Goblins :((((((((

ZXNet echo conference «real.speccy»

From Dima Bystrov To All 9 September 2005

Hello All!

It turned out to be buggy :(((
1. sprites of objects sometimes spontaneously “split into two”
2. in the 8th level, while the devil is climbing a snake, a vertical
stripe jumps across the screen, and after poking “GO” one character disappears, and no further action
can be taken (except LOAD or EXIT), although the other two move (but
are not controlled).
3. The names of objects are sometimes not completely erased - 1-2 pixels remain.
4. In the 7th level, seeds can be placed on the bed so that later they cannot be
taken.

The copy is taken from Ra.id's disk...
The password for the 8th level is JCJCHHK.

and it slows down severely :( and the speed of the arrow (no mouse) depends on what's happening on the screen:(((((

- A.Coder [Wolf3d2004 InfoGuide7 ACEdit96 ACN42 PT3695 Chip13 HexFill HDDoct5]
[Ansi04 8col12 ZXRar27UnR59 Jpg042 CacVox1 Dbs07 Gluk61R PC21 Alasm50f2 Sts70i]

... ZX Spectrum today

From Maxim Timonin To All 11 September 2005

Fri Sep 09 2005 17:50, Dima Bystrov wrote to All:

DB> Hello All!

DB> It turned out to be buggy :(((

[scipped]

DB> copy taken from Ra.id's disk...
DB> 8th level password - JCJCHHK.

Which GOBLINS are we talking about - the ATM version?

Maksagor, NedoPC group. ATM-turbo 2+

From Dima Bystrov To All 12 September 2005

- A.Coder [Wolf3d2004 InfoGuide7 ACEdit96 ACN42 PT3695 Chip13 HexFill HDDoct5]
[Ansi04 8col12 ZXRar27UnR59 Jpg042 CacVox1 Dbs07 Gluk61R PC21 Alasm50f2 Sts70i]

... ZX Spectrum today

From Maxim Timonin To All 12 September 2005

DB> Yes.
DB> There is no other one.

Well, I asked just in case. Yes, this toy is still the same... :)
I hope that when you played, you set the turbo mode on the emulator?
Otherwise I can’t imagine how you passed it... :)

Thanks for the list of glitches. I never had the patience to complete it - on PC (I reached the maximum level 6), and on ATM (sometimes I crawled up to level 4). The toy is really heavy, but I didn’t encounter any glitches.
For example, the character didn’t disappear... Maybe he played a little?

Probably Khonich, having made it, never finished it (in the sense of finding bugs).
It was already 1994, and MicroART had already gradually begun to wind down its
activities on Speck. But the biggest drawback of this game, in my opinion, is its protection, tied to a special mark (a specially formatted sector),
because of which the game, located on 4 (!) 640Kb floppy disks, is impossible
to simply upload to a screw in the CP/M partition and quickly load from there. And
you have to fight against sleep while the slow CP/M (OS TASiS
rules!) loads the subject.

Yura UKMS[z] somehow got into it with a monitor and, he says, looked like it
was using its internal flop driver, and CP/M restarts were completely ignored. In general, if someone can (subtle hint), well, if not remove the protection, then describe its functioning (when and where it happensreading the special sector
(I strongly suspect that this happens once per game), how the
special flop driver functions (what to feed it at the input and what we get as a result and in what
part of memory), and most importantly, in which file and in what part of it all this crap is located!) then I would try to untie the toy from the flop, since
CP/M restarts and how to work with them I I know, but delving into someone else's code yourself is not enough...

PS: as far as I understood from a quick look at the toy, at least the code part
is not packaged there. I don’t know about graphics, but in this case it’s not important.

From Dima Bystrov To All 13 September 2005

Hello Maxim!

13 Sep 05 02:00, Maxim Timonin wrote to Dima Bystrov:

MT> I hope that when you played, you set the turbo mode on the emulator?
even 4x :) It feels like there is a pussy emulation going on ;))))))))
but at the same time the sound effects are designed for noturbo!
MT> Otherwise I can’t imagine how you went through it... :)
I went through the best version when I was at school, and wrote down on a piece of paper how it goes :)

MT> Probably Khonich, having done it, never completed it (in the sense of searching for
MT> bugs). It was already 1994, and MicroART had already gradually begun to wind down its activities on Speck. But the biggest drawback of
MT> this game, in my opinion, is its protection, tied to a special mark (a special
MT> formatted sector), which is why the game, located on
MT> 4 (!) 640Kb floppy disks, cannot simply be loaded onto a screw in the
MT> CP/M-partition and quickly loaded from there.
It's funny that it is packaged up to 1050192 bytes! there is a lot of duplicate
data on different disks! I divided the trd files into pieces of 32768 bytes each and began to pack them with rar
in Solid mode, grouping the pieces by their number. The packaging showed that the first 8
pieces (out of 20 available) on all 4 disks are almost identical (for these first 8
pieces, copies from 2nd to 4th were packed to less than 200 bytes).

MT> PS: as far as I understood whena quick look at the toy, at least
MT> the code part is unpacked. As for the graphics, I don’t know, but in
MT> this is not important in this case.
Pieces from 14 to 18 on all disks (and on the 1st and 4th - another 19th, on the 4th - another
13th and 19th) are almost not packed. Apparently they are packed.