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ADFFS 2.62 beta

Posted: Sun Jul 09, 2017 10:24 am
by JonAbbott
Modules available on the dev site. A minor fix, to allow the in-game music in Wolfenstein 3D to be turned on.

If you've installed it to HD, you need a dummy !Run to avoid quit/CTRL-SHIFT-F12 exit issues. !Run needs to contain "Obey -c !Run2" and !Run2 needs to be the ADFFS boot script.

There's no further development planned at this stage, just bug fixes. Major development pending on the TO DO list:
  • Writing to unformatted sectors (JFD's mark sectors with no data as unformatted)
  • Support delta writes to JFD files (so highscores/settings etc are retained)
  • A GUI for imaging floppies as ADF or JFD
  • Allow JFD files to be saved within ADFFS
  • Support for FileCore reentry (allowing ADFFS to mount images from a physical floppy drive)
  • Remove the requirement to load floppy images into memory
  • CDROM emulation
  • JIT Wimp based app support
  • Remove dependency on SparkFS (implemented in 2.62c)

Re: ADFFS 2.62 beta

Posted: Mon Jul 10, 2017 7:34 pm
by JonAbbott
Updated Modules on the dev site, which fix the flickering in both Cartoon Line pt.1 and the intro in Stunt Racer 2000.

After a comment Jeffrey Lee made about Stunt Racer 2000 letterboxing, I checked both games on an A310 and realised the blitter was unnecessarily changing the screen geometry. It should only change the geometry when HCR or VCR change, but was changing it when the visible width or height changed.

This will have some side effects. Games that alter screen geometry but don't alter the overall screen size will now have borders, BlowPipe for example.

Re: ADFFS 2.62 beta

Posted: Tue Jul 11, 2017 4:46 pm
by Vanfanel
@Jon: Having the music working on Wolfenstein adds a lot to the game! :)
Tried SR2000 and Cartoon Line on Pi2 and 3, and they work great without any more flickering.
Is BlowPipe supposed to be playable now? If I don't remember wrong, it wasn't playable beyond the first stage.

Re: ADFFS 2.62 beta

Posted: Tue Jul 11, 2017 8:39 pm
by JonAbbott
Vanfanel wrote:Is BlowPipe supposed to be playable now? If I don't remember wrong, it wasn't playable beyond the first stage.
I'm not sure, you'll have to test and report back. Suggest running it as follows in case it crashes:

Code: Select all

F12
GOS
ADFBootFloppy
If it does crash a screenshot of *JITSHOWREG, *SHOWREG and any error it reports will help.

Re: ADFFS 2.62 beta

Posted: Wed Jul 12, 2017 11:06 am
by Vanfanel
@Jon: The problem with BlowPipe is that, once you get to the shop at the end of the first stage, you can not exit this shop.
I have tried clicking EXIT, the button undet EXIT, pressing keys... nothing works. You get trapped in the shop forever.

Re: ADFFS 2.62 beta

Posted: Wed Jul 12, 2017 2:26 pm
by JonAbbott
Vanfanel wrote:@Jon: The problem with BlowPipe is that, once you get to the shop at the end of the first stage, you can not exit this shop.
I have tried clicking EXIT, the button undet EXIT, pressing keys... nothing works. You get trapped in the shop forever.
It was fixed in 2.60, going by our previous conversation. If you watch the playthrough, at around 2:20 you can see it working, exiting the shop is at 2:57

I've not tested it with this build, but it's possible the mouse clicks occur above or below the mouse if there's a border.

Re: ADFFS 2.62 beta

Posted: Wed Jul 12, 2017 4:08 pm
by Vanfanel
@Jon: In that video I see you click UNDER the screen, not on the EXIT tab or anything visible! I have just tried and yes, I can exit that way, but is that expected?

Re: ADFFS 2.62 beta

Posted: Wed Jul 12, 2017 5:35 pm
by JonAbbott
Vanfanel wrote:@Jon: In that video I see you click UNDER the screen, not on the EXIT tab or anything visible! I have just tried and yes, I can exit that way, but is that expected?
It behaved the same when I tested it on a physical Arc, a bug in the game possibly?

Re: ADFFS 2.62 beta

Posted: Thu Jul 13, 2017 9:05 am
by Vanfanel
If it behaves like that on Arc, then it's a bug on the game, or intentional as a copy protection. Does the manual mention that detail?

Re: ADFFS 2.62 beta

Posted: Thu Jul 13, 2017 11:56 am
by JonAbbott
Vanfanel wrote:If it behaves like that on Arc, then it's a bug on the game
I've just retested from floppies and JFD on a variety of machines...

A305 RO2 ARM2 - Cursor isn't offset
A440/1 RO3.11 ARM3 - hung at the shop
Emulated A440 RO3.11 ARM3 - Cursor isn't offset

I originally tested on an A310, where the mouse was offset. I'll investigate, it could either be a bug in the hardware cursor emulation or a reliance on RO2 behaviour that's not emulated.