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IDProjectCategoryView StatusLast Update
01181OscarGeneralpublic2020-04-08 17:46
ReporterHexaae Assigned ToJOTD  
PrioritylowSeverityminorReproducibilityalways
Status closedResolutionfixed 
Project InfoOscar (Flair Software)
http://www.whdload.de/games/Oscar.html
Summary01181: Oscar: Questions... Oscar AGA still has problems with gfx glitches in the
DescriptionInstall: Oscar (Flair Software) http://whdload.de/games/Oscar.html
GameVersion: english,pal,2 disks
SlaveVersion: 1.0 from 20.05.2000

Questions...
Oscar AGA still has problems with gfx glitches in the underwater level... using OSEmu or fake kickstart in a new slave wouldn't be possible to solve all these problems? The original and the HD-install by Thomas Kessler (but doesn't quit to WB) do not show these problems... Or maybe a new slave for the HD version by Kessler (it includes password bypass) to make it more simple ;-)
Same question for Jim Power: an OSemu version wouldn't automatically fix the gfx bug in the 1st level?
TagsNo tags attached.
Attached Files
Oscar.Slave (1,336 bytes)
MachineA1200
CPU68060
CPUSpeed66
ChipSetAGA
GFXCardNone
ChipMem2 MB
FastMem64 MB
WorkbenchOS 3.9
KickROM40 - Kick 3.1
KickSoftNone
WHDLoad16.5
importedyes

Activities

Wepl

Wepl

2009-04-30 19:58

manager   note ~00875

maybe I check this some day, but I already worked to much on this in my eyes ugly game...
Wepl

Wepl

2012-02-16 16:30

manager   note ~02608

>BJ> Report: Questions... Oscar AGA still has problems with gfx
>BJ> glitches in the underwater level... using OSEmu or fake kickstart in
>BJ> a new slave wouldn't be possible to solve all these problems? The

>BJ the game doesnt use the os beside allocmem so this would have
>BJ absolutely no effect.

>BJ> original and the HD-install by Thomas Kessler (but doesn't quit to
>BJ> WB) do not show these problems... Or maybe a new slave for the HD
>BJ> version by Kessler (it includes password bypass) to make it more

>BJ where can I get this?

Ask JOTD ;-)
http://jffabre.free.fr/amiga/other_loaders/oscarhd.lzx
This installers doesn't quit back to WB :-( but removes protection, load the game from HD with best caches even on my 060
and has no gfx bugs in the Horror-Underwater levels...

>BJ> simple ;-) Same question for Jim Power: an OSemu version wouldn't
>BJ> automatically fix the gfx bug in the 1st level?

>BJ I doubt that jimpower uses the os.

Ok, I just thought the OSemu mode emulated a clean Amiga reset but that's not the case obviously. It's very hard to fix
the technical problem behind gfx error in jim power's very 1st level?
Wepl

Wepl

2012-02-16 16:31

manager   note ~02609

>BJ> >BJ and you are using the latest slave?
>BJ>
>BJ> version 1.8 (24.02.2001)
>BJ>
>BJ> >BJ i dont see any glitches. in which level?
>BJ>
>BJ> Enter 2nd door, Horror level. Go right, to the water below... jump
>BJ> in-out for some secs. Sometimes screen flashes. Another thing: go on
>BJ> the bottom underwater and leave the sprite there. When you hear the
>BJ> breath-bubble-sound the sprite wobbles slightly...

>BJ please try attached slave. i have no screen flashes here. but you must
>BJ not use CACHE tooltype.

Ok, no flashes, but it's quite slow without CACHE with 060. With CACHE it's always silky smooth and sprites and scrolling
is refreshed 1\50 sec. Much better.

>BJ the sprite wobble is normal i would say, doesnt that happen under jst?

Not at all, and not even loading Oscar from floppies... When there is the bubble-breath sound your sprite trembles
up'n'down.

--
Luca "Hexaä" Longone
Wepl

Wepl

2012-02-16 16:32

manager   note ~02610

Subject: [WHDLoad] Oscar AGA and underwater flickerings

Hello,
am I the only one to see a gfx bug in Oscar AGA, underwater (horror) level?
Don't move your sprite underwater and every time there's the bubble sound Oscar will flicker up&down...

Can't see this bug running it from floppy or using the installer by T.Kessler:
http://jffabre.free.fr/amiga/other_loaders/oscarhd.lzx
Hexaae

Hexaae

2013-01-05 17:22

reporter   note ~02881

Last edited: 2013-01-05 17:30

Bug still unsolved.
Was present on real A1200 and now on WinUAE... :(

When underwater (Horror level), when the bubbles sound occurs, your sprite will tremble up/down with a minimal gfx corruption.

Wepl

Wepl

2019-11-13 11:06

manager   note ~07370

Could you test if this still happens with the updated install?
Hexaae

Hexaae

2019-11-13 13:51

reporter   note ~07372

Seems to work fine and I can't see the glitch anymore (WinUAE 4.2.3beta + WHDLoad 18.5).

