THIS PACKAGE COMES WITH ABSOLUTELY NO WARRANTY OF ANY KIND, EITHER EXPRESS OR
IMPLIED, STATUTORY OR OTHERWISE. THE ENTIRE RISK AS TO USE, RESULTS AND
PERFORMANCE OF THE PACKAGE IS ASSUMED BY YOU AND IF THE PACKAGE SHOULD PROVE
TO BE DEFECTIVE, YOU ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING,
REPAIR OR OTHER REMEDIATION.
UNDER NO CIRCUMSTANCES, CAN THE AUTHOR BE HELD RESPONSIBLE FOR ANY DAMAGE
CAUSED IN ANY USUAL, SPECIAL, OR ACCIDENTAL WAY, ALSO IF THE OWNER OR A THIRD
PARTY HAS BEEN POINTED AT SUCH POSSIBILITIES OF DAMAGE.
This install applies to "Test Drive 2 - The Duel" © 1991 Accolade.
You can also install level disks and car disks.
This install requires WHDLoad to be in the path. It can be found in the
WHDLoad package.
The installed program requires 0.5 MB ChipMem and 1 MB OtherMem.
It can be quit by pressing num '*' (key can be changed with Tooltype "QuitKey=").
The game requires an installed A500 Kickstart 1.3 image.
The kickstart image must be located in the directory "Devs:Kickstarts" and
must be named "kick34005.A500". The image can be extracted from a A500 with
tools like 'GrabKick' or similar which can be found on aminet.
If the image is of wrong version or altered in any way WHDLoad will quit with
an appropriate requester.
Additionally the file "kick34005.A500.RTB" must be installed in the same
directory as the kickstart image. It can be found in the archive
"util/boot/skick346.lha" on aminet.
If you have problems with this installation please try and get a newer
version of this package from the WHDLoad WWW-Page. If that doesn't help try
some Tooltypes like NOCACHE, NOAUTOVEC, NOVBRMOVE, NOMMU, PAL or NTSC. If
that also fails, please inform the author via the Bug-Report-Form which
can be accessed on the WHDLoad WWW-Page or create a mantis issue directly
at http://mantis.whdload.de
For the full WHDLoad package, other installs and updates refer to:
http://www.whdload.de/
or aminet:dev/misc/whdload#?
and aminet:game/patch/
Thanks go to:
- Bert Jahn for the excellent Kick1.3 emulation
- Chris Vella and Carlo Pirri for providing original disks
- EAB for support and feedback
- Toni Wilen (WinUAE) for expert advice & WinUAE, the only program that justifies using Windows
History:
version 2.1 (08.10.2026) done by Vesuri:
- fixed a startup black screen on 68040 caused by stale cached overlay
calls (108868-byte duel): flush caches after loading/unloading overlays.
Confirmed on an A1200/68040 at 40 MHz with MMU and 32 MB RAM. The fix
applies with Enhanced framerate either on or off
version 2.0 (07.10.2026) done by Vesuri:
- added the "Enhanced framerate" option (CUSTOM2), for the version of the game
whose "duel" file is 108868 bytes long (the other version is unchanged):
- the game logic runs at a fixed rate, independently of drawing: every 6
frames (the original rate) on a 68000, every 2 frames on a 68020 or better.
Faster machines draw more frames without changing the game speed
- the blitter gets bus priority and unused blitter interrupts are removed
- the road and cars are drawn at fractional positions for smoother motion
- sideways motion (steering, lane position and mountains) and hill crests
are smooth as well
- measured in the first race: A500 7.1 fps (6.1 without the option),
A1200 16.7 fps, 68030/25 MHz 25 fps until the car is at speed
- the original crash/engine-damage screens, lives, acknowledgement and
20 second time penalty are preserved
The icon enables it with the tooltype CUSTOM2=1. Remove it, or set
CUSTOM2=0, to run the original game
- fixed the cars jumping 16 pixels to the left for one frame in the
introduction (an original bug: DDFSTOP was changed too late on the line
above the car)
- the slave is built from the official WHDLoad 20.0 KickEmu/API sources, but
still runs with WHDLoad 17.2 or later. The installer source package includes
the matching public-domain headers and KickEmu sources
version 1.5 (31.03.2021) done by JOTD:
- added keyboard controls (issue #0004770)
- added trainer: infinite lives
version 1.4 (21.02.2020) done by JOTD:
- another version supported (issue #0004372). Note that this version doesn't have speed regulation
in the menu, so on a fast machine "the duel" sample maybe shortened and replaced by "test drive ii" sample
but I'm not going to invest more time trying to patch overlayed segment just for that. Other fixes are working
version 1.3 (21.02.2020)
- fixed wrong sfx replay during the introduction. This bug was there
from the start (no wait after dma write, typical DSI replay routine bug)
but was hidden by the fact that we were using chip memory only (issue #0004354)
- "accolade presents" and more importantly "the duel" titles were appearing/fading
too fast, resulting in the "the duel" sample not being played on fast machines
- added "Northern Germany Challenge" support in install script (the version with
files starting with "ger". If you have the other one, copy the disk, on the floppy,
rename all "euro" to "ger" and use the file "scen.dat2_northerngermany" provided in the install
(overwrite it on the floppy as "scen2.dat"). If you use the version with "euro" files, then
it will overwrite the "European challenge" files if installed
version 1.2 (05.02.2020) done by JOTD:
- fixed the flickering bug on fast machines
- reenabled fast memory (now that the flickering bug has been fixed)
version 1.1 (06.03.2016):
- converted to whdload v16
version 1.0 (21.02.02) done by JOTD:
- initial release
- Clean execution using WHDLoad/KickEmu
- Installer script which avoids some read/write errors due to the protection
- Disk protection removed (done by anonymous)
- Car/scenery disks support with index merging system, allowing to access all
sceneries and cars at the same time
- Docs included (see directory "Docs")
- Quitkey quits anytime (ESC also works)
Hints:
- Run the game in NTSC mode for better framerate
notes:
Incredible. About more than 15 years after trying to find the flickering bug, finally figured out the issue...
The game uses double buffering, but on fast machines (for some reason I didn't investigate)
it switches the copperlists in the middle of a frame while the blitter is still drawing stuff.
So gives the impression that the game isn't double-buffered when it is!
My fix was just to wait vertical beam until it matches the value of a
slow machine running the game at this point! and the flickering is completely gone!
Now I told myself: "time to enable fast memory". And the audio bugs popped up :) fixed too now. |