ADFFS 2.57 beta

Discuss development specific to the Pi version of ADFFS
Post Reply
JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

ADFFS 2.57 beta

Post by JonAbbott » Tue May 31, 2016 5:24 pm

Attempting to get Chequered Flag running earlier today has highlighted a major issue in Environment handlers, they work fine if a game takes over the handler, but fail if it tries to pass the call on. This affects the following SWI's:
  • OS_BreakCtrl
  • OS_ChangeEnvironment
  • OS_CallBack
  • OS_Control
  • OS_SetEnv
  • OS_UnusedSWI (not coded yet)

JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.57 beta

Post by JonAbbott » Sun Jun 05, 2016 11:20 pm

@Vanfanel Updated Modules and obey.zip on the dev site. Deadline is now working, although does crash when you exit which I need to look at.

I've fixed a bug in the STR/LDR Abort handler that was causing FPEmulator to fail when overwriting to self-modifying code blocks, and I've completely rewritten the Environment handlers which now support passing the call back to the previous handler directly.

The last change will impact most games, so any bugs will be widely impacting. Let me know if you see any deprecations.

Chequered Flag [RO3 version] (F10624) does now run the intro, but quits shortly after loading the game itself. It also does this on RO3.5, so I suspect an OS difference may be causing the problem.

EDIT: I forgot to add that the RO2 version of Chequered Flag can't be tested at the minute as it's missing the protection sector, I need to track down a physical copy of the game to image it with the Kryoflux.

JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.57 beta

Post by JonAbbott » Tue Jun 07, 2016 7:42 pm

@Vanfanel Updated Modules and obey.zip on the dev site which get Overload (Paradise) working. A bug in Sound_Configure and a few issues in DSymphonyPlayer were causing the game to hang when it loaded the tracker module.

Burn 'Out also runs the intro and gets into the game, although crashes when you start a race.

JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.57 beta

Post by JonAbbott » Wed Jun 08, 2016 11:30 am

JonAbbott wrote:Burn 'Out also runs the intro and gets into the game, although crashes when you start a race.
This was being caused by RO5's Bad Error Pointer detection, the latest obey.zip gets Burn 'Out working.

Use it's !HDInstall to install to the harddisc, it's written in BASIC so works okay on RO5. Then obviously replace !Run with F1006201, comment out the first few lines and *ADFMount disc 1.

JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.57 beta

Post by JonAbbott » Wed Jun 08, 2016 6:43 pm

Latest build and obey.zip get Magnetoids running. Fixed a bug in OS_Module 18 to get it working.

Vanfanel
Posts: 373
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.57 beta

Post by Vanfanel » Wed Jun 08, 2016 9:26 pm

@Jon: Sorry it's taking a lot for me to get into testing.. I have A LOT to study these days. I will start re-testing the games as soon as possible!

EDIT: I have started with the new three compatible ones on the Pi:

-Burn Out: It's too fast when in-game!. Also, in the input configuration menu (joystick/keyboard configuration) and on the course selection menu, the big mouse pointer moves to the lower part of the screen by itself all the time, so it's very hard to click on "done", I must move it up very fast and click fast too.

-Magnetoids: black screen after the Oregan Developments white logo.

-Overload: black screen after the loading screen.

Regressions (in-progress list):

-Lemmings has color problems in the loading screens and in-game: half-the-screen shows bad colors.
-Cannon Fodder runs in slow-motion.
-Nebulus also has colour problems in the tittle screen and in-game.
-Fire & Ice has colour problems on the lower part of the screen, the map portion.

I believe these games do something like changing palette in the middle of a frame to show more colors on-screen...

JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.57 beta

Post by JonAbbott » Wed Jun 08, 2016 10:21 pm

Okay, stop testing as your study has to take priority. I'll check the regressions in the meantime.

What build date of RISCOS are you using?

Vanfanel
Posts: 373
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.57 beta

Post by Vanfanel » Wed Jun 08, 2016 10:39 pm

@Jon: Don't worry, I need to take a rest once in a while so doing some testing with ADFFS on Risc OS in a "guilty pleasure" for me :D It's just that I may be not so fast.

I am using 5.23, date 09-april-2016. Should I update?

JonAbbott
Posts: 1736
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.57 beta

Post by JonAbbott » Thu Jun 09, 2016 12:30 am

Yes, you need to update as builds pre Apr 16th had a bug in FPEmulator that broke most C based games. Magnetoids and Overload should be working on the latest build.

I noticed the Burn 'Out mouse pointer issue when testing on the RiscPC, but couldn't reproduce it on the Pi. It does move the cursor about, so it's possible there's a bug somewhere. Speed is also an issue, CTRL-PgUp 4 times will drop it to 25fps which is more playable, but slows the menu fade a fair bit.

Vanfanel
Posts: 373
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.57 beta

Post by Vanfanel » Thu Jun 09, 2016 1:25 pm

@Jon: with the new Risc OS ROM (today's version):
-Overload shows a red message on the loading screen "Warning: screen rate is to high! Game will run too fast", and stays there playing the loader music.
-Magnetoids: This one works now! What a music! True MOD love there...
There momentary are gaps in the tittle music, once in a while.

The regressions are still there.

PD: Archimedes must have been the most under-used computer ever. Many of these games are simple because they seem to have been developed by small companies, but many of them show it runs circles around my dear Amiga.

Post Reply