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Shuttle: The Space Flight Simulator WHDLoad Pack

File:
Shuttle_v1.0_1906.lha
Game Title:
Size:1119520 bytes
Updated:2022-05-20 14:52:00
Version:1.0
Hardware:ECS/OCS
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Shuttle: The Space Flight Simulator

README

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. This install applies to "Shuttle" (c) 1991 Vektor Grafix/Virgin - 2 disks. Thanks to Angus Manwaring for sending the original! REQUIREMENTS: - Slave requires WHDLoad V17+. - Game requires 0.5Mb chip mem and 0.5Mb other mem (+1.4Mb other memory for preload option) The game requires an installed A500 Kickstart 1.3 image. The kickstart image must be located in the directory "Devs:Kickstarts" and must be named "kick34005.A500". The image can be extracted from a A500 with tools like 'GrabKick' or similar which can be found on aminet. If the image is of wrong version or altered in any way WHDLoad will quit with an appropriate requester. Additionally the file "kick34005.A500.RTB" must be installed in the same directory as the kickstart image. It can be found in the archive "util/boot/skick346.lha" on aminet. If you have problems with this installation please try and get a newer version of this package from the WHDLoad WWW-Page. If that doesn't help try some Tooltypes like NOCACHE, NOAUTOVEC, NOVBRMOVE, NOMMU, PAL or NTSC. If that also fails, please inform the author via the Bug-Report-Form which can be accessed on the WHDLoad WWW-Page or create a mantis issue directly at http://mantis.whdload.de Version 1.0 (17.05.2022) done by JOTD: - using fastmemory for much better framerate - fixed fastmem data block bug (by NOT using fastmem for data, grrrr) - slave using kickemu - tons of self-modifying code removed - cpu dependent loop removed (sound) Version 0.9 (2001) done by Codetapper: - Full load from HD - Loads and saves mission logs - Instructions included (typed by Viper!) - Icon, RomIcon, NewIcon and GlowIcon (created by me!) - Quit option (default key is PrtSc - one of the few spare keys!) Greetings to Jean-François Fabre (aka JOTD) for continually improving OSEmu which is (was) used heavily in this game :) Codetapper/Action (06-May-2001) ________ ________ ________ ____ ________ ________ _) \_) \_) \_) \_) \_) \ __ ___ /___/ / /_____/\ / / / / / / / /_//__// \___ / / /CT\/ / / / / / / /___/ /___ / / /_____/___ /___/ /___ __ \____/ \____/ \____/ \____/ \____//__//_/ Visit the Action website for more of our productions: http://codetapper.com Note from JOTD: In 2022, after I succeeded in making Psygnosis Red Zone faster, Angus asked me to look into this game. I saw that it only used OSEmu and chipmem so I tought: "easy". But it was NOT! First there were tons of self-modifying code that can only be fixed by constantly flushing the caches. Then there's this infamous memory bug that triggers sanity checks depending on the address of the fast memory block. I didn't find why the bug occurred, which means that data is using only chipmem right now. But framerate seems to be a lot better (I'd say 2x more frames). So it could theorically be even better, but it seems too complicated to get that...