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PosterThread
tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 20-May-2016 6:01:43
#41 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@thellier

Cool!

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thellier 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 20-May-2016 12:49:10
#42 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@tlosm

Badly this fix also introduce a new display bug but this one is less visible

Also there is still the problem that when quitting the included "memory tracker"
is activated (why? bad write ?) so a looots of debug is printed out

Of course I can force to desactivate the output but I prefer investigate the real cause so dont expect a new release before a week ...

Alain Thellier - GMAP

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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 20-May-2016 14:18:05
#43 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@thellier

Dont warry Alain ... we have 2 more amiga weeks

_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
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thellier 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 25-May-2016 14:12:16
#44 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@tlosm

Ok here it is some news:

New patch that seems to have removed all the stack errors that occured in GML bytecode
patch description: for "pop" if last bytecode is an operation assume a value is now on top of stack (not the array indice or the instance id as supposed to be)

OS3 version is compiled, linked for AROS x86
It start, display the game title, but hang during game loading : it will need some debugging before it will run...

I hope to have a new release for the week end...

Alain - GMAP


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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 26-May-2016 6:08:55
#45 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@thellier

Alain this is a really great news.

_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
MacBook Pro Retina I7 2.3ghz;
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kyle 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 26-May-2016 6:13:30
#46 ]
Cult Member
Joined: 15-Oct-2006
Posts: 866
From: Livorno, Italy

@thellier

Thank you.

I'll try your next release on my 460ex

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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 24-Jul-2016 13:50:06
#47 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@thellier

just announced the game will exit on xboxone

_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
MacBook Pro Retina I7 2.3ghz;
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thellier 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 29-Jul-2016 9:57:24
#48 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@tlosm

OK so it's time to upload my updated GMAP to Aminet (so will be available tomorow)

Alain Thellier

GMAP 1.1 Still buggy but less...

ReadMe:
=================================================
The Game Maker Amiga Player & Maldita Castilla

HISTORY
The Game-Maker Amiga Player was created to allow the great game "Maldita Castilla" ro run on an Amiga
Maldita Castilla is a free game from LocoMalito in the spirit of "Ghost'n Goblins"
http://www.locomalito.com/maldita_castilla.php

NEW IN THIS VERSION
Still buggy but less....
Aros port from OS3 version
( Due to bytes ordering this version has needed some adjustements in bytecode engine and variables/functions relocating )
Fix the background draw a "black area" OS4 bug : still buggy but less visible
Fix the cybergraphics/p96 mess : now OS3 need cybergraphics / OS4 use Picasso96
Fix the "memory-tracker output when quitting" bug (just disabled)
Fix for GML bytecode: access StackId/StackIdArray variables correctly when value is now on top of stack after an operation
Fix for GML bytecode: "dup" now works correctly also in sub programs
Fix for GML bytecode: "div" floats now works correctly
Fix for GMAP-os3 running on OS4 :no more purple background (related to PNG datatype)
More explanations in this ReadMe about localisation & other games & FAQ
Added a list of supported GML variables & functions

LICENSE
Private Sources

DESCRIPTION
GMAP the "Game Maker Amiga Player" is a kind of emulator that allow to run games (currently one game) made for the PC directly on an Amiga
Game-Maker is a PC application for creating games.
The OS3 version need RTG, a fast CPU for blitting and so only works inside WinUAE
The OS4 version use compositing for blitting/display
Both versions need loooots of RAM (min 128MB) : not my fault the game is designed this way with Game Maker

FEATURES
GMAP regroup several features :
1) A native Amiga game engine that draw maps made from tiles, display instances of objects (hero,ennemies,platform,...)
made from sprites(animations) detect collisions, manage sound, timing, keyboard, joystick, etc....
2) A Game-Maker loader that load data from an existing GM game (sprites,objects,maps,sounds,textures,songs,...)
Only binary games archives (game app) that contain the keyword FORM are loaded
3) A partial implementation of the GML langage. GML is the programmer API to make games with Game-Maker
: now 130 functions are implemented.
All the functions needed for Maldita Castilla are here. But other games may miss some critical(or not) functions
4) A virtual machine for playing Game Maker byte-code.
Games are compiled in a pseudo assembler format called GML bytecode
This virtual machine is able to execute GML bytecode operations (push,pop,computation,tests,branch,strings,etc..)
It can also access Game-Maker engine's variables and GML functions.
It implement also the needed special features like hierarchic instances(parent/child), with, all, other, self,etc....

So as you can read GMAP is more an emulator than a simple game engine
Also Maldita Castilla is not an Amiga port but the original PC game running in this emulator

NOTES
Many things dont works as they should but I am giving up
It is an emulator made from a single man : a too big task even for me :-/
[...]

Last edited by thellier on 29-Jul-2016 at 09:59 AM.

