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Author Topic: Fast forward in original Lemmings?  (Read 5618 times)

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Offline motorollinTopic starter

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Fast forward in original Lemmings?
« on: December 31, 2008, 05:06:35 PM »
During my time off Uni I've been working my way through Lemmings 2 again. Once I've finished it, I've been thinking of going back to the original Lemmings, but I don't think I could bear to do it now I've got used to fast forward :lol: So I was wondering whether it would be possible for the WHDLoad version of Lemmings to hack a fast forward mode? Maybe it could monitor a keystroke which would toggle the frame rate of the game between normal/double? Can WHDLoad do that?

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moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #1 on: December 31, 2008, 05:13:13 PM »
Quote

motorollin wrote:
During my time off Uni I've been working my way through Lemmings 2 again. Once I've finished it, I've been thinking of going back to the original Lemmings, but I don't think I could bear to do it now I've got used to fast forward :lol: So I was wondering whether it would be possible for the WHDLoad version of Lemmings to hack a fast forward mode? Maybe it could monitor a keystroke which would toggle the frame rate of the game between normal/double? Can WHDLoad do that?

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moto


L2!!! A great game... :-)

Hmmm, think the processing required for the 100 ok screen lemmings of the original was actually quite extreme... I wrote a lemmings clone back in the day, and it was very CPU/Blitter intensive... So adding a fast forward mode probably would be limited to the Chipset/CPU speed... But if you were serious about this maybe someone could patch out the VBL waiting code... :-/

Offline motorollinTopic starter

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Re: Fast forward in original Lemmings?
« Reply #2 on: December 31, 2008, 05:17:51 PM »
Quote
bloodline wrote:
L2!!! A great game... :-)

After all these years, I have once again become totally obsessed by it! I have just finished 7 tribes, all with gold medals on every level :afro:

Quote
bloodline wrote:
Hmmm, think the processing required for the 100 ok screen lemmings of the original was actually quite extreme... I wrote a lemmings clone back in the day, and it was very CPU/Blitter intensive... So adding a fast forward mode probably would be limited to the Chipset/CPU speed...

L2's fast forward seems to work really well, and there's probably more going on in that than in the original due to all the new skills and traps.

Quote
bloodline wrote:
But if you were serious about this maybe someone could patch out the VBL waiting code... :-/

What's VBL waiting code?

Edit -
Ahh, Vertical BLanking. I guess changing that would adjust the amount of time between frames?

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #3 on: December 31, 2008, 05:22:42 PM »
In L2 there were much less lemmings per level :-)

VBL = Vertical Blanking Line, in your main loop you have a small price of code that waits for interrupt 5, that synchronizes the display with the gfx and gives you silky smooth gfx... At the expense of limiting you to 50fps and ensuring that everything has to be completed in 25ms :-)

Offline motorollinTopic starter

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Re: Fast forward in original Lemmings?
« Reply #4 on: December 31, 2008, 05:27:19 PM »
Quote
bloodline wrote:
In L2 there were much less lemmings per level :-)

True, but it varied in Lemmings 1. Some levels only had 10 :-)

Quote
bloodline wrote:
VBL = Vertical Blanking Line, in your main loop you have a small price of code that waits for interrupt 5, that synchronizes the display with the gfx and gives you silky smooth gfx... At the expense of limiting you to 50fps and ensuring that everything has to be completed in 25ms :-)

So if you remove that from the loop could you manually control the framerate?

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #5 on: December 31, 2008, 05:34:43 PM »
Most levels in L1 had a lot more lemmigs than L2... It probably averages out to 90...

Well removing the VBL would allow the game to execute as fast as the hardware can run it (with really sh1ty gfx) :-)

Offline motorollinTopic starter

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Re: Fast forward in original Lemmings?
« Reply #6 on: December 31, 2008, 05:46:14 PM »
Well an accelerated Amiga might be able to do it. Wouldn't it be better to control the framerate and make it double rather than removing the delay between frames and allowing it to go as fast as the hardware can go? Would such a change be possible with a patch to the WHDLoad slave?

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #7 on: December 31, 2008, 05:54:17 PM »
I guess you might be able to add a busy loop with a variable loop counter to control the rate... :-)

Anyway, no matter you will still be limited by the blitter :-)

Offline motorollinTopic starter

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Re: Fast forward in original Lemmings?
« Reply #8 on: December 31, 2008, 06:05:01 PM »
Tell you what. If you make the necessary changes, I promise to stop being lazy and get on with my album ;-)

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #9 on: December 31, 2008, 06:10:33 PM »
Quote

motorollin wrote:
Tell you what. If you make the necessary changes, I promise to stop being lazy and get on with my album ;-)

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Hahahaha :-)

Without the source code I'd be stumped! It's been 15 years since I looked at 68k asm... Reading some disassembly would be horrific now... :-) I've even forgotten all my chipset reg offsets too :-o $dff180 is all I remember

Offline motorollinTopic starter

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Re: Fast forward in original Lemmings?
« Reply #10 on: December 31, 2008, 06:13:52 PM »
$ddf180 sounds like as good a place to start as any! :-P

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline Naton

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Re: Fast forward in original Lemmings?
« Reply #11 on: December 31, 2008, 06:32:35 PM »
Don't forget to play through Lemmings 3D! :-o
 

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #12 on: December 31, 2008, 06:39:07 PM »
Quote

motorollin wrote:
$ddf180 sounds like as good a place to start as any! :-P

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$dff180 if memory serves, is colour register 0... I used to poke random values in there to check if that part of the code was executed or not... simple debugging before we had things like GDB (I love Xcode!!!) :-D

Offline bloodline

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Re: Fast forward in original Lemmings?
« Reply #13 on: December 31, 2008, 06:39:37 PM »
Quote

Naton wrote:
Don't forget to play through Lemmings 3D! :-o



I found L3D tedious... :shrug:

Offline weirdami

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Re: Fast forward in original Lemmings?
« Reply #14 on: December 31, 2008, 07:47:46 PM »
I remember things moving a little bit faster when I scrolled so that all the lemmings were off screen.
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