Ultimate Amiga

Amiga Software Help / Discussion => Games Discussion => Topic started by: bwlfp on July 25, 2006, 02:41:06 AM

Title: Captive
Post by: bwlfp on July 25, 2006, 02:41:06 AM
Don't know whether anyone has deeply looked into this game but I have been trying out Captive on the PSP, thought I would post a few pointers for anyone else who wants to try it out.
1) You need a formatted save game disk image.  When saving you need to change to this disk, then save, wait for flashing screen, change back to the Captive adf and press the right mouse button.  The Captive adf will be unusable if you save onto it.
2) Control is a challenge but there is one key step that could make it very playable.  That step is being able to move using the keypad for movement (or perhaps even better the directional buttons but that may not be possible).  To do this you change the buttons to match the keyboards keypad, for example make X be keypad number 2 to move backwards and [] to be 4 etc.  The problem is that when you do that you take several steps backwards rather than just one (unless you hit it exxxxxtremely lightly) and in all likelyhood hit a wall.  The same applies for any movement.  This is presumably to do with the variable sensitivity of the PSPs keys.  Does anyone know a way to fix this sensitivity problem??
3) If mouse movement is controlled not by the analog stick but instead by the D-pad then fighting becomes easier as you can shift directly from right to left accross the "hands" to hit the enemy more easily.
4) Switch whatever is set to be the right mouse button to be the middle mouse button.  Personally I set X to be the left mouse button and circle to be the middle mouse button, since I gave up trying to use them for movement.

Currently I have got to the end of the first base and I have to do the nerve racking placing of the explosives into the generators.  Running out of the bases will be tough with the imperfect mouse situation.  Allocating keys for movement would solve this problem and will make battles later in the game easier to win (as a lot of strafing and turning is necessary to avoid some of the enemy's crazy weaponary).
Title: Re: Captive
Post by: Hungry Horace on July 25, 2006, 11:35:16 AM
i have similar problems playing Bloodwych.


thats how i came about my key mappng bugs and future control suggestions.
Title: Re: Captive
Post by: bwlfp on July 25, 2006, 06:59:33 PM
If this bug could be fixed it would be great ;D.  I have failed twice to get out of the first space station because it is so difficult to move the mouse around quickly.  Basically without this Captive is currently going to be unplayable beyond the first few bases :'(.  How can this be fixed? ???
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 01:13:55 AM
Not sure if this is going to work.  Thanks to the great PSPUAE updates over the last few months Captive plays fantastic....EXCEPT that now on base 8 I have encountered a red screen of death (see image below).  I have tried various options but none have worked.  The screen occurs when the game needs to load data off the disk (e.g getting a planet probe or leaving a base).  I have never had this problem in previous bases or on the Amiga.  Any ideas what might be causing this?  Cheers
(http://img221.imageshack.us/img221/4415/659071574yg2.th.png) (http://img221.imageshack.us/my.php?image=659071574yg2.png)
Title: Re: Captive
Post by: EmuChicken on December 24, 2006, 01:54:03 AM
.... are you running from an adf/ adz?  maybe untoggle fast disk loading, that might help it?
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 02:53:24 AM
Thanks, unfortunately that does not fix the problem.  I am running from an adf but I use a savestate for saving my progress because for some reason I was unable to save the game in the standard way after PSPUAE ~0.51 I think and anyway savestates turned out to be way more convienient.  It is really quite bizarre.  I've tried reinstalling PSPUAE v0.61 (I was using 0.62 when I first encountered this screen) and that does not solve it either. 
Title: Re: Captive
Post by: EmuChicken on December 24, 2006, 08:05:03 AM
... so when you load the save state, have a check if the disks are in the drive... config might have removed that info (maybe!?)

Also- what configuration are you using with it?  which kickstart, ram, chipset etc?
Title: Re: Captive
Post by: EmuChicken on December 24, 2006, 08:07:55 AM
also how about the actual WHDLoad savestate on the main page?  ...  if you use this it'd speed up disk access aswell as fix bugs within the game (usually)- as its WHDLoad ;)

you may be able to load up your save game (disk) from there too
Title: Re: Captive
Post by: Hungry Horace on December 24, 2006, 11:43:33 AM
i think for the savestate to load a disk-saved game, you would need to set a custom tooltype on whdload... which the savestate does not.

i would agree to use the whd savestate though, as any savng routines etc will be patched to run in ram, and therefore wll save with the savestate, with no need for ADF.
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 10:23:24 PM
... so when you load the save state, have a check if the disks are in the drive... config might have removed that info (maybe!?)

