| File: | F29Retaliator_v2.0_0022.lha |
| Nome del Gioco: | |
| Dimensione: | 626539 bytes |
| Aggiornato: | 2025-11-26 16:00:27 |
| Version: | 2.0 |
| Hardware: | ECS/OCS |
| Scarica | |

README
Short : HD Installer for F-29 Retaliator Author: Dark Angel, DJ Mike (djmike@crystalmike.com) Version: 2.0 Type: game/patch Requires: WHDLoad 19, RawDIC 5, 512k chip mem This patch applies to "F-29 Retaliator" © 1989 Ocean Software. The following releases are supported: - PAL 2-disk release with scrolling credits+intro screens - PAL 2-disk release without credits/intro screens [SPS #22] - Polish 2-disk release - US 1-disk release NOTE: If you have the PAL 2-disk release with intro, I strongly recommend seeking out one of the others instead, due to bugs in it! Thanks to Wolfgang Unger, Vulture, BarryB, Risc and Denis Lechevalier for supplying originals. There are many versions of this game, so if you have another that is not supported then please get in touch. REQUIREMENTS - Original disks or compatible disk images - Slave requires WHDLoad 19+ - RawDIC 5 for the imager - Game requires 512k chip memory (+ approx 2MB other memory for preload option) FEATURES - Game loads fully from HD - Uses real files, which can be compressed with Propack/CrunchMania/FImp/XPK - Quit game at any time (default key Numpad *), including on 68000 machines - Rob Northen Copylock protection and encryption removed - Pilot data and highscores stored to HD (can delete .save files to reset) - Anti-NTSC check in PAL versions disabled - CPU-dependent (empty DBF) loops in sound player fixed - Game exe fully decrypted (removes some self-modifying code) - Self-modifying code in text draw routine fixed - Missing blitter waits added - Timed button waits on intro screens added - Uses of TRAPV fully removed - Stack and draw code relocated to fast memory if available - Optional frame delay/speed limiter added - set with CUSTOM1 - Combined Color/New/Rom icon included - Manual included - Source code included HISTORY Version 2.0 (2025-11-19) by DJ Mike: - Patch rewritten - Two more versions supported (Polish release, 1-disc US release) - Startup crashes/black screen fixed (Mantis issue #334) - New RawDIC imager which extracts data to real files - Game exe fully decrypted by imager (removes some self-modifying code) - Pilot and highscore saves optimised - Quit key now works on 68000 machines - CPU-dependent loops in sound player fixed - Self-modifying code in text draw routine fully fixed - Missing blitter waits added - Uses of TRAPV fully removed - Stack and draw code relocated to fast memory if available - Optional frame delay/speed limiter added - Registration requirement removed - New icon made - Manual included - Source code included Version 1.1 (1999-07-11) by Dark Angel: - Early 2-disk version supported Version 1.0 by Dark Angel: - Common 2-disk PAL version supported - Protection removed - NTSC check removed WORDS FROM THE AUTHOR One release of this game is curious - there are bugs in it, and other quirks that makes me think it was either released by accident, or it was the first release and the devs ran out of time before a publishing deadline. The code is also marked with the string "CBM Demo version 2" which is suspicious. All other 2-disk releases I've seen are labelled "Final master v2.4" and tellingly are better polished. The only difference in the Polish version is the exe is compressed and the Rob Northen Copylock has been disabled (from inside the encrypted code!). Finally there is a 1-disk US release labelled "Final master v4.0" which was squeezed onto a single disk with the use of Russ Payne's in-house cruncher, later used for the game "Epic". If you have the 2-disk version that features the intro/scrolling credits, I strongly recommend seeking out one of the other versions as they are more reliable! There was some self-modifying code in use in the text plot routine which was unfortunate, but reasonably easy to fix. Some extra SMC occurs due to two blocks of 3D draw code being further 'encrypted' and only decrypted on demand, so I simply decrypt everything in the RawDIC imager. Due to the game using compression that expected game data to be loaded sector by sector, I've opted to decompress all files in the imager to simplify loading. You can re-compress these with the WHDL-supported formats such as Propack/Crunchmania if you need to save disk space/memory (which will still be faster to load than the way the game was doing it). Sadly the game's physics are tied to the frame rate. Although you can run it with caches enabled, you may find it is too fast. I've added a frame delay feature to compensate. The installer defaults to a setting of 4, but since A500 speed varies from 4-10 depending on what's on screen, you may wish to set this higher (or lower if you really want). There are residual problems with the game's draw code where some terrain flickers in and out depending on your position and the camera angle, but I am fairly convinced this is due to the game's 3D calculations rather than any further blitter or SMC bugs, as these happen even on an A500. This patch was long-winded to update because there are so many versions of this game and they all had different problems to sort out. But now you can hopefully enjoy this on a wider range of Amiga hardware! :-) --- DJ Mike (19th November 2025) Bug report form, full WHDLoad package and other installs: http://www.whdload.de THIS PACKAGE COMES WITH ABSOLUTELY NO WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE. THE ENTIRE RISK AS TO USE, RESULTS AND PERFORMANCE OF THE PACKAGE IS ASSUMED BY YOU AND IF THE PACKAGE SHOULD PROVE TO BE DEFECTIVE, YOU ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR OR OTHER REMEDIATION. UNDER NO CIRCUMSTANCES, CAN THE AUTHOR BE HELD RESPONSIBLE FOR ANY DAMAGE CAUSED IN ANY USUAL, SPECIAL, OR ACCIDENTAL WAY, ALSO IF THE OWNER OR A THIRD PARTY HAS BEEN POINTED AT SUCH POSSIBILITIES OF DAMAGE.