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French translation of Captive

Тема в разделе "International Zone", создана пользователем hrvg54, 23 ноя 2022.

  1. hrvg54

    hrvg54

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    .Yes, maps will always feature level 1 (first level, lowest)

    These are certain enemies that have a map. You get the card by killing the enemy, but you do not know it until you kill him.

    The maps can be found in any level. There is the same number of maps as the number of levels. (1 level --> 1 map, 2 levels --> 2 maps... You will never have two MAP II maps, for example in the Amiga/Atari versions). The maps basic, II, III, IV and V are unique and are found in places defined by the game. You can have map basic at level IV.

    Yes and it is the same for the PC version.

    I think it's the game (program) that defines which enemies will carry the cards.
    I also think that the maps like for levels or others will not change place (level).
    For example, a planet x will always have the same number of levels x and no matter what the player does.

    I do not know. I will look. The maps disappear in the Atari version. I just checked.
    --- добавлено 2 янв 2023, предыдущее сообщение размещено: 2 янв 2023 ---
    All maps and clipboards disappear when the generators are destroyed. What makes sense

    A link that may help you.
    MapGen - Introduction
     
  2. oFF_rus .

    oFF_rus

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    It does not work from my place (says "404 The requested URL was not found on this server.") , but I managed to open it through google translate. Interesting information.

    By the way, here is the link describing prices to mines and exposives (scroll to the end of page) on Atari ST:
    https://captive.atari.org/Tools/Items/Items.php

    But it will be good to test - will the speed of growth of price be the same on Atari ST as on PC.
     
  3. oFF_rus .

    oFF_rus

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    Test this patch:

    Код:
    Difference(s) between gm.exe & gmfix.exe
    GM.EXE
    000010F1: D0 32
    000010F2: C8 E4
    000010F3: D0 D1
    000010F5: D0 D1
    000010F7: 32 D1
    000010F8: E4 C8
    
    You'll have to unpack GM.EXE with UNP.EXE before applying the patch.

    Hopefully this will enable game to generate maps level II-V.
    --- добавлено 3 янв 2023, предыдущее сообщение размещено: 3 янв 2023 ---
    This fixes new base generation, so to get result you need to fly to new planet!
     
  4. hrvg54

    hrvg54

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    Hi,
    I was sure of it... I had hesitated and I started from the base. I start again.
    --- добавлено 3 янв 2023, предыдущее сообщение размещено: 3 янв 2023 ---
    You are a miracle worker... :worthy:
    II am glad to have you to help me...
    Thank you.

    I will continue to find the other maps. There are 5 levels in this base.
    --- добавлено 3 янв 2023 ---
    Save with all maps:
    CAPTIVE1

    I will finish this mission, but it is long, because there are 5 objectives (bases) to destroy + the station.

    A small question. Can I give you other bugs to fix?
     

    Вложения:

    • map.png
      map.png
      Размер файла:
      61,7 КБ
      Просмотров:
      43
    • map V.png
      map V.png
      Размер файла:
      30,3 КБ
      Просмотров:
      43
  5. oFF_rus .

    oFF_rus

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    Yes, but I can't promise anything.
     
  6. hrvg54

    hrvg54

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    Hi,

    I thank you.
    We can not detonate a mine or open a door when you throw electricity. See videos:
    captive bug_1
     
  7. oFF_rus .

    oFF_rus

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    Can you upload savegames for these situations?
     
  8. hrvg54

    hrvg54

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    Yes :
    CAPTIVE2

    The power outlet is next to right. The door is further straight ahead.
    --- добавлено 4 янв 2023, предыдущее сообщение размещено: 4 янв 2023 ---
    I have a big bug...
    I do not know what I did, but the game crashes with devScape super. The yellow player. The bug was present before fixing game bugs (red lines, maps, mine prices).

    I have searched for an old "cappo.exe" which does not crash the game. I cannot find my error.

    Can you look and find my mistake, please?


    big bug
    --- добавлено 4 янв 2023 ---
    I found my notes. I will try to redo the corrections from the file which does not bug.
    --- добавлено 4 янв 2023 ---
    I fixed the "cappo.exe" file. If you compare the two files with WinMerge. It is second difference that crashes the game. Can you tell me what this line represents, please?

    big bug_1
     
  9. oFF_rus .

    oFF_rus

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    This value is part of list of pointers to code. Probably something like virtual functions (some info about - Understand C++ vtable from assembly code (part 1) )

    Maybe it is the list "what to do when user activates device #x". List starts here:

    Код:
    seg001:B72E off_19C1E       dw offset loc_C15E      ; DATA XREF: sub_C01A+7Br
    seg001:B730                 dw offset loc_C207
    seg001:B732                 db  14h
    seg001:B733                 db    0
    seg001:B734                 db    0
    seg001:B735                 db    0
    seg001:B736                 dw offset loc_C14E
    seg001:B738                 dw offset loc_C2E1
    seg001:B73A                 db  5Ah ; Z
    seg001:B73B                 db    0
    seg001:B73C                 db    0
    seg001:B73D                 db    0
    ...
    seg001:B7A6                 dw offset loc_C1BF
    >>this pointer you broke:
    seg001:B7A8                 dw offset loc_C998
    seg001:B7AA                 db  20h
    seg001:B7AB                 db    3
    seg001:B7AC                 db    0
    seg001:B7AD                 db    0
    
    It contains records, each of them contains 2 code pointers and 4 other bytes.

