Author Topic: REminiscence V1.0  (Read 10827 times)

elwing (OP)

  • Posts: 186
REminiscence V1.0
« on: September 09, 2013, 07:58:49 pm »
Hi all!

I decided to publish my port of REminiscence, on the engine side of view it's a simple recompile of Cyx's Reminiscence. most of my (small) work was about defining a custom mapping for the GCW0 console, updating the info screen with that mapping and a few odities about the file location and the opk itself.

here is a glorious shot of flashback thanks to wikipedia:

wiki: http://en.wikipedia.org/wiki/Flashback_(1992_video_game)

you can download the latest OPK there:
https://github.com/ElwingGit/GCW0_REminiscence/blob/master/src/distrib/REminiscence.opk?raw=true

installation:
it's only an engine, thus you'll need flashback datafile. all version supported by the original REminiscence should be fine. at the moment I tested only with the PC French version and the PC-CD English version...

you can either run the OPK once and let it create the required folder in "/usr/local/home/"
or manually create the folders: "/usr/local/home/.REminiscence/data" & "/usr/local/home/.REminiscence/save". Afterwards, you'll need to copy the data in the folder"/usr/local/home/.REminiscence/data".


Please feel free to point any issue or improvement I could do here or directly on my github.

Special note when updating from a version before v0.2.1:
upon update only the first level will be selectable in the "level" menu item. if by luck you had already some save state near the end of each level you already played, please, start new game => load savestate near end of jungle => enter level2 => load savestate near end of level => until you reach your current level, that will unlock theses skill/level in the menu item.
if you really don't have savestates to "fast-forward" to your current position in game send me a PM with the level reached in each difficulty and I'll provide a workaround...

history:
06.10.2013: v1.0, Final release
29.09.2013: v0.4, corrected some engrish in my texts and changed the icon to Hi-Ban's one to avoid copyright problems
27.09.2013: v0.3.1, added instruction screen when no data are found
20.09.2013: v0.3, added alternate key layout, first RC
19.09.2013: v0.2.1, prevent selection of level/skill never reached in the level selection.
18.09.2013: v0.2, fix for cinematic text, activated the level menu instead of the password menu.
09.09.2013: v0.1.1, first real beta release.


The source code is available in my github at:
https://github.com/ElwingGit/GCW0_REminiscence

Elwing
« Last Edit: October 06, 2013, 12:18:00 pm by elwing »

elwing (OP)

  • Posts: 186
Re: REminiscence port BETA released!
« Reply #1 on: September 13, 2013, 07:25:35 pm »
Ok, just a little warning.
The game work well, but I identified issue with how the save states work.
everything work fine, but you can only load a state if you are already in the correct level...
I'd like to fix that.

but feel free to play anyway, I don't plan to change the save state format so states will stay compatible with a new version...


edit: outdated
« Last Edit: September 19, 2013, 07:04:48 pm by elwing »

davidonabus

  • Posts: 20
Re: REminiscence port BETA released!
« Reply #2 on: September 14, 2013, 04:52:13 am »
Very cool!  How does this version compare to the Genesis/SNES version of the game?  Is the PC version the best?

elwing (OP)

  • Posts: 186
Re: REminiscence port BETA released!
« Reply #3 on: September 14, 2013, 07:13:02 am »
honestly, no idea...
If you want to use this version you need to be aware of the current save state issue...

save state work well but:
- you can only save state from the current level (I'm not sure yet if it's related only to the save slot selection or a limitation in the loading system too)
- you can't enter password as I haven't added an onscreen keyboard...

basically minor issues but the two together are rather problematic to load game after level 1...


edit: outdated information, ignore that
« Last Edit: September 19, 2013, 07:05:45 pm by elwing »

opt2not

  • Posts: 203
Re: REminiscence port BETA released!
« Reply #4 on: September 17, 2013, 09:44:18 pm »
Very cool!  How does this version compare to the Genesis/SNES version of the game?  Is the PC version the best?

