps uploaded
Which version are you playing? Welche Version ist das?
Copy all directories from the "original files" to a directory on your HD. Extract...
Update 0.4e
Update 0.4e
Game crashes #3
Game crashes #2
Game crashes #3
Hm... I already replied some minutes ago but it seems it wasn't saved. Anyway, thank...
Game crashes #2
!!! Baris fixed the bug himself and sent me the changes. They will be implemented...
Update 0.4d
Game crashes
Thank you for the report. I managed to reproduce and fix the issue. It's an access...
Thank you for the report. If you could provide some more details on where the game...
Update 0.4c
Hotfix version 0.4b
New version 0.4
New version 0.4
cloudlx verursacht fehler
Fixed in version 0.3
the name of the ability does not appear on the organizational screen
New version 0.3
New files added
Found and fixed the bug! Again, it's caused by a struct misalignment in tcdata.h...
Found and fixed the bug! Again, it's caused by a struct misalignment in tcdata.h...
Found and fixed the bug! Again, it's caused by a struct misalignment in tcdata.h...
Found and fixed the bug! Again, it's caused by a struct misalignment in tcdata.h...
Found and fixed the bug! Again, it's caused by a struct misalignment in tcdata.h...
I'll look into the Amiga version, which I remember had much better sound than the...
Added the percent sign in version 0.2a (2014-06-27)
automatic language detection
Added in version 0.2a (2014-06-27)
no collision on background color
Added in version 0.2a (2014-06-27)
I already thought about that because of the CDROM version. The CD audio code should...
automatic language detection
the name of the ability does not appear on the organizational screen
no collision on background color
cloudlx verursacht fehler
New version 0.2
add mouse support
bug in loadsave.c