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#21
Software / Re: New game adaptations
Last post by Petari - 04-09-2024, 12:02:22
Thanx  èné .

And more prepared:

Aussie Joker Poker

Brick Works

Brick Yard

Fire Zone

Gedeon le Chameleon

Indy 500 - with Formula 1 drivers in 80-es, on not Indy track :-)

King's Quest VI - converted from EGA/VGA version.

Mom and Me

Murray and Me - this and above - early Antic (1985) 'talk' games . Someone took care to publish images.

Radio Controlled Cars

Troubadours

#22
News / Re: New AGI version of Kings Q...
Last post by Ronald J. Hall - 04-09-2024, 07:11:26
Quote from: Petari on 03-09-2024, 20:16:35I meant that putting all game files in some folder on hard disk will not work.
Stays not for my HAG2 adaptation, of course - what uses Virtual Floppy A: for game run .

Oh, my bad - I misunderstood what you were saying.

BTW, I went back and using " * " does exit the game cleanly and returns to the desktop.

Thanks much.  :)
#23
Software / Re: New game adaptations
Last post by èné - 04-09-2024, 02:09:37
Sorry if it's the wrong place, just wanted to report about Killing game show

Extensively tested either with trainer/no trainer. The trainer was mostly used to help me add annotations on the maps (where the shaped keys are set, among other things). I used the water freezer & infinite energy for that - rare & minors bugs may occur at times, but nothing serious (i think it's noraml in some ways). Bug free when playing whithout using the trainer  ;) .

exellent job i'd say  ;)

As for the game, i think it has a lot of nice touches but the timer wasn't neccessary for me (it tends to ruin the gameplay in fact). Somehow I got used to it, and in the end i was ok with it. So not sure what to think anymore ;D

It's mainly a game of 'try & replay'. The realisation is great, even the sfx are not too dull (rare for psygnosis).

voila, you can add a 'C' on the table for this game (this very sentence alone should have done just the job actually  ;D )


cheers for the patch !



#24
News / Re: New AGI version of Kings Q...
Last post by Petari - 03-09-2024, 20:16:35
I meant that putting all game files in some folder on hard disk will not work.
Stays not for my HAG2 adaptation, of course - what uses Virtual Floppy A: for game run .
#25
News / Re: New AGI version of Kings Q...
Last post by Ronald J. Hall - 03-09-2024, 18:04:11
Okay, thanks for the explanation and later today I'll try exiting with the * key instead of from inside the game.

"Btw. game does not work from some folder on hard disk/SD card, only from drive A: (real or virtual)."

Er...it worked fine here from the G: partition on my 4 gig SD-card in my Mega STe...

#26
News / Re: New AGI version of Kings Q...
Last post by Petari - 03-09-2024, 09:12:09
Great to hear that it worked reliable.
Exit via game's quit function works not and crashes because I made it to work from AUTO folder of virtual floppy in this HAG2 version. Game can not exit to Desktop as it is not initialized .
And even if this would be with not AUTO folder run but normal start from Desktop quit from game would quit only to Desktop of TOS 1.04 in RAM, not to Desktop from which all it was started. Just use usual exit to Desktop (start Desktop) by pressing * on Numpad .

Why AUTO folder run:  during tracing program code I noticed that it does not perform any TOS AES (GEM) function calls, so no need for whole TOS in RAM, just GEMDOS part of it - when AUTO folder program is started. This has advantage that more RAM is available for game - about 32 KB when using TOS 1.04, what is some 10% when it works with 512 KB RAM set for game. And of course less space is used for TOS in RAM too in upper half MB .

Btw. game does not work from some folder on hard disk/SD card, only from drive A: (real or virtual) .
#27
News / Re: New AGI version of Kings Q...
Last post by Ronald J. Hall - 02-09-2024, 07:35:22
Okay, I played around with this on my Mega STe. I booted up clean, no ACC's or AUTO folder programs.

It launched and ran fine. I do miss the MIDI support in the actual Sierra titles for the ST but considering this is ported over from a non-Atari ST version, it's not surprising that the MIDI support isn't there.

One thing though, which really isn't an issue at all, as far as I'm concerned is, that when I exited the game through the games interface (typing in quit at the prompt, then it asks) it didn't quit cleanly to the desktop but gave 4 bombs.

Like I said, not a big deal though as everything else I tried with it worked fine.

Thanks much for adapting it!  :)
#28
News / Re: New AGI version of Kings Q...
Last post by Ronald J. Hall - 01-09-2024, 22:04:56
Quote from: Petari on 01-09-2024, 13:32:40Yes. Marakatti sent me e-mail about it.
I made hard disk adapt with TOS 1.04 in RAM . Min RAM for it is 1 MB. Can test under emulators too.
Kings Quest VI test v.


Wow, that was fast! I'll check it out later today on my systems.

Thanks much!  :)
#29
News / Re: New AGI version of Kings Q...
Last post by Petari - 01-09-2024, 13:32:40
 Yes. Marakatti sent me e-mail about it.
I made hard disk adapt with TOS 1.04 in RAM . Min RAM for it is 1 MB. Can test under emulators too.
Kings Quest VI test v.
#30
News / New AGI version of Kings Quest...
Last post by Ronald J. Hall - 31-08-2024, 21:27:21
Hey Peter! Have you seen this? Looks interesting...

"Atari ST version was built by Marko / Atarimania by copying the PC version files and AGI Quest I ST launcher together. Please note that there are a few bugs. For example if you move the mouse, the text parser stops working. So be careful. Hopefully someone with programming skills could make it more stable in the future. The disk is also in HD format, so that's another matter to solve if you want to play it on pre-Mega STe hardware."
"
https://www.atarimania.com/game-atari-st-king-s-quest-vi-heir-today-gone-tomorrow_43026.html

Looks like something that some highly talented individual could take a look at and maybe smooth out the rough parts? <nudge, nudge> <wink,wink>.    ;)