The PC version of the game has very subtle differences in visuals, PC having a bit more colour depth than the others.

PC:


Genesis:


SNES


But the nice thing about this is being able to take the midi music from the Amiga version, and the voice-acting from the Sega-CD version and play it with the PC visuals. You could even replace the Vectored FMV's with the crappy 3D ones made for the Sega-CD version. I don't know why anyone would want to do that though. :)

@elwing:
Thanks for this!  I got it working for my GCW, with the aforementioned additions, it runs pretty good!  But those two issues are game-breakers at the moment. I'll have to put this on hold till those fixes are in, but I'm pretty stoked to play through this later!

davidonabus

  • Posts: 20
Re: REminiscence port BETA released!
« Reply #5 on: September 18, 2013, 08:06:28 am »
Great comparison, Opt2not, and terrific explanation re: mixing the best of the multiple ports.

Thank you!

d.

elwing (OP)

  • Posts: 186
Re: REminiscence port BETA released!
« Reply #6 on: September 18, 2013, 07:39:41 pm »
Ok, I somehow "fixed" the problem by enabling the level menu instead of the password menu (and yes, I enabled that... it was already present in the original REminiscence code... guess I should look at compilation define more closely next time...)

opt2not

  • Posts: 203
Re: REminiscence port BETA released [updated to 0.2]!
« Reply #7 on: September 18, 2013, 08:27:04 pm »
Great comparison, Opt2not, and terrific explanation re: mixing the best of the multiple ports.

Thank you!

d.
Cheers bud!  8)

Ok, I somehow "fixed" the problem by enabling the level menu instead of the password menu (and yes, I enabled that... it was already present in the original REminiscence code... guess I should look at compilation define more closely next time...)
Awesome, thanks! I was able to load up the last level I was on and load my save state. Though not ideal 'cause all levels are enabled, but it at least allows us to continue on with the game from our last spot. I gotta resist the temptation to cheat and skip the hard parts LOL :P

elwing (OP)

  • Posts: 186
Re: REminiscence port BETA released [updated to 0.2]!
« Reply #8 on: September 18, 2013, 08:40:02 pm »
Ok, I somehow "fixed" the problem by enabling the level menu instead of the password menu (and yes, I enabled that... it was already present in the original REminiscence code... guess I should look at compilation define more closely next time...)
Awesome, thanks! I was able to load up the last level I was on and load my save state. Though not ideal 'cause all levels are enabled, but it at least allows us to continue on with the game from our last spot. I gotta resist the temptation to cheat and skip the hard parts LOL :P

I thinked over it already before releasing that version, I might have an hybrid approach by keeping this level menu but grey out level/difficulty not reached before...

edit: in fact I have an "improvement" issue on that exact point on my git...

opt2not

  • Posts: 203
Re: REminiscence port BETA released [updated to 0.2]!
« Reply #9 on: September 18, 2013, 09:02:09 pm »
Any chance of getting the button layout similar to the console releases? Or perhaps a way to customize the controls?

This is what it looks like for the SNES (screenshots provided):
Y = Action/Shoot
B = Use item
A = Draw Gun

And for the Genesis:
A = Action/Shoot
B = Use item
C = Draw Gun

I like having the GCW's inventory on the Y-button (especially 'cause the Start and Select buttons are so damn loud when pressed), but the play buttons are a bit different than the console layouts.  It's not a huge thing, so feel free to shoot this down. Just figured it would be nice to have it closer to what the console versions were released with.

elwing (OP)

  • Posts: 186
Re: REminiscence port BETA released [updated to 0.2]!
« Reply #10 on: September 18, 2013, 09:26:36 pm »
I'll dig into adding multiple layouts...
that won't happend really quick through...

elwing (OP)

  • Posts: 186
Re: REminiscence port BETA released [updated to 0.2]!
« Reply #11 on: September 19, 2013, 05:19:27 pm »
I've not yet added different key mapping, but I've already added and improved level selection screen... which might pose problem to people already playing REminiscence...

the new functionality is that it will not allow to select level/skills not achieved before... and that is the problem as you can only load save-state...

if you got save state near the end of each level you completed it's no big deal as you can start at jungle, load save state near the end of the level, jump to level 2, load save state near the end of the level etc...

if you really can't do that you'll still have the possibility to contact me and I'll provide a workaround...

