Welcome, Guest. Please login or register.

Author Topic: AB3D Killing grounds patch  (Read 1498 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline neuroflipTopic starter

  • Full Member
  • ***
  • Join Date: Apr 2006
  • Posts: 200
    • Show only replies by neuroflip
    • http://a1200.wordpress.com
AB3D Killing grounds patch
« on: September 16, 2007, 05:02:59 PM »
i want to make a test playing TKG patched with TKGPatch... but i can't pacth the tkg executable. It allways says that 'it's an incompatible TKG executable or open error'.

I'm using the dream17 tkg adf files and this TKGPatch.

how to patch this exec?
[http://a1200.wordpress.com (spanish)
a1200 + Bliz1260/50Mhz/64Mb + HD10Gb + a520 svideo mod + Wireless PCMCIA Elsa MC-11 + PCMCIA CF + Adaptator + CF 256Mb + a500 + 512Kb]
 

Offline utri007

Re: AB3D Killing grounds patch
« Reply #1 on: September 16, 2007, 05:52:32 PM »
I would be allso interested to know where to get right files?
ACube Sam 440ep Flex 800mhz, 1gb ram and 240gb hd and OS4.1FE
A1200 Micronic tower, OS3.9, Apollo 060 66mhz, xPert Merlin, Delfina Lite and Micronic Scandy, 500Gb hd, 66mb ram, DVD-burner and WLAN.
A1200 desktop, OS3.9, Blizzard 060 66mhz, 66mb ram, Ide Fix Express with 160Gb HD and WLAN
A500 OS2.1, GVP+HD8 with 4mb ram, 1mb chip ram and 4gb HD
Commodore CDTV KS3.1, 1mb chip, 4mb fast ram and IDE HD
 

Offline alexh

  • Hero Member
  • *****
  • Join Date: Apr 2005
  • Posts: 3644
    • Show only replies by alexh
    • http://thalion.atari.org
Re: AB3D Killing grounds patch
« Reply #2 on: September 16, 2007, 06:40:42 PM »
Are you sure you have the right TKG disks?

4 MB executable (182820 bytes long)
 

Offline neuroflipTopic starter

  • Full Member
  • ***
  • Join Date: Apr 2006
  • Posts: 200
    • Show only replies by neuroflip
    • http://a1200.wordpress.com
Re: AB3D Killing grounds patch
« Reply #3 on: September 16, 2007, 11:00:13 PM »
Quote

alexh wrote:
Are you sure you have the right TKG disks?

4 MB executable (182820 bytes long)


my TKG sizes 182,812 bytes... but it's from the Dream17 website :S

where to get, legally, the right one?
[http://a1200.wordpress.com (spanish)
a1200 + Bliz1260/50Mhz/64Mb + HD10Gb + a520 svideo mod + Wireless PCMCIA Elsa MC-11 + PCMCIA CF + Adaptator + CF 256Mb + a500 + 512Kb]
 

Offline alexh

  • Hero Member
  • *****
  • Join Date: Apr 2005
  • Posts: 3644
    • Show only replies by alexh
    • http://thalion.atari.org
Re: AB3D Killing grounds patch
« Reply #4 on: September 17, 2007, 12:13:26 AM »
Quote

neuroflip wrote:
my TKG sizes 182,812 bytes... but it's from the Dream17 website :S

The ADF files on Dream17 are crack disks. hint [cr Digital Corruption] They have had the copy protection removed and hence the modified exe.

The IPF images on the Dream17 site work fine with the patch.

As for what the copy protection was, I dont know, I am guessing it was some sort of manual protection.
 

Offline discostu28

  • Newbie
  • *
  • Join Date: May 2006
  • Posts: 21
    • Show only replies by discostu28
Re: AB3D Killing grounds patch
« Reply #5 on: September 17, 2007, 01:36:04 AM »
Quote

alexh wrote:

As for what the copy protection was, I dont know, I am guessing it was some sort of manual protection.


Yep.  It was that horrible black ink on black paper code booklet that they seemed to favour.
 

