Laser Squad plus Expansion Pack restored

Page 3/6
1 | 2 | | 4 | 5 | 6

By Louthrax

Paragon (2044)

Louthrax's picture

07-06-2016, 13:26

sd_snatcher wrote:
Quote:

Yes, please send it to me! I guess it's in MSX 1 screen mode ?

Yes, it's in screen-2. I hope you like it. Smile

As a bonus, it has an embedded TMS-like palette for the V99x8, so you can do a COLOR=RESTORE on MSX>=2 models and see it with the proper colors even on the V99x8.

Great, thanks a lot Snatcher, I'll definitively use that ! I noticed you also made a screen 8 version (that could be displayed on MSX2).

Some thoughts on the coming disk version:
- This will be an MSX-DOS 2 .COM executable (LSQUAD.COM).
- You'll need to provide the different .TZX files for it to start.
- In a first release, you'll have options to specify a specific .TZX with the command line for each menu entry (so that it's possible to play any map), including menu #4 (saves).

So no menu patching with this first solution, just rerouting the tape reading routine.
Buggy RAM slot detection routines should no be needed anymore as we already are full-RAM on DOS.
I'll try to get SLotman's patches too (use MSX cursor keys, bar-display fix...).

By Louthrax

Paragon (2044)

Louthrax's picture

07-06-2016, 15:25

Wild_Penguin wrote:

I tried the first extra level (forgot the name) in 1 player mode, and there were some glitched enemies / squares in the game, and majority of the red walls could be walked trough - spending 0AP while walking! So in addition to non-functioning AI, there are glitches in the level (or, maybe the Spectrum AI code - of course not working as intented on an MSX - overwrite part(s) of the level?). Also when an AI got "fire of opportunity", there was explosions in totally unrelated areas of the map, as if the enemy had thrown a grenade there.

I still can walk into some walls on this map with the fixes, but did not notice any GFX corruption. Ennemies seems to behave correctly.
Weird thing is that shots are blocked by the walls...

By Wild_Penguin

Hero (530)

Wild_Penguin's picture

07-06-2016, 15:32

I noticed that on the level, if you try to walk into a wall that you can not walk into, the games says "not enough action points", whereas on other levels (from the MSX version) nothing happens (the character does not move, no error message). I'm not sure this is helpfull, but it may give a clue for what to look in the level data; maybe the Spectrum version used an absurdly high AP cost for a "impassable" tile, but sometimes it uses a mask/bit for an unpassable tile, whereas the bit is in a different position on the MSX levels - and there's some incompatibility rising from these differences / methods for making a tile impassable?

By ARTRAG

Enlighted (6173)

ARTRAG's picture

08-06-2016, 09:03

Louthrax once you fixed the ai, would you be interested in a screen 5 upgrade?
Is the graphic character based or bitmap (with software sprites using shift,and/or)?
I case of character based graphic, I could contribute with some code ready to use

By Louthrax

Paragon (2044)

Louthrax's picture

08-06-2016, 13:02

"Wall bug" fixed, download updated.
Let me know if you find other issues.

By Louthrax

Paragon (2044)

Louthrax's picture

08-06-2016, 13:07

ARTRAG wrote:

Louthrax once you fixed the ai, would you be interested in a screen 5 upgrade?
Is the graphic character based or bitmap (with software sprites using shift,and/or)?
I case of character based graphic, I could contribute with some code ready to use

Hi Artrag,
Yeah, I was thinking about a nice MSX 2 version too Smile The game is mainly using screen 2 tiles, but no sprites at all. It also has kind of a bitmap mode for the "shooting phase", with real lines drawn.
The scrolling in screen 5 might also be a bit slow if we do individual "tiles copy". Using the VDP high-speed commands might be required... Not sure what might be easier, rewriting the whole game in C / assembly or patching existing thing...
Another easier improvement could be to go for real screen 2 or screen 4 GFX, like this has been done for Gauntlet.

By Louthrax

Paragon (2044)

Louthrax's picture

08-06-2016, 16:14

Louthrax wrote:

"Wall bug" fixed, download updated.
Let me know if you find other issues.

"The Stardrive" map is in fact patching the game code itself (to handle more conditions on APs or moves...)!

A new piece of code is then called from the "game code" to the "map code", and the bad thing is that this patch is not removed when you load another map. Side effect is not a crash, but no more wall detection.

Steps to reproduce this bug on Spectrum:

  1. Launch Laser Squad
  2. Load "The Startdrive" map from the "Laser Squad expansion kit".
  3. At the end of the first turn, load another map.
  4. -> All players can now walk into walls and obstacles.

(same behavior observed on MSX with my patched maps).

By ARTRAG

Enlighted (6173)

ARTRAG's picture

08-06-2016, 20:26

Hi Louthrax
in case you want some code to convert the game from tile mode to screen 5 let me know

You can have a glance of an early work I was doing with another spanish coder here
https://github.com/Maneldemo/maneldemo/blob/master/maneldem.rom

It is a screen tile based engine able to manage transparent tiles on two layers and to do differential plotting.
You will see that the frame rate increases when there are many repeated tiles

Thinking to the game as a black box, one could let it write the PNT in vram and render the screen 5 scene according to what the game has done in the PNT.

By giangiacomo.zaffini

Champion (267)

giangiacomo.zaffini's picture

09-06-2016, 10:57

Great!
I have fond memories of Laser Squad, well it is one of the few games I beated in my gaming life (on a real MSX)!
I paid for the original MSX tape version and still have it at my parents' place (hopefully).

Please continue delivering like that, I think this forum is full of fantastic people. Cool

Page 3/6
1 | 2 | | 4 | 5 | 6