    They are used here:

    Код:
    seg000:C095                 mov     dx, ds:off_19C1E[bp]
    seg000:C09A                 jmp     dx
    
    Game reads one of this pointers (bp=number of device, or something like this) and jumps to code position this pointer points to. And you moved one of this pointers so it started to point to the middle of instruction breaking the order of execution.
    --- добавлено 5 янв 2023, предыдущее сообщение размещено: 5 янв 2023 ---
    These are pointers to seg000, the code segment, but you treated this pointer as pointer to seg001 - data segment. Just coincidence that there is something meaningful in both segments with same offset.
     
    Последнее редактирование: 5 янв 2023
  10. hrvg54

    hrvg54

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    Hi,

    Thank you for your explanations.
     
  11. hrvg54

    hrvg54

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    I have a dilemma. I saw that the Atari version has the same values for mines and explosives as PC version. It is, mine = 33168 and explosives =3 2868.

    I put back the original values, because there are two "8000" (0x0080) values (yellow and blue). I had modified the second value (blue), but it modifies mines and explosives.

    I had read that the mine prices were a bug. I reread the bugs on the site where you gave me the link. It does not talk about this bug. And yet, I read it on a forum. Maybe it was a mistake. I don't know what to do.

    What would you do, please ?
     

    Вложения:

    • price atari.png
      price atari.png
      Размер файла:
      58,4 КБ
      Просмотров:
      36
    • price PC.png
      price PC.png
      Размер файла:
      66,1 КБ
      Просмотров:
      40
    • hexa  _1.png
      hexa _1.png
      Размер файла:
      41,2 КБ
      Просмотров:
      37
  12. oFF_rus .

    oFF_rus

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    You should modify both constants at the same time because first one is the limit mark and the second one is the new limit. And this code is used for any item with type 0x20 (it is just coincident that there is two constants in this code and there are two items with type 0x20 in the game).

    So when you change theses constants to different values for the game it means something like this:

    IF calculated value for selling this mine IS GREATER THAN 3000 THEN SET selling price TO 7000
    or
    IF calculated value for selling this mine IS GREATER THAN 7000 THEN SET selling price TO 3000

    Both variants are nonsense.

    I don't know. If the price gets too high early in the game I'd edit item parameters to make price rising slope less steep. If the final price is too high (for example if in early-game you can buy tens of mines during cleaning one base and in late-game only 2-3) then change price cap from 0x8000 to something more reasonable.
     
  13. hrvg54

    hrvg54

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    I am of your opinion. I will think about it.
    I thank you for your answer.
     
  14. oFF_rus .

    oFF_rus

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    Fix for raiser walls:

    Код:
    Fix raiser walls not rasing after hit of projectile
    CAPPO.EXE
    00005127: 11 12
    00005128: D0 C0
    0000512A: D0 02
    0000512B: C5 53
    00005137: 75 5B
    00005138: 22 75
    00005139: 80 21
    0000513A: 3D 80
    0000513B: 1B 3D
    0000513C: 75 1B
    0000513D: 98 75
    0000513E: 50 97
    0000513F: 53 50
    00005140: 51 53
    00005141: 52 51
    00005142: 57 52
    0000514C: 08 09
    0000514E: 06 07
    00005152: 04 44
    00005153: 00 02
    00005155: 5E 00
    00005156: 5F 5E
    
     
  15. hrvg54

    hrvg54

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    It is excellent... :good:
     
  16. hrvg54

    hrvg54

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    It also works with guns, balls and others...
     
  17. oFF_rus .

    oFF_rus

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    Fix for remote detonation of mines
    Код:
    Detonate mine with electric projectile
    CAPPO.EXE
    000050FB: 74 75
    
     
  18. hrvg54

    hrvg54

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    You are quick to fix bugs... :good:

    There are still two bugs to fix.
    I do not have all the videos and saves.


    I thank you for your help.
     
  19. oFF_rus .

    oFF_rus

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    From Captive - Droid Parts :

    Код:
    When the health of the leader's head is less than 20%, the view is disrupted
    by having blank lines across the screen
    
     
  20. hrvg54

    hrvg54

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    Hi,

    I did not remember this damage.
    Thanks for your explanation.
    Thank you for your explanation.


    Bug 1) Enemies drop a mine when killed.
    The videos and saves are in the mine_enemy folder.
    enemi 1 pc --> CAPTIVE1.SAV
    enemi 2 pc --> CAPTIVE2.SAV
    enemi 3 pc --> CAPTIVE3.SAV

    Bug 2) Enemies are missing or invisible.
    Atari version has the same bugs.
    The videos and saves are in the Missing or invisible enemy folder.
    Missing or invisible enemy 4 pc --> CAPTIVE4.SAV
    invisible ennemt 5 pc --> CAPTIVE5.SAV
    invisible enemy 6 pc --> CAPTIVE6.SAV

    captive bug_10

    I thank you very much for your help.










    --- добавлено 8 янв 2023, предыдущее сообщение размещено: 8 янв 2023 ---
    Bug 1) Enemies drop a mine when killed.
    I forgot this enemy "enemy 7 pc"

    mine_ennemy_10
     
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