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OHR for Windows
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Wed Oct 19, 2005 1:05 pm    Post subject: OHR for Windows Reply with quote

Yesterday, I put together a release version of the FreeBasic port of Game.exe for Windows. Get it here:

http://www.pocketfuel.co.uk/ohr/

Give it a try, and tell someone else about the bugs. Happy Okay, post them here, or mail me at the address in the readme, or something.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Oct 19, 2005 2:37 pm    Post subject: Reply with quote

Like, Holy Crap, man. Just a few minutes earlier I was thinking about Game.exe for Windows, and wishing for one. It's like your a genie, in forum form.

Last edited by Eggie on Wed Oct 19, 2005 2:47 pm; edited 1 time in total
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Wed Oct 19, 2005 2:42 pm    Post subject: Reply with quote

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Velduanga
I heard there were bagels here...




Joined: 25 Jul 2003
Posts: 112
Location: A town away from White Owl, I kid you not, unless he moved.

PostPosted: Wed Oct 19, 2005 3:09 pm    Post subject: Reply with quote

Sheer genius. Just tried it out right now. You sir are a saint to us OHR-ers.
:ho wee yo wee yo oh:
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Cube
Dimensional Traveller




Joined: 02 Feb 2003
Posts: 294

PostPosted: Wed Oct 19, 2005 3:14 pm    Post subject: Reply with quote

My Custom menu works fine though, which is weird (It's brought up by hitting ESC or ALT as well). However, in Dimensions I the running script (If you hold down spacebar the character runs at speed 10) does NOT work. There's also items you can use to make the hero movement set to 4 or 10, and holding space doesn't reset it either. So it's pretty obvious; it's not even being called.

As for the speed differences between DOS and Windows, I find that the Windows version is faster by A LOT. What's probably appearing as it being slower is this odd keyboard lag which I find quite annoying (Like, in my Job system menu you change a lot of numbers. When holding up or down, it increases a number by 1, then takes another 0.75 seconds to KEEP going. Likewise, while walking in one direction and then changing to another directional key suddenly, it takes the same amount of time for the new direction to kick in). Minimaps also don't work. And, of course, there's the crashing every time you escape from battle but from what I understand that's already known about.

But even so, this is very cool. Love how BAMs sound now although I don't like the music fading it does. And love how my scripts run at an uber speed too.

Looking forward to future releases.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Wed Oct 19, 2005 3:32 pm    Post subject: Reply with quote

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Calehay
...yeah.
Class B Minstrel



Joined: 07 Jul 2004
Posts: 549

PostPosted: Wed Oct 19, 2005 6:57 pm    Post subject: Reply with quote

I'm getting a monitor error when I try to run fullscreen. Is there any way to fix that? (I'm using Dell E337c Monitor, XP, Dell Dimension 3000)

I have another monitor that might work, but it would be a drag to have to switch monitors whenever I wanted to play a game.

Edit: sorry, that's E773c Monitor
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Wed Oct 19, 2005 8:35 pm    Post subject: Reply with quote

Has anyone else been kicked out of the program when they try to run from battle? It just happened to me...

I like how the music is a lot smoother and I love how it fades out when I enter battle and refresh music. Is there any chance of you making the MidiToBam editor sound like how it sounds in game.exe? There were some songs I would like to edit, because they don't exactly sound like I want them to anymore. I'd like to adjust the instruments and stuff, but it's a pain to go from one app. to another and all that.

Great work. Your a friend in my book. Big grin
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Wed Oct 19, 2005 8:58 pm    Post subject: Reply with quote

LeRoy_Leo wrote:
Has anyone else been kicked out of the program when they try to run from battle? It just happened to me...


Yes:

Cube wrote:
And, of course, there's the crashing every time you escape from battle but from what I understand that's already known about.


LeRoy_Leo wrote:
I like how the music is a lot smoother and I love how it fades out when I enter battle and refresh music.


Incidentally (Cube, listen up!), the regular OHR does the music fading thing too. But, VDMS doesn't support volume for some reason. That's also why the volume bar in the menu doesn't work either: VDMS.

LeRoy_Leo wrote:
Is there any chance of you making the MidiToBam editor sound like how it sounds in game.exe? There were some songs I would like to edit, because they don't exactly sound like I want them to anymore. I'd like to adjust the instruments and stuff, but it's a pain to go from one app. to another and all that.


