After The Fall - Now available for download

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dubcity
Vagabond
Posts: 755

Re: After The Fall - Now available for download

Post#31 » Sat Mar 27, 2021 8:31 am

fafadou wrote:
dubcity wrote:
DARKHALO2K wrote:For DreamShell? I'd be happy to look into it.


I meant repack the cdi with link9133 cover for gdemu. I'm sure dreamshell users would appreciate a version for them as well. but they don't need cover inside.


ISO loader look and show the cover "0.pvr"
Not sure about retrodream last update.


sorry fafadou. I thought dreamshell look in different folder for cover.

fafadou
Metallic
Posts: 804

Re: After The Fall - Now available for download

Post#32 » Sun Mar 28, 2021 4:50 am

Retrodream do it.
Dreamshell isoloader looks directly in the game.
Don't apologie no problem :-)

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DARKHALO2K
dark night
Posts: 52

Re: After The Fall - Now available for download

Post#33 » Mon Mar 29, 2021 5:56 pm

The following archive contains an ISO and a CDI.

http://pipnayler.com/misc/after_the_fall.rar

I've verified that the ISO is compatible with DreamShell, but the CDI is untested as my SD adapter is essentially dead.

I'd appreciate it if somebody could confirm whether or not they work with GDEMU (or any other device).

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dubcity
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Posts: 755

Re: After The Fall - Now available for download

Post#34 » Tue Mar 30, 2021 7:32 pm

DARKHALO2K wrote:The following archive contains an ISO and a CDI.

http://pipnayler.com/misc/after_the_fall.rar

I've verified that the ISO is compatible with DreamShell, but the CDI is untested as my SD adapter is essentially dead.

I'd appreciate it if somebody could confirm whether or not they work with GDEMU (or any other device).



just tried it. cdi file reboots after sega logo screen.

clone gdemu

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DARKHALO2K
dark night
Posts: 52

Re: After The Fall - Now available for download

Post#35 » Wed Mar 31, 2021 5:23 am

Thanks for the feedback. Is the ISO compatible? It boots with DreamShell, so it'd be good to know if it works with GDEMU.

I've done another hex edit and compiled a new CDI image. Please let me know if it works.

http://pipnayler.com/misc/after_the_fall_cdi.rar

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dubcity
Vagabond
Posts: 755

Re: After The Fall - Now available for download

Post#36 » Wed Mar 31, 2021 10:12 am

Iso doesn't work with gdemu. I'll check out the new cdi when I get home from work. Thanks

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Ro Magnus Larsson
Outtrigger
Posts: 455

Re: After The Fall - Now available for download

Post#37 » Wed Mar 31, 2021 5:51 pm

DARKHALO2K wrote:The following archive contains an ISO and a CDI.

http://pipnayler.com/misc/after_the_fall.rar

I've verified that the ISO is compatible with DreamShell, but the CDI is untested as my SD adapter is essentially dead.

I'd appreciate it if somebody could confirm whether or not they work with GDEMU (or any other device).


What I did was to modify the Hex code for working in HDD-IDE and convert it to an ISO file, but till now it does not boot
Last edited by Ro Magnus Larsson on Wed Mar 31, 2021 6:30 pm, edited 1 time in total.
Ro Magnus Larsson
DC HDD Tester
Argentina.-

MoeFoh
Doom
Posts: 187

Re: After The Fall - Now available for download

Post#38 » Wed Mar 31, 2021 5:55 pm

dubcity wrote:Iso doesn't work with gdemu. I'll check out the new cdi when I get home from work. Thanks


Here's a CDI I just made - works with DEMUL, REICAST and GDEMU.

See post #1 for the official GDEMU download.

Credit goes to DARKHALO2K (Pip Nayler) for the release. Awesome Quake MOD!
Credit goes to link9133 for the cover art.
See the original post for all the details.

==================================
After The Fall - 2020 Update
==================================

Author : Pip Nayler
Website : http://www.pipnayler.com
Twitter : @pipnayler
Facebook: facebook.com/pipnayler
Email : pip.nayler@live.co.uk
Date : 26/06/20

===========
About
===========

After The Fall is a near Total Conversion of Quake that was originally released in 1997 by a talented team of developers.

