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[Arcade PC] Titan A.E. (Laserdisc) [Updated]


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  • 2 semaines après...
  • 4 mois après...
Posté(e)
Il y a 7 heures, Niola a dit :

Many people has old pc and prefer the singe 1.

Sorry but i don't have those versions anymore.

Singe 1 is now deprecated (not my choice) and i don't have those versions anymore. But you should ask; maybe someone has kept them.

  • 1 mois après...
Posté(e) (modifié)
On 02/03/2021 at 12:22 AM, Karis said:

Sorry but i don't have those versions anymore.

Singe 1 is now deprecated (not my choice) and i don't have those versions anymore. But you should ask; maybe someone has kept them.

 

Another request for anyone who has the original Singe 1 version of TitanAE lying around please.

 

I would like to add to the Hypseus Singe collection of games:

  

 

Modifié par xxOToTOxx
Posté(e)
Il y a 11 heures, xxOToTOxx a dit :

 

Another request for anyone who has the original Singe 1 version of TitanAE lying around please.

 

I would like to add to the Hypseus Singe collection of games:

  

 

On second thought i'm not 100% sure the singe 2 versions won't work with a simple video conversion (from mp4 to m2v + ogg).

We changed really few things.

The only problem could be the lenght, as singe 1 was limlited to 65536 frames. Some singe 2 games are longer.

 

Posté(e) (modifié)
21 minutes ago, Karis said:

 

The only problem could be the lenght, as singe 1 was limlited to 65536 frames. Some singe 2 games are longer.

 

 

@Karis

Hey,

 

That is exactly the issue, the current Singe 2 versions are just over with 69753 frames.

mediainfo --Inform='Video;%FrameCount%' titanae.m2v 
69753

 

I assume the video was extended for Singe 2 ?

 

It works perfectly until we hit those higher frames :(

 

Modifié par xxOToTOxx
Posté(e) (modifié)
il y a 27 minutes, xxOToTOxx a dit :

 

@Karis

Hey,

 

That is exactly the issue, the current Singe 2 versions are just over with 69753 frames.


mediainfo --Inform='Video;%FrameCount%' titanae.m2v 
69753

 

I assume the video was extended for Singe 2 ?

 

It works perfectly until we hit those higher frames :(

 

Actually, the demo level (flying sequence) was added to the game. That's the reason. If you remove it, then it should work. That's level 5 (of course you've got to rename subsquent levels).

But for the future, the best solution would be to make Hypseus singe 2 (after all, the sources are available). I wish i could but it's over my head :)

Modifié par Karis
Posté(e) (modifié)
35 minutes ago, Karis said:

Actually, the demo level (flying sequence) was added to the game. That's the reason. If you remove it, then it should work. That's level 5 (of course you've got to rename subsquent levels).

But for the future, the best solution would be to make Hypseus singe 2 (after all, the sources are available). I wish i could but it's over my head :)

@Karis

 

Perfect, I will look to remove that level.

 

Unfortunately it's the VLDP in Daphne that has the 16-bit limit, so making changes to that will probably break all the Daphne emulation. Not sure I want to dive in that deep.

 

I was trying to create a modern Daphne/Singe application, adding the limited Singe 2 games was a bonus, but Singe 2 is Singe 2 and I think will continue to be, with your great games :very-good:

 

If I can get a few new games backward compatible, with all the old favourites, then I'm happy..... TimeGal seems to be the main one people want, which is working perfectly.

 

Modifié par xxOToTOxx
Posté(e) (modifié)

Worked perfectly, you are a star @Karis

 

mediainfo --Inform='Video;%FrameCount%' titanae.m2v
65455

Need to test playing through game, but level5 removed easily enough in .singe.

 

Think I may have had a bugged version from Kangaroo Punch (earliest and nearest to Singe 1 version I guess) as some of the later level definitions seem to have been wrong... 

 

TotalScenesLevel06 = 2  
Lvl06mirror = 0                                                                                                         
Death06mirror = 0

function setupLevel06(thisSegment)

        if thisSegment == SEGMENT01 then

                segmentStart = offsetLevel06Clipend + 1
                segmentEnd   = offsetLevel06 + 2936
                totalMoves   = 11
....
        end
        
end


TotalScenesLevel07 = 5  
Lvl07mirror = 0                                                                                                         
Death07mirror = 0

function setupLevel06(thisSegment)                             <---- Here level number is wrong or am I missing something ?

        if thisSegment == SEGMENT01 then

                segmentStart = offsetLevel07Clipend + 1
                segmentEnd   = offsetLevel07 + 2274
                totalMoves   = 10
                
                move = nil; move = {}
                move[1] = {}; move[1] = {1105, 1120, LEFT, 2, 0, 0}


Subsequent  setupLevel8, was also the same (set as 7) - an old bug ?

 

 

IGNORE: I just downloaded the latest singe file from your mega link and it's corrected, so a bug :)

 

 

Modifié par xxOToTOxx
Posté(e)

This 65536 frame limit is stupid.

I recall it's just a simple value limitation in Singe 1 (passed from 65000 to 65536 by RDG just for logic).

IMHO it could be set higher without any problem (or minor work).

 

Posté(e) (modifié)
il y a une heure, xxOToTOxx a dit :

@Karis

 

Perfect, I will look to remove that level.

 

Unfortunately it's the VLDP in Daphne that has the 16-bit limit, so making changes to that will probably break all the Daphne emulation. Not sure I want to dive in that deep.

 

I was trying to create a modern Daphne/Singe application, adding the limited Singe 2 games was a bonus, but Singe 2 is Singe 2 and I think will continue to be, with your great games :very-good:

 

If I can get a few new games backward compatible, with all the old favourites, then I'm happy..... TimeGal seems to be the main one people want, which is working perfectly.

 

Yeah i see the idea.

Unfortunately you'll lose the nice overlay. And there was an overlay bug in higher resolution if i recall it well (horizontal resolution ok, vertical resolution divided by 2) 

Modifié par Karis
Posté(e) (modifié)

I did have a quick play with increasing 65536 but it was a little catastrophic when I ran anything - lol

 

I may go back to, but RDG does have some comments in the code saying bad things happen.

 

I assumed 65536 was there as it's the 16-bit limit (considering the age of the games and laserdisc players Daphne is emulating that made sense). If it's not then maybe I can do something.....

 

 

Modifié par xxOToTOxx
Posté(e)
#define MAX_LDP_FRAMES 65535 // rdg2010: increase frames cap limit to 16-bit max

 

Knew I had seen this somewhere......

 

 

 

 

Posté(e) (modifié)
Il y a 1 heure, xxOToTOxx a dit :

#define MAX_LDP_FRAMES 65535 // rdg2010: increase frames cap limit to 16-bit max

 

 

Yeah i remember it now. Too bad.

There is certainly something to do by emulating 2 discs or something. But it might be complicated.

Modifié par Karis

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