Also- what configuration are you using with it?  which kickstart, ram, chipset etc?
Just checked and the disk is in the drive.  Here is my config, have also tried various variations on this.  Merry Christmas.
cpu 68020
cpu speed max
BCE off
IB on
Collision playfields
chipset eps
sound emulation normal
stereo 4 ch
interpol none
fastmem 0kb
chipmen 512
bogmem 512
Kickstart 3.0
Floppy turbo
dfo 3.5 DD
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 10:32:54 PM
also how about the actual WHDLoad savestate on the main page?  ...  if you use this it'd speed up disk access aswell as fix bugs within the game (usually)- as its WHDLoad ;)

you may be able to load up your save game (disk) from there too
Interesting, I probably should have done this.  The problem now is that because I was unable to save to my save game disk, all I have are the savestates, so I think I would have to start the game from scratch (or at least the last time I saved to my savegame disk) if I started using WHDLoad, although I really don't know enough about it.   
Title: Re: Captive
Post by: FOL on December 24, 2006, 10:33:29 PM
... so when you load the save state, have a check if the disks are in the drive... config might have removed that info (maybe!?)

Also- what configuration are you using with it?  which kickstart, ram, chipset etc?
Just checked and the disk is in the drive.  Here is my config, have also tried various variations on this.  Merry Christmas.
cpu 68020
cpu speed max
BCE off
IB on
Collision playfields
chipset eps
sound emulation normal
stereo 4 ch
interpol none
fastmem 0kb
chipmen 512
bogmem 512
Kickstart 3.0
Floppy turbo
dfo 3.5 DD

It could be the way PSPUAE used to savestate, have you tried the savestate on the right side of site?
Title: Re: Captive
Post by: EmuChicken on December 24, 2006, 10:44:42 PM
isnt captive frigging old?

try an A500 config!

68000
cup speed- real
chipset OCS
kickstart 1.3
floppy normal speed

I also forgot what the bce and ib were but try em both on ;)
Title: Re: Captive
Post by: FOL on December 24, 2006, 10:52:36 PM
isnt captive frigging old?

try an A500 config!

68000
cup speed- real
chipset OCS
kickstart 1.3
floppy normal speed

I also forgot what the bce and ib were but try em both on ;)

Indeed it is an old game, Immediate Blits and Blitter Cycle Exact, cant be used at same time, Immediate Blits, usualy works with everything.
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 10:59:46 PM
... so when you load the save state, have a check if the disks are in the drive... config might have removed that info (maybe!?)

Also- what configuration are you using with it?  which kickstart, ram, chipset etc?
Just checked and the disk is in the drive.  Here is my config, have also tried various variations on this.  Merry Christmas.
cpu 68020
cpu speed max
BCE off
IB on
Collision playfields
chipset eps
sound emulation normal
stereo 4 ch
interpol none
fastmem 0kb
chipmen 512
bogmem 512
Kickstart 3.0
Floppy turbo
dfo 3.5 DD

It could be the way PSPUAE used to savestate, have you tried the savestate on the right side of site?
Well I thought this would load up OK but though it starts to load the introductory sequence (the music) once I press the left mouse button to end the introduction it still produces the red screen of death.  Now I am really confused.  The one thing I did to my PSP before I started getting this problem was I installed the C64 emulator PSPVICE.  I can't see how that would effect anything.  
Title: Re: Captive
Post by: EmuChicken on December 24, 2006, 11:01:59 PM
you mean you loaded the WHDLoad state with that same configuration?

prolly no where near enough memory-  whdload uses the ram as a cache for all the data , so max them values buddy!
Title: Re: Captive
Post by: Hungry Horace on December 24, 2006, 11:03:28 PM
also how about the actual WHDLoad savestate on the main page?  ...  if you use this it'd speed up disk access aswell as fix bugs within the game (usually)- as its WHDLoad ;)
Interesting, I probably should have done this.  The problem now is that because I was unable to save to my save game disk, all I have are the savestates, so I think I would have to start the game from scratch (or at least the last time I saved to my savegame disk) if I started using WHDLoad, although I really don't know enough about it.

upload your savedgame-savestate somewhere and post a link up.

i will transfer the save for use in whdload, and then create a new copy of the ram-installed savestate where you can load your game.

i've not really played captive much, but i'm sure i can figure out how to sort this for you.
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 11:07:09 PM
isnt captive frigging old?

try an A500 config!

