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Forums > CSDb Entries > Release id #187773 : Alternate Reality - The City +11D
2020-02-15 17:47
jcompton

Registered: Feb 2006
Posts: 70
Release id #187773 : Alternate Reality - The City +11D

With a dramatically improved saver and a trainer, it is now much much easier to live long enough to stumble into the original game's bugs!

Notably:

- Certain potion effects (Potions of Protection +1/+2) modify the wrong area of memory and may not actually provide any benefit whatsoever.

- These potion-related memory trashes can affect playfield graphics like door labels and mountain backdrops.

- Too many potion effects will crash the game!

- Banks may exhibit erratic behavior at times.

- Upon transitioning from a building back to the game map, the game sometimes "forgets" whether you are outdoors or in an "enclosed area."

- The game mostly hides the mirroring of door labels, but forgets to do so in certain types of Enclosed Areas, so words like "SHOP" and "TAVERN" will appear reversed on the bottom of the door.

- In silent interiors there's a horrible buzzing sound when the SID should probably just be turned off.
 
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2020-03-07 08:23
sailor

Registered: Jan 2002
Posts: 90
@fix. The loader was late to the party, we released the game with support for most of the drives (n0sd0s) some time ago.

This version uses the same iffl-file as the previous release, thus adding even more compatibility.

In a normal case, it'd be one release with all the loaders in one..
2020-03-07 08:57
Krill

Registered: Apr 2002
Posts: 2839
Quoting Fungus
I foresee sd2iec support being added to n0sd0s in the future when GRG is free to do so. However it will have the drawbacks of being slow as balls even with jiffy/jaffy and no real IRQ-loading/saving support. Native support would indeed be great.
Why slow and no IRQ? SD2IEC's native ELOAD protocol provides both fast and interruptible transfers, as cadaver has pointed out, at least in the drive->computer direction.
2020-03-07 10:39
Fix

Registered: Feb 2003
Posts: 54
SD2IEC/IDE64 IFFL support has been around for over ~2 years with support for 15x1 drives + save inside IFFL.

You will get automatic support for IDE64 since it use same code as SD2IEC.

Saving outside IFFL is also quite easy if you have enough free memory.

The challenge is have support for 15x1 drives with save outside IFFL due to limited memory in drive and at the same time have that function with SD2IEC/IDE64.


@Sailor: Good work if you managed to add this at an party!!!
2020-03-07 15:06
Bacchus

Registered: Jan 2002
Posts: 154
My contribution to the discussion:

Alternate Reality - The City +11D

/Bacchus
2020-03-07 17:13
Fungus

Registered: Sep 2002
Posts: 616
Quote: SD2IEC/IDE64 IFFL support has been around for over ~2 years with support for 15x1 drives + save inside IFFL.

You will get automatic support for IDE64 since it use same code as SD2IEC.

Saving outside IFFL is also quite easy if you have enough free memory.

The challenge is have support for 15x1 drives with save outside IFFL due to limited memory in drive and at the same time have that function with SD2IEC/IDE64.


@Sailor: Good work if you managed to add this at an party!!!


We've had IDE64 support for getting on 2 decades. Save outside IFFL has been a thing since I used Zagon's IFFL, this is not a challenge. As I said, sailor's work was just a proof of concept.
2020-03-07 17:14
Fungus

Registered: Sep 2002
Posts: 616
Quote: My contribution to the discussion:

Alternate Reality - The City +11D

/Bacchus


A buggy broken crack is your contribution? OK. Weird Flex.
2020-03-07 21:49
Bacchus

Registered: Jan 2002
Posts: 154
@fungus It's a fully working crack of a game that has some bugs. What's your problem?

/Bacchus
2020-03-07 22:00
Fungus

Registered: Sep 2002
Posts: 616
Fix the bugs, you know what they are? I mean no disrespect here, but you keep seeking validation on a crack that's half done.

The IFFL version with REU support is nice, appreciate the effort there.

Again, fix the bugs.
2020-03-07 22:25
Jazzcat

Registered: Feb 2002
Posts: 1044
The release is counted, crack has not introduced anything negative. 101% version (and so on, 102% etc) can be considered if further "in-game" bugs are addressed (that were introduced by the game producer). Well done Fairlight.
2020-03-07 22:36
Bacchus

Registered: Jan 2002
Posts: 154
Thanks David - that's my opinion exactly.

Cracking the game itself was a six month effort. If the scene requirement would be that you needed to recode the original to the point that all and any potential in-game error in the original was also fixed then that is well beyond reasonable.

And a five vote for a fully working crack of one of the platforms most difficult games is meanly cheap.

If that was the requirement then I further understand that people merely link their intro to GitHub projects in process.

/Bacchus
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