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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 29-Jul-2016 11:25:16
#49 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@thellier

Bravo Alain


about :

Quote:
Many things dont works as they should but I am giving up It is an emulator made from a single man : a too big task even for me :-/


Dont worry about.... we have time and patience .. we are amigans :P

Last edited by tlosm on 29-Jul-2016 at 12:23 PM.

_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
MacBook Pro Retina I7 2.3ghz;
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Rob 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 29-Jul-2016 13:06:07
#50 ]
Elite Member
Joined: 20-Mar-2003
Posts: 6349
From: S.Wales

@thellier

Thanks Alain. I look forward to trying out the update.

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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 8-Sep-2016 14:31:49
#51 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@Alain

i tested it and wow it become much much better then previous version.

Great JoB!


_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
MacBook Pro Retina I7 2.3ghz;
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Templario 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 8-Sep-2016 20:27:36
#52 ]
Elite Member
Joined: 22-Jun-2004
Posts: 3663
From: Unknown

I live in the Maldita Castilla, and the reality surpasses fiction.

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Rob 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 8-Sep-2016 21:02:30
#53 ]
Elite Member
Joined: 20-Mar-2003
Posts: 6349
From: S.Wales

@tlosm

Yes much better now. I can see some of the things that were killing me before. I think you can play at least the first four or five levels now. There's still the issue of the player character being drawn outside the screen when you lose a life so that you are forced to skip to the next level.

I'm sure that in the previous build, that one the second level there is a sign on the on the side of the first building that contains a hidden power-up but on this build shooting the sign has no effect.

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thellier 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 16-Mar-2017 15:10:43
#54 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@all

New version on Aminet : include OS3 & OS4 & Aros binaries

OS4 version even run in WinUAE-ppc if given enough VRAM to the RTG expansion board uaegfx to store the very big sprites sheets
(need PatchCompositeTags options qf)

OS3 version run only in WinUAE-68k or WinUAE-ppc ... due to heavy memory requirements

Aros version is OS3 one recompiled for Aros-x86

Almost all importants bugs have been removed
Now can kill all the bosses especially now that GMAP include "trainer" & "weapon hack" modes ;-P

Dont know if game can be completed fully as I didnt have the patience to collect all the needed bonus (Moura' gems, Amadis book, etc...) that are needed to achieve the quest in full glory

Alain Thellier

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thellier 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 16-Mar-2017 15:11:13
#55 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

[double post]

Last edited by thellier on 16-Mar-2017 at 03:12 PM.

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fishy_fis 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 16-Mar-2017 16:39:35
#56 ]
Elite Member
Joined: 29-Mar-2004
Posts: 2159
From: Australia

@thellier

Thanks. Very cool project.
Not sure how common it is, but when I was last at uni (about 6 years ago) Game Maker was used as a sort of introduction to software development. Given my 35 years of programming experience what is essentially an elaborate construction kit with scripting ability was far from useful, but it was quite good fun.

By the way, thought you might be interested to know GMAP seems to work with Amithlon.

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thellier 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 21-Mar-2017 10:36:31
#57 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@fishy_fis

Hello

Thanks for feedback

> [game maker] essentially an elaborate construction kit with scripting ability
Yes but Maldita Castilla got 1768 scripts totalising around 25000 lines of GML code so it wasnt easy to make it works correctly
For info GMAP itself got only 15000 lines of C langage


Alain Thellier

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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 21-Mar-2017 18:20:25
#58 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@thellier

COOOOOOOOOOOOOL!

_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
MacBook Pro Retina I7 2.3ghz;
#nomorea-eoninmyhome

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paolone 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 22-Mar-2017 11:52:50
#59 ]
Super Member
Joined: 24-Sep-2007
Posts: 1143
From: Unknown

@thellier

Quote:

thellier wrote:
@all

New version on Aminet : include OS3 & OS4 & Aros binaries
...
Aros version is OS3 one recompiled for Aros-x86


Hi. I have unpacked the latest release on current Icaros build, ran the AROS executable through its icon, located the .exe and selected the VESA resolution I was running Icaros at. However, after the initial nag screen all I get is the game title screen and initial animation. I could not even start a single game.

kind regards

p.bes

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tlosm 
Re: Maldita Castilla On AmigaOs4 and Classic
Posted on 22-Mar-2017 12:10:30
#60 ]
Elite Member
Joined: 28-Jul-2012
Posts: 2746
From: Amiga land

@paolone

Good to know paolone i was thinking was a qemu x86 issue on ppc

Last edited by tlosm on 22-Mar-2017 at 12:12 PM.

_________________
I love Amiga and new hope by AmigaNG
A 500 + ; CDTV; CD32;
PowerMac G5 Quad 8GB,SSD,SSHD,7800gtx,Radeon R5 230 2GB;
MacBook Pro Retina I7 2.3ghz;
#nomorea-eoninmyhome

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