Wepl, just a question about cheats and potential gameplay improvements:
Would it be possible to implement 1 hit = death for enemies (it's 3 in the original game)? And maybe add a "no respawn" (or much longer at least) option after you kill them?

This game was technically quite cool with crisp gfx and nice AGA effects (water etc.), a real pleasure to see, but gameplay has always been killed by that stupid respawn system and enemies to be hit 3 times to die... Very bad game design ideas that made it boring and uninteresting/frustrating IMHO.
Wepl

Wepl

2019-11-13 15:00

manager   note ~07374

JOTD made the last change to this install. Maybe him.
I have not time for that ATM.
Hexaae

Hexaae

2019-11-13 17:15

reporter   note ~07376

Argh! I was wrong about the underwater bug with vertical-rattling sprite at bubble sound:

With these tootlypes under WinUAE I can't see it:
ExecuteStartup=
ExecutePostDisk=uae-configuration cachesize 512 immediate_blits true cpu_speed real cpu_compatible true cpu_throttle -200

But is still reproducible using these:
ExecuteStartup=
ExecutePostDisk=uae-configuration cachesize 0 cpu_compatible false cpu_cycle_exact true immediate_blits false
JOTD

JOTD

2020-04-05 22:00

developer   note ~08059

could it be a blitter error? going to check with WinUAE blitter debug option.

Apart from that: the new version of the slave implements the "1 hit kill" on enemies if some option is on. I didn't remove the respawn though. But with this option, the game is already less tedious. Good suggestion!

Unrelated: Jim Power graphical glitches are completely unrelated. And game doesn't use the OS. Stingray is having another look right now.
Hexaae

Hexaae

2020-04-05 23:05

reporter   note ~08060

Great!
If possible would be great the no-respawn option too... ;)
JOTD

JOTD

2020-04-07 16:20

developer   note ~08073

Last edited: 2020-04-07 21:19

I can confirm this glitch: when the bubble sound plays, a few horizontal pixels appear and the character "jumps".

It's a sprite data issue. The first line is probably the last line of the character or some other irrelevant data. Coupled with the sound replay routine WTF :)

The sprite glitch issue even happens on quickstart A500 with ECS version unless "cycle exact (full)" is ticked.

It's a beam/sync sprite refresh issue.

Issue History

Date Modified Username Field Change
2009-04-10 00:50 administrator New Issue
2009-04-10 00:50 administrator Status new => assigned
2009-04-10 00:50 administrator Assigned To => Wepl
2009-04-10 00:50 administrator Machine => A1200
2009-04-10 00:50 administrator CPU => 68060
2009-04-10 00:50 administrator CPUSpeed => 66
2009-04-10 00:50 administrator ChipSet => AGA
2009-04-10 00:50 administrator GFXCard => None
2009-04-10 00:50 administrator ChipMem => 2 MB
2009-04-10 00:50 administrator FastMem => 64 MB
2009-04-10 00:50 administrator Workbench => OS 3.9
2009-04-10 00:50 administrator KickROM => 40 - Kick 3.1
2009-04-10 00:50 administrator KickSoft => None
2009-04-10 00:50 administrator WHDLoad => 16.5
2009-04-10 00:50 administrator imported => yes
2009-04-30 19:57 Wepl Priority normal => low
2009-04-30 19:57 Wepl Resolution open => suspended
2009-04-30 19:57 Wepl Description Updated
2009-04-30 19:58 Wepl Note Added: 0000875
2012-02-16 16:30 Wepl Note Added: 0002608
2012-02-16 16:31 Wepl Note Added: 0002609
2012-02-16 16:32 Wepl Note Added: 0002610
2012-02-16 16:33 Wepl File Added: Oscar.Slave
2013-01-05 17:22 Hexaae Note Added: 0002881
2013-01-05 17:30 Hexaae Note Edited: 0002881
2019-11-13 11:06 Wepl Note Added: 0007370
2019-11-13 13:51 Hexaae Note Added: 0007372
2019-11-13 15:00 Wepl Note Added: 0007374
2019-11-13 15:00 Wepl Assigned To Wepl => JOTD
2019-11-13 15:00 Wepl Status assigned => resolved
2019-11-13 15:00 Wepl Resolution suspended => fixed
2019-11-13 17:15 Hexaae Note Added: 0007376
2019-11-13 17:16 Hexaae Status resolved => feedback
2019-11-13 17:16 Hexaae Resolution fixed => reopened
2020-04-05 22:00 JOTD Note Added: 0008059
2020-04-05 22:01 JOTD Status feedback => acknowledged
2020-04-05 23:05 Hexaae Note Added: 0008060
2020-04-07 16:20 JOTD Note Added: 0008073
2020-04-07 18:50 JOTD Note Edited: 0008073
2020-04-07 18:50 JOTD Status acknowledged => confirmed
2020-04-07 21:19 JOTD Note Edited: 0008073
2020-04-08 17:46 JOTD Status confirmed => resolved
2020-04-08 17:46 JOTD Resolution reopened => fixed
2020-04-08 17:46 JOTD Status resolved => closed