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IDProjectCategoryView StatusLast Update
0001181Oscar[All Projects] Generalpublic2020-04-08 17:46
ReporterHexaae 
Assigned ToJOTDProject InfoOscar (Flair Software)
http://www.whdload.de/games/Oscar.html
 
PrioritylowSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
Summary0001181: Oscar: Questions... Oscar AGA still has problems with gfx glitches in the
DescriptionInstall: Oscar (Flair Software) http://whdload.de/games/Oscar.html
GameVersion: english,pal,2 disks
SlaveVersion: 1.0 from 20.05.2000

Questions...
Oscar AGA still has problems with gfx glitches in the underwater level... using OSEmu or fake kickstart in a new slave wouldn't be possible to solve all these problems? The original and the HD-install by Thomas Kessler (but doesn't quit to WB) do not show these problems... Or maybe a new slave for the HD version by Kessler (it includes password bypass) to make it more simple ;-)
Same question for Jim Power: an OSemu version wouldn't automatically fix the gfx bug in the 1st level?
TagsNo tags attached.
MachineA1200
CPU68060
CPUSpeed66
ChipSetAGA
GFXCardNone
ChipMem2 MB
FastMem64 MB
WorkbenchOS 3.9
KickROM40 - Kick 3.1
KickSoftNone
WHDLoad16.5
importedyes
Attached Files

-Relationships
+Relationships

-Notes

note ~0000875

Wepl (manager)

maybe I check this some day, but I already worked to much on this in my eyes ugly game...

note ~0002608

Wepl (manager)

>BJ> Report: Questions... Oscar AGA still has problems with gfx
>BJ> glitches in the underwater level... using OSEmu or fake kickstart in
>BJ> a new slave wouldn't be possible to solve all these problems? The

>BJ the game doesnt use the os beside allocmem so this would have
>BJ absolutely no effect.

>BJ> original and the HD-install by Thomas Kessler (but doesn't quit to
>BJ> WB) do not show these problems... Or maybe a new slave for the HD
>BJ> version by Kessler (it includes password bypass) to make it more

>BJ where can I get this?

Ask JOTD ;-)
http://jffabre.free.fr/amiga/other_loaders/oscarhd.lzx
This installers doesn't quit back to WB :-( but removes protection, load the game from HD with best caches even on my 060
and has no gfx bugs in the Horror-Underwater levels...

>BJ> simple ;-) Same question for Jim Power: an OSemu version wouldn't
>BJ> automatically fix the gfx bug in the 1st level?

>BJ I doubt that jimpower uses the os.

Ok, I just thought the OSemu mode emulated a clean Amiga reset but that's not the case obviously. It's very hard to fix
the technical problem behind gfx error in jim power's very 1st level?

note ~0002609

Wepl (manager)

>BJ> >BJ and you are using the latest slave?
>BJ>
>BJ> version 1.8 (24.02.2001)
>BJ>
>BJ> >BJ i dont see any glitches. in which level?
>BJ>
>BJ> Enter 2nd door, Horror level. Go right, to the water below... jump
>BJ> in-out for some secs. Sometimes screen flashes. Another thing: go on
>BJ> the bottom underwater and leave the sprite there. When you hear the
>BJ> breath-bubble-sound the sprite wobbles slightly...

>BJ please try attached slave. i have no screen flashes here. but you must
>BJ not use CACHE tooltype.

Ok, no flashes, but it's quite slow without CACHE with 060. With CACHE it's always silky smooth and sprites and scrolling
is refreshed 1\50 sec. Much better.

>BJ the sprite wobble is normal i would say, doesnt that happen under jst?

Not at all, and not even loading Oscar from floppies... When there is the bubble-breath sound your sprite trembles
up'n'down.

--
Luca "Hexaä" Longone

note ~0002610

Wepl (manager)

Subject: [WHDLoad] Oscar AGA and underwater flickerings

Hello,
am I the only one to see a gfx bug in Oscar AGA, underwater (horror) level?
Don't move your sprite underwater and every time there's the bubble sound Oscar will flicker up&down...

Can't see this bug running it from floppy or using the installer by T.Kessler:
http://jffabre.free.fr/amiga/other_loaders/oscarhd.lzx

note ~0002881

Hexaae (reporter)

Last edited: 2013-01-05 17:30

View 2 revisions

Bug still unsolved.
Was present on real A1200 and now on WinUAE... :(

When underwater (Horror level), when the bubbles sound occurs, your sprite will tremble up/down with a minimal gfx corruption.

note ~0007370

Wepl (manager)

Could you test if this still happens with the updated install?

note ~0007372

Hexaae (reporter)

Seems to work fine and I can't see the glitch anymore (WinUAE 4.2.3beta + WHDLoad 18.5).

Wepl, just a question about cheats and potential gameplay improvements:
Would it be possible to implement 1 hit = death for enemies (it's 3 in the original game)? And maybe add a "no respawn" (or much longer at least) option after you kill them?