Not at the momment. Midi2Bam is not on the priority list of things to do right now. However, direct Midi support is Big grin

Looping would be done a la RPG Maker (and winamp), i.e. Midi event 111. (If I have my way)
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Cube
Dimensional Traveller




Joined: 02 Feb 2003
Posts: 294

PostPosted: Wed Oct 19, 2005 9:05 pm    Post subject: Reply with quote

The fading never worked on the PC that BAMs managed to play on O.o; (And yeah, the volume worked too so... Weird...).

Well, either way I still don't like it ; ; Was the fading added to a couple places though? I noticed it takes longer to load saved games because it's waiting for the music to completely fade out before fading the screen.
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Mike Caron
Technomancer




Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Wed Oct 19, 2005 9:11 pm    Post subject: Reply with quote

To be honest, I can't say.

I don't think it has, since PlayerOne was aiming to be as authentic as possible. However, it's entirely possible that the fading takes longer, and thus is more noticable. If DOHR (Dos OHR) waited for the music, then FOHR (FB OHR) will too.

On the other hand, the sound code was all but re-written, so maybe some dummy functions that did nothing before were written, and... I dunno. I guess you'll have to wait for PlayerOne.

Hmm, I just realized something. Cube, whilst trying out your job-system, I fought several battles without crashing. In fact, it never crashed at all for me. :\ Damn in-consistend bugs...
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Cube
Dimensional Traveller




Joined: 02 Feb 2003
Posts: 294

PostPosted: Wed Oct 19, 2005 9:20 pm    Post subject: Reply with quote

Battles don't crash, running from them does. I haven't had any trouble with the actual battles, either.
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Thu Oct 20, 2005 2:31 am    Post subject: Reply with quote

There is definitely a framing problem with the running-away graphics which might be causing the crash. I'll try to fix that first, and see if the problem goes away.

The music fading might not be the same as the original, and the QB version would not pause the game while it fades the music, I don't think (in fact it might even switch to a new tune before it has finished fading). My compromise was to try and make it not take too long, but I can probably improve this, especially if we change sound libraries.

The keyboard handling is a bit of a messy attempt to emulate the way the original worked. It had to be done that way to get things working, but I think that's what accounts for the lag. It is possible, I think, to lose keypresses in the gaps between frames, and you sometimes need to hold a key down a bit longer than seems natural. It might be difficult to improve this until the FreeBasic code stops trying to match the QB code - the code needs to be rewritten around the FB key handling, really - but some forthcoming changes in FB might also help.
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Thu Oct 20, 2005 9:10 am    Post subject: Reply with quote

It's nice to see that the file isn't dramatically larger. All this talk about porting the OHR around was getting me worried about huge files. Considering that I have the slowest dial-up I've ever seen, it's a concern for me.

Good job..! I am glad this is moving forward.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Thu Oct 20, 2005 10:28 am    Post subject: Reply with quote

Cube wrote:
The fading never worked on the PC that BAMs managed to play on O.o; (And yeah, the volume worked too so... Weird...).

Well, either way I still don't like it ; ; Was the fading added to a couple places though? I noticed it takes longer to load saved games because it's waiting for the music to completely fade out before fading the screen.


Code:

SUB fademusic (BYVAL vol as integer)
'Unlike the original version, this will pause everything else while it
'fades, so make sure it doesn't take too long
        dim vstep as integer = 1
        dim i as integer
       
        if music_vol > vol then vstep = -1
        for i = music_vol to vol step vstep
                setfmvol(i)
                sleep 30
        next
       
end SUB


The Assembly implementation of fademusic in the QuickBasic GAME.EXE fades in the background using an interrupt. This will have to be implemented differently (or abandoned) in the FreeBasic version. Personally, i don't feel that music fading is an important feature. I wouldn't cry if we lost it entirely.

PlayerOne wrote:
The keyboard handling is a bit of a messy attempt to emulate the way the original worked. It had to be done that way to get things working, but I think that's what accounts for the lag. It is possible, I think, to lose keypresses in the gaps between frames, and you sometimes need to hold a key down a bit longer than seems natural. It might be difficult to improve this until the FreeBasic code stops trying to match the QB code - the code needs to be rewritten around the FB key handling, really - but some forthcoming changes in FB might also help.


I will look over your setkeys implementation and see if I can figure out anything to make it happier. We might need to get Thorbrian involved, as he wrote the assembly implementation, and better understands how it works.
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