I'll try to release that version in just a few hours, cause generally the earlier the better for theses kinds of changes...


edit: ok, the update is up!
« Last Edit: September 19, 2013, 06:59:26 pm by elwing »

opt2not

  • Posts: 203
Re: REminiscence port BETA released [updated to 0.2.1]!
« Reply #12 on: September 19, 2013, 07:49:28 pm »
Thanks elwing, I've confirmed the level selection works as described.

Luckily I did save a state at the end of the Jungle level, just before the drop  8)

elwing (OP)

  • Posts: 186
Re: REminiscence port RC1 released [updated to 0.3]!
« Reply #13 on: September 20, 2013, 08:41:50 pm »
Thanks for the test, just bumped a new version with two different key mappings, select them in the info screen...

edit: this one will be my first RC... hopefully I'll be at 1.0 soon, feel free to test as much as you want!

elwing (OP)

  • Posts: 186
Re: REminiscence port RC2 released [updated to 0.3.1]!
« Reply #14 on: September 27, 2013, 06:39:29 am »
OK, one more bump, updated to RC2, its only change is to add an instruction screen if no data are found, to comply with the publishing guidelines.
There should be no gameplay or compatibility difference, I'd however appreciate if you'll try the update to validate the RC.

on another hand I can finally testify that the game is completable... damn thoses morph mob are hard... can't imagine how hard it was without savestate...

elwing (OP)

  • Posts: 186
Re: REminiscence port RC3 released [updated to 0.4]!
« Reply #15 on: September 29, 2013, 03:31:27 pm »
Ok, final bump before the final release and push to the repo.

updated to RC3:
contain only some languages fix and a change of icon since the one previously used posed some copyright problems.

there should be absolutely no gameplay changes nor save compatibility issue.
If possible please update to the latest version to help me discover any bug left there before the final version.
assuming I get no bug or improvement reported in one week I'll push it to final version.

Atlantis_Risen

  • Posts: 535
Re: REminiscence port RC3 released [updated to 0.4]!
« Reply #16 on: September 29, 2013, 10:49:00 pm »
I have Flashback on my PC, but what files do I put on my Zero exactly?  Is it like eDuke, where there's one GRP file to copy over, or do I copy everything?

Thanks.

zear

  • * Moderator
  • Posts: 2381
Re: REminiscence port RC3 released [updated to 0.4]!
« Reply #17 on: September 29, 2013, 10:56:22 pm »
You have to copy everything from the ./data/ directory.

Atlantis_Risen

  • Posts: 535
Re: REminiscence port RC3 released [updated to 0.4]!
« Reply #18 on: September 30, 2013, 12:14:08 am »
Thanks Zear.

elwing (OP)

  • Posts: 186
Re: REminiscence port RC3 released [updated to 0.4]!
« Reply #19 on: September 30, 2013, 06:04:11 am »
it support a variety of data...

the best mix in my opinion is to use the DOS game data (and not the CD-ROM version) and to add the amiga mod music.

The FMV from the CD-ROM version looks much worst than the vector movies from the original DOS version and the Amiga music is simply great. you can also add the voice from the SegaCD version, but honestly they don't sound so well and it slow down dialogs...

some details on the process can be obtained if you check the readme included with the opk.

edit: as for the language all version should be supported but I only tested English and French.
« Last Edit: September 30, 2013, 06:06:02 am by elwing »

 

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