This update aims to improve upon the original experience with some additional polish, including:
- Fixes for several game breaking bugs (inc. an inescapable room, inescapable wind tunnels, and an uncompletable level).
- The inclusion of the "Previous Weapon" command.
- Removed incomplete entities that would cause error messages to display on screen.
- Made some events easier to trigger, and some instant death situations more forgiving.
- Set a sequence in ATFDE1M2 to only trigger on normal difficulty or above, bypassing a platforming section on easy.
- Setting several Secret Areas to register correctly, removing one that was not well hidden.
- Player spawn adjusted in two levels, several enemy locations altered, removed or replaced.
- Speed adjustments for several lifts and platforms, adding pauses to some.
- Altering the entrance to Nightmare difficulty, making it possible to revert to an easier difficulty.
- Fixed a platform that wouldn't appear in some engines.
- Removed entities from ATFDE1M1 and ATFDE1M2 that caused sound issues.
- Removed entities (electric conductors) from ATFDE4M4 that caused visual warping.
- Changed the trigger for a door in ATFDE1M1 to streamline navigation.
- Some item locations tweaked, swapping some for other items.
- Added health and ammo to several key areas.
- Added a sound to a destructible wall in ATFDE1M2 to make it more noticeable.
- Added a gravity lift to a pit in ATFE5M2 that was difficult to escape.
- Replaced a promotional image of Quake 2 for a more suitable texture.
- Removing track listings, which would play a song if there was a CD in the disc drive.
- Giving names to levels so that they would appear in the save/load menu.
- Re-written plot to better suit the scenario and the removal of in-game storytelling messages.
- Gameplay messages re-written for consistency.
- Removal of civilian NPC's that didn't suit the scenario.
- Removal of unused assets from the PAK file.
- Regenerated mipmaps for three textures, one of which was previously corrupted.
- Corrected pixels on weapons, enemies, textures, and HUD elements.
- A new skin for one enemy and replacement HUD images for two items.
- Replacements for leftover art assets from Quake.
- Re-naming the "Help/Ordering" menu to "About" and including the new Prologue for better context.
- Darkening the "Multiplayer" title from the main menu as that feature is not supported by Makaqu.
- Replacement demo files that highlight the singleplayer experience and prioritise smaller file sizes.
- A Dreamcast specific config file for Makaqu.

============
Engine
============

This release runs on Makaqu 1.3.1, a Dreamcast port of the Quake engine by "mankrip" and "BlackAura".

Further versions of the engine are available but render two of the weapons incorrectly.

Alternative engine ports are available but each currently has their own issues with the game.

==================
Known Issues
==================

- This build is incompatible with RGB SCART.
- It's possible to become stuck in two areas of the first level and at one point in the second level.
- Playing through large sections of the game can result in a crash as memory becomes exhausted.

========================
Texture Resolution
========================

This build makes use of a console command to reduce the texture quality. This saves memory, slightly improving performance and greatly improving reliability.

If you would like to play with full texture resolution, bring down the console and enter the following command :

d_mipcap 0

This greatly reduces reliability, with the game likely to crash after playing through a couple of levels or suffering multiple deaths.

===========================
Credits - 2020 Update
===========================

Bug Fixes & Revisions:
- Pip Nayler

Engine Specialist:
- "mankrip"

Additional Programming:
- "Seven"

Logo Font:
- Warpaint by "Chepi Dev"

Special Thanks:
- Kirsty Baker
- Paul Mackie
- Tom Charnock
- Alex Hunt

And a very special "thank you" to everyone that supported this project during its development.

=============================
Credits - 1997 Original
=============================

Models & Skins:
- Dave Biggs

Programming & Art:
- Alexander Cohen

Lead Level Designer:
- Douglas Magee

Level Design:
- Marc Rousell
- Russel Hayward

Models:
- Llewellyn Collins

Original Plot:
- Brad King

Additional Models:
- "Shiro"
- Michael Boon

Additional Art:
- Scott Fanetti

Additional Sound:
- Kevin Bowen

Tools:
- Geoff Phillips
Last edited by MoeFoh on Thu May 06, 2021 8:02 am, edited 4 times in total.

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DARKHALO2K
dark night
Posts: 52

Re: After The Fall - Now available for download

Post#39 » Thu Apr 01, 2021 1:22 am

Thanks, MoeFoh!

Could you tell me how you built the image? I'd really appreciate the help.

My previous attempt was made by unscrambling 1ST_READ.BIN and hex editing it (searching for the text string "CD00" and replacing the entries beginning eight rows back with "5C 2E 00 00"), before creating a new IP.BIN with the media config set to "GD-ROM1/1" and compiling the CDI with BootDreams.

I only got that far thanks to some posts by SMiTH. The BootDreams compatible ISO was created with ISO MAKE PACK.

I also created my own cover and converted it to a PVR thanks to a toolset and guide by mrneo240.

Image
0GDTEX.PVR

MoeFoh
Doom
Posts: 187

Re: After The Fall - Now available for download

Post#40 » Thu Apr 01, 2021 7:23 am

1. Downloaded your release from post #35.
2. Extracted CDI using GD ROM EXPLORER.
3. Extracted MR (Logo) file using GD ROM EXPLORER. Copied to BootDreams logo folder.
4. Deleted IP.BIN from build location.
5. Created PVR from PNG using PVR Manager. Copied to build location.
6. Used BootDreams to create CDI. Scrambled 1ST_READ.BIN. Audio/Data format. Check MR (Logo) insertion. Run now.
7. Used hex editor to fix up display name in IP.BIN.
8. Ran BootDreams again to create final CDI.
9. Used 7zip to create release with original README file.
10. Tested first on DEMUL, then GDEMU Clone, then REICAST.
11. Uploaded to my MEGA account to share with the World.
Last edited by MoeFoh on Fri Apr 02, 2021 11:32 pm, edited 6 times in total.

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