problems with Mask

edited January 2005 in Games
I have problems with Mask. I want to make a RZX of this one (one per stage)

My problem is that the .TZX available on WOS do not load on Spectaculator. And the .Z80 have some problems, sometimes get frozen without motive (jumps to Key-letters screen and freezes)
I reached until level3, but here I get another error, when Im near the zone with a laser barrier it resets..

can somebody helps me?? If I onle could load the TZX version..
Post edited by judasEZT on

Comments

  • edited May 2004
    ISTR that both MASK and "Basil the Great Mouse Detective" use the same loader, and that absolutely requires the correct polarity when playing back the tape.

    I Think that Andy Barker could only get these to load in RealSpec, and no other emulators would load them.

    SPIN 0.5 Loads it, as the polarity issue has been fixed, and I would imagine that the next version of Spectaculator will too.

    D.
  • edited May 2004
    thanx, I will try with Spin
  • JmkJmk
    edited May 2004
    On 2004-05-08 11:55, judasEZT wrote:
    I have problems with Mask. I want to make a RZX of this one (one per stage)

    And the .Z80 have some problems, sometimes get frozen without motive (jumps to Key-letters screen and freezes)
    I reached until level3, but here I get another error, when Im near the zone with a laser barrier it resets..

    I think you might be using the "all levels loaded into 128K" Z80 I made a long time ago.

    I couldn't get past level 2 when I was making it, so I couldn't test it properly. :(

    Sorry about that...

    This does bring back some memories though, so I think I'll start a thread on the old days and converting games to disk. :)

  • edited May 2004
    I tried with SPIN and wasnt able to load the TZX =( I will try with RealSpectrum.

    Hey! Jmk I guess there isnt problem with your Z80 , I guess its a problem of emulation. Just I tried the Z80 in Spectaculator and SPIN and I get different problems in the same place.

    Occurs that in third level there is a LaserBarrier that repels your car with inertia. Well, that inertia is different in Spectaculator respect SPIN,.. in Spectaculator works better, but in some point the computer makes reset.. in SPIN the inertia is in a way that you cannot pass that stage. Just hope with RealSpec be nice emulated.

    To illustrate this problem, take a look at Marauder. There is an static enemy who shoot a homing-missile, in a emulator the homing-missile works correctly, but in other its odd.

    _________________
    it smelled like slow death in there.

    [ This Message was edited by: judasEZT on 2004-05-08 15:14 ]

    [ This Message was edited by: judasEZT on 2004-05-08 18:46 ]
  • edited May 2004
    There's a bug in RealSpectrum in the simulation of the tape noise in the pauses. You may have to manually disable it to load the Mask.tzx. Open the realspec.ini and set SimulateTapeNoise to 0. (Note that this option is completely different from the option LoadingNoise, which can be altered from within the emulator itself.)
    Also, the old TZX (available at WOS) may have some level data corrupted, but the new one (which you probably don't have, but it will be in the next TZXVault update) is tested to be OK.
  • edited May 2004
    On 2004-05-08 11:55, judasEZT wrote:
    My problem is that the .TZX available on WOS do not load on Spectaculator. And

    There's another thread about this. Basically, it's a crap loader that wants correct polarity.

    I've added this for 6.2

    Regards,

    Jon.

  • edited May 2004
    On 2004-05-08 15:14, judasEZT wrote:
    I tried with SPIN and wasnt able to load the TZX =( I will try with RealSpectrum.

    That's because you're using SPIN 0.41 - It loads fine in SPIN 0.5, which you don't have and I haven't released yet :-)

    As with Jon's comment, tape polarity fixing has only recently been added to our emulators.

    D.
  • edited May 2004
    There's another bug in the RS though. With the SimulateTapeNoise off, its TZX engine ingnores pauses beteween blocks, so other TZX that previously loaded OK won't load (e.g. Bomb Jack).

    These are the long-standing bugs of RS and are still present in the last release, although it states 'ultra-precise tape loading' :o)
    I wonder when the guys at Ramsoft are gonna do some serious work (like removing these bugs or do something with the sound quality, horrible since the R13) instead of adding useless features, like loading from mp3/ogg.

    But anyway, Luca&Stefano, I can live with these bugs (although annoying), and I do appreciate your work. For me, RS is still number 1 :o)

    [ This Message was edited by: Mikie on 2004-05-09 13:20 ]
  • edited May 2004
    Hello guys!

    There are actually some issues about this subject:

    1. The TZX file of Mask published in the TZXVault is incorrect and would not load at all if you implement TZX following the specs correctly. This can be solved by editing the TZX to increment the pilot pulses by 1 for blocks #2 and above; I can put online a fixed TZX to replace the current one. The loader is definitely crap though.

    2. Do you think the TZX may need some extension to define the signal polarity more precisely?

    3. The pause bug in RealSpectrum has been corrected as soon as I learnt about it, that is right now. I'm sorry for not having done that before, but I can't fix bugs which I'm not aware of :)
    BTW, I'm often away and I can't read forums regularly, so it would be of great help to me if you can send a copy of bug reports to ramsoft@bbk.org as well, just to make sure I don't miss anything.

    The 'ultra precise loading' which I mentioned refers to signal interpolation which is performed with audio samples (WAV/MP3/OGG); you'll see the big difference with very fast loaders such as Ultracargas and Codemasters CD.

    Mikie, why is MP3 loading useless? In my opinion it's a good substitute for VOC/WAV storage, and possibly for certain CSWs too. And what about those portable MP3 players with an USB interface, which are becoming increasingly common today: great replacement for tape recorders and CD players to connect to your real Spectrum.

    Thanks!

    Luca

    PS: Can you drop me a line about the audio problems you are experiencing since R13? Ta

    [ This Message was edited by: Luca on 2004-05-10 02:02 ]
  • edited May 2004
    On 2004-05-10 02:01, Luca wrote:
    Hello guys!

    There are actually some issues about this subject:

    1. The TZX file of Mask published in the TZXVault is incorrect and would not load at all if you implement TZX following the specs correctly. This can be solved by editing the TZX to increment the pilot pulses by 1 for blocks #2 and above; I can put online a fixed TZX to replace the current one. The loader is definitely crap though.

    You got that right :-p

    You may be interested in this discussion on the MIA forum:

    http://www.worldofspectrum.org/forums/viewtopic.php?topic=5096&forum=3&25

    Andy and friends have recently dumped correct versions of these files, which do now load in SPIN and Spectaculator - I've not tested RS as my version is old now to say the least :-)

    D.
  • edited January 2005
    buahhh :(

    This game is becoming a legend for me. I love it, but Im no able to finish it,... buaahh..

    look what happens when I blow the laser barrier in third level.

    http://webs.ono.com/judasezt/downloads/mask-crash.rzx
  • I used Z80 128K snapshot and POKE 41721,201 (remove whirlwind in the third level) for recording.
  • I always thought the problem with Mask was that it was shite?
    Every night is curry night!
  • I always thought the problem with Mask was that it was shite?

    :))
  • technically it is very good, if the game was a bit more like Jungle Strike it would have been good. it has all the elements of that game like turrets already.
  • slenkar wrote: »
    technically it is very good, if the game was a bit more like Jungle Strike it would have been good. it has all the elements of that game like turrets already.

    The Mega Drive game? That's a big ask!
  • edited February 2017
    if someone was familiar with the code they could just make a new map, put some turrets in there, but they would have to program the bit where you pick up hostages :)
    Post edited by slenkar on
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