Offline neuroflipTopic starter

  • Full Member
  • ***
  • Join Date: Apr 2006
  • Posts: 200
    • Show only replies by neuroflip
    • http://a1200.wordpress.com
Re: AB3D Killing grounds patch
« Reply #6 on: September 17, 2007, 02:15:21 PM »
OOook thanks! silly me :S

i'll try at home... but i don't have that codes :/

Quote

alexh wrote:
The ADF files on Dream17 are crack disks. hint [cr Digital Corruption] They have had the copy protection removed and hence the modified exe.

The IPF images on the Dream17 site work fine with the patch.

As for what the copy protection was, I dont know, I am guessing it was some sort of manual protection.
[http://a1200.wordpress.com (spanish)
a1200 + Bliz1260/50Mhz/64Mb + HD10Gb + a520 svideo mod + Wireless PCMCIA Elsa MC-11 + PCMCIA CF + Adaptator + CF 256Mb + a500 + 512Kb]
 

Offline Angus

  • Sr. Member
  • ****
  • Join Date: Apr 2006
  • Posts: 268
    • Show only replies by Angus
    • http://www.angusm.demon.co.uk/AGDB/AGDB.html
Re: AB3D Killing grounds patch
« Reply #7 on: September 17, 2007, 03:30:25 PM »

Has anyone used the TKG RTG patch successfully? I'd be interested if it works on a Mediator/Voodoo set up using P96.
 

Offline alexh

  • Hero Member
  • *****
  • Join Date: Apr 2005
  • Posts: 3644
    • Show only replies by alexh
    • http://thalion.atari.org
Re: AB3D Killing grounds patch
« Reply #8 on: September 17, 2007, 04:55:48 PM »
If you have a Voodoo then you dont use it do you? You use the RTG patch which doesnt use C2P, it uses the chunky mode of your RTG card. Dont forget to install AHI and RTGMaster

http://aminet.net/package/game/patch/AB3DII_RTG

http://aminet.net/package/driver/audio/m68k-amigaos-ahiusr

http://aminet.net/package/driver/video/rtgmaster_user
 

Offline Angus

  • Sr. Member
  • ****
  • Join Date: Apr 2006
  • Posts: 268
    • Show only replies by Angus
    • http://www.angusm.demon.co.uk/AGDB/AGDB.html
Re: AB3D Killing grounds patch
« Reply #9 on: September 17, 2007, 06:01:22 PM »
Quote

alexh wrote:
If you have a Voodoo then you dont use it do you? You use the RTG patch which doesnt use C2P, it uses the chunky mode of your RTG card. Dont forget to install AHI and RTGMaster



Yup, that's what I meant. I've tried and can't get it to run, but has anybody actually seen it working?
 

Offline jmbattle

  • Sr. Member
  • ****
  • Join Date: May 2005
  • Posts: 324
    • Show only replies by jmbattle
    • http://www.amigainabox.co.uk
Re: AB3D Killing grounds patch
« Reply #10 on: September 17, 2007, 10:25:14 PM »
Many years ago, when the RTG patch was first released, my Amiga buddy had TKG running extremely well on his A3000 with an 060 and CVision.  It required rather a lot of ram to start up, and I do not recall the AHI sound working, however the game ran really smoothly - fullscreen 320x240 at many frames per second, and possibly even 640x480 at quite a rate too.

It was great to see the game rendered at a higher resolution, although this was also around about the same time as the ADoom etc. so we ended up playing the game for ten minutes, then going back to null-link deathmatch!

Cheers,
James
x
 

Offline alexh

  • Hero Member
  • *****
  • Join Date: Apr 2005
  • Posts: 3644
    • Show only replies by alexh
    • http://thalion.atari.org
Re: AB3D Killing grounds patch
« Reply #11 on: September 17, 2007, 11:06:22 PM »
Quote

Angus wrote:
I've tried and can't get it to run

Which version of P96 do you have?

Did you install AHI plus RTGMaster and confirm they work?