68000
cup speed- real
chipset OCS
kickstart 1.3
floppy normal speed

I also forgot what the bce and ib were but try em both on ;)
Just tried these settings but still getting the RSOD.
Title: Re: Captive
Post by: EmuChicken on December 24, 2006, 11:09:54 PM
give it some more memory?.....

hmnnnnmmmmnnnnnnn  ... could be a software bug?  possibly?  - this is why we all recommend the whd version unless you get no problems
Title: Re: Captive
Post by: Hungry Horace on December 24, 2006, 11:13:11 PM

Just tried these settings but still getting the RSOD.

i hope you read my offer above ;)
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 11:16:03 PM
also how about the actual WHDLoad savestate on the main page?  ...  if you use this it'd speed up disk access aswell as fix bugs within the game (usually)- as its WHDLoad ;)
Interesting, I probably should have done this.  The problem now is that because I was unable to save to my save game disk, all I have are the savestates, so I think I would have to start the game from scratch (or at least the last time I saved to my savegame disk) if I started using WHDLoad, although I really don't know enough about it.

upload your savedgame-savestate somewhere and post a link up.

i will transfer the save for use in whdload, and then create a new copy of the ram-installed savestate where you can load your game.

i've not really played captive much, but i'm sure i can figure out how to sort this for you.
The link below should have the savestate in it.  It is at the end of base 8 it is when I click the door (to leave the base) that the RSOD appears.  Really appreciate the help.
http://www.sendspace.com/file/hwb0t5
Title: Re: Captive
Post by: bwlfp on December 24, 2006, 11:27:34 PM
Quick note about the savestate.  It is at a tense point in the game.  If you hang around for too long ~30 seconds the base will blow up taking the droids with it  ;).
Title: Re: Captive
Post by: FOL on December 24, 2006, 11:32:19 PM
Quick note about the savestate.  It is at a tense point in the game.  If you hang around for too long ~30 seconds the base will blow up taking the droids with it  ;).

lol, ouch
Title: Re: Captive
Post by: Hungry Horace on December 24, 2006, 11:41:48 PM
ok, nope... sorry

as soon as you attempt to save the game to a dsk (so it can be transfered to the whd version) it does the screen -of-death thing too.

if you have any older saves on ADF (or can get an older copy to save to ADF) i could probably transfer those the the WHDLoad version, but my guess here is just a bug in the game caused by emulation.

Title: Re: Captive
Post by: bwlfp on December 24, 2006, 11:50:27 PM
ok, nope... sorry

as soon as you attempt to save the game to a dsk (so it can be transfered to the whd version) it does the screen -of-death thing too.

if you have any older saves on ADF (or can get an older copy to save to ADF) i could probably transfer those the the WHDLoad version, but my guess here is just a bug in the game caused by emulation.


Yes I was beginning to think the same thing, but thanks for giving it a go.  I will see what other savestates I have and see if I can save to adf.  Don't want to get all deep about this game but somehow after all these years it is still able to grind my progress to a halt.  Back way back when, I journeyed all the way to Mindscape headquarters to try to solve a simple password problem.   Hilariously frustrating that I should be in a similar situation now with a totally different problem.  Such is life lol  ;D
time to start playing Bloodwitch.......
Title: Re: Captive
Post by: Hungry Horace on December 25, 2006, 12:02:15 AM
  Back way back when, I journeyed all the way to Mindscape headquarters to try to solve a simple password problem.   

i wont ask!

Quote
time to start playing Bloodwitch.......

 ;D  oooh yes. i'm on the extended levels and its still going fine!! (and i'm playing from ADF versions... yuk!)

if you are genuininly interested, i'm hoping to have the first version of my "super bloodwych savestate" up soon... this has been tailored to avoid such problems with saveing etc... even when it comes to playing the data-disk ;)
Title: Re: Captive
Post by: bwlfp on December 25, 2006, 12:13:20 AM
  Back way back when, I journeyed all the way to Mindscape headquarters to try to solve a simple password problem.   

i wont ask!
lol
Quote
Quote
time to start playing Bloodwitch.......

 ;D  oooh yes. i'm on the extended levels and its still going fine!! (and i'm playing from ADF versions... yuk!)

if you are genuininly interested, i'm hoping to have the first version of my "super bloodwych savestate" up soon... this has been tailored to avoid such problems with saveing etc... even when it comes to playing the data-disk ;)
I'll definitely check it out, never even loaded up Bloodwych, and just realised I spelled it wrong.  I just loaded up some old Captive savestates I had from base 6 and they are working fine with no RSOD when you leave the bases.   I'll try now to save to adf. 
Title: Re: Captive
Post by: bwlfp on December 25, 2006, 12:46:50 AM
ok, nope... sorry

as soon as you attempt to save the game to a dsk (so it can be transfered to the whd version) it does the screen -of-death thing too.

if you have any older saves on ADF (or can get an older copy to save to ADF) i could probably transfer those the the WHDLoad version, but my guess here is just a bug in the game caused by emulation.


OK I have a old savestate from base 7 that can save to an adf save disk.  The save disk is at the link below where the save game is number 6.
http://www.sendspace.com/file/vjv9u0
The savestate is at
http://www.sendspace.com/file/eaweym
It may be questionable whether it is worth the bother but I would like to try and see if using whdload solves the problem.  I am happy to battle through the bases again  :D if you are willing to make the WHDLoad version.  Cheers and Merry Christmas.