This game was technically quite cool with crisp gfx and nice AGA effects (water etc.), a real pleasure to see, but gameplay has always been killed by that stupid respawn system and enemies to be hit 3 times to die... Very bad game design ideas that made it boring and uninteresting/frustrating IMHO.

note ~0007374

Wepl (manager)

JOTD made the last change to this install. Maybe him.
I have not time for that ATM.

note ~0007376

Hexaae (reporter)

Argh! I was wrong about the underwater bug with vertical-rattling sprite at bubble sound:

With these tootlypes under WinUAE I can't see it:
ExecuteStartup=
ExecutePostDisk=uae-configuration cachesize 512 immediate_blits true cpu_speed real cpu_compatible true cpu_throttle -200

But is still reproducible using these:
ExecuteStartup=
ExecutePostDisk=uae-configuration cachesize 0 cpu_compatible false cpu_cycle_exact true immediate_blits false

note ~0008059

JOTD (developer)

could it be a blitter error? going to check with WinUAE blitter debug option.

Apart from that: the new version of the slave implements the "1 hit kill" on enemies if some option is on. I didn't remove the respawn though. But with this option, the game is already less tedious. Good suggestion!

Unrelated: Jim Power graphical glitches are completely unrelated. And game doesn't use the OS. Stingray is having another look right now.

note ~0008060

Hexaae (reporter)

Great!
If possible would be great the no-respawn option too... ;)

note ~0008073

JOTD (developer)

Last edited: 2020-04-07 21:19

View 3 revisions

I can confirm this glitch: when the bubble sound plays, a few horizontal pixels appear and the character "jumps".

It's a sprite data issue. The first line is probably the last line of the character or some other irrelevant data. Coupled with the sound replay routine WTF :)

The sprite glitch issue even happens on quickstart A500 with ECS version unless "cycle exact (full)" is ticked.

It's a beam/sync sprite refresh issue.

+Notes

-Issue History
Date Modified Username Field Change
2009-04-10 00:50 administrator New Issue
2009-04-10 00:50 administrator Status new => assigned
2009-04-10 00:50 administrator Assigned To => Wepl
2009-04-10 00:50 administrator Machine => A1200
2009-04-10 00:50 administrator CPU => 68060
2009-04-10 00:50 administrator CPUSpeed => 66
2009-04-10 00:50 administrator ChipSet => AGA
2009-04-10 00:50 administrator GFXCard => None
2009-04-10 00:50 administrator ChipMem => 2 MB
2009-04-10 00:50 administrator FastMem => 64 MB
2009-04-10 00:50 administrator Workbench => OS 3.9
2009-04-10 00:50 administrator KickROM => 40 - Kick 3.1
2009-04-10 00:50 administrator KickSoft => None
2009-04-10 00:50 administrator WHDLoad => 16.5
2009-04-10 00:50 administrator imported => yes
2009-04-30 19:57 Wepl Priority normal => low
2009-04-30 19:57 Wepl Resolution open => suspended
2009-04-30 19:57 Wepl Description Updated
2009-04-30 19:58 Wepl Note Added: 0000875
2012-02-16 16:30 Wepl Note Added: 0002608
2012-02-16 16:31 Wepl Note Added: 0002609
2012-02-16 16:32 Wepl Note Added: 0002610
2012-02-16 16:33 Wepl File Added: Oscar.Slave
2013-01-05 17:22 Hexaae Note Added: 0002881
2013-01-05 17:30 Hexaae Note Edited: 0002881 View Revisions
2019-11-13 11:06 Wepl Note Added: 0007370
2019-11-13 13:51 Hexaae Note Added: 0007372
2019-11-13 15:00 Wepl Note Added: 0007374
2019-11-13 15:00 Wepl Assigned To Wepl => JOTD
2019-11-13 15:00 Wepl Status assigned => resolved
2019-11-13 15:00 Wepl Resolution suspended => fixed
2019-11-13 17:15 Hexaae Note Added: 0007376
2019-11-13 17:16 Hexaae Status resolved => feedback
2019-11-13 17:16 Hexaae Resolution fixed => reopened
2020-04-05 22:00 JOTD Note Added: 0008059
2020-04-05 22:01 JOTD Status feedback => acknowledged
2020-04-05 23:05 Hexaae Note Added: 0008060
2020-04-07 16:20 JOTD Note Added: 0008073
2020-04-07 18:50 JOTD Note Edited: 0008073 View Revisions
2020-04-07 18:50 JOTD Status acknowledged => confirmed
2020-04-07 21:19 JOTD Note Edited: 0008073 View Revisions
2020-04-08 17:46 JOTD Status confirmed => resolved
2020-04-08 17:46 JOTD Resolution reopened => fixed
2020-04-08 17:46 JOTD Status resolved => closed
+Issue History