ADFFS 2.58 beta

Discuss development specific to the Pi version of ADFFS
JonAbbott
Posts: 1737
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.58 beta

Post by JonAbbott » Fri Sep 23, 2016 11:08 pm

richw wrote:Is there anything others (e.g. me!) can do to help? Do you need metadata files creating for PackMan? Specific games testing?
The bulk of the project could be done by "others", be it testing, QA, research, tracking down publishers, packaging etc.

There's not much of requirement for specific games testing, if there's a known issue with a game I'd need to test it myself until I track down and fix the issue. Where I can't recreate an issue then there's a requirement, but this is rare.

Regards packaging, the games currently released, plus a few that aren't but need to be, need packaging with accurate metadata and app icons, so they run from HD. At the backend, an automated script needs creating to build the PackMan source file for the distribution point.

I need to have a chat with Alan to see if there's a way to autobuild the packages, so we only need to figure out how to get them running on HD, then let the autobuild create and publish them. Manually maintaining over 130 packages is going to be a logistical nightmare.

@Vanfanel has managed to get quite a few running from HD, we can use that as a starting point once I'm in a position to host them and can build the packages from them.

hubersn
Posts: 16
Joined: Tue Mar 31, 2015 3:02 pm

Re: ADFFS 2.58 beta

Post by hubersn » Sat Sep 24, 2016 2:45 pm

I would now be able to help testing on Pi3 and Archimedes (A3000), the hardware is finally "ready to go".

JonAbbott
Posts: 1737
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.58 beta

Post by JonAbbott » Sat Sep 24, 2016 9:28 pm

I've tested up to E-Type on the 2.55 working list, but have spotted some are failing to terminate via CTRL-SHIFT-F12, due to issues in the Boot scripts.

Because of this I've started going through all the Boot scripts and checking they close down correctly. I'm hoping to have that complete by tomorrow night, although there's still well over 100 scripts to check.

@hubersn - eMail sent

JonAbbott
Posts: 1737
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.58 beta

Post by JonAbbott » Sun Sep 25, 2016 2:10 pm

Updated obey.zip on the dev site, I've had to modify 177 game scripts, so let me know if you notice any regressions.

I've added scripts for the following:
Drop Ship [SA version]
Saloon Cars Deluxe
Pandora's Box [SA version]
Word Up Word Down


I'm not convinced Saloon Cars Deluxe is working correctly and Word Up Word Down has some issues I need to resolve.

JonAbbott
Posts: 1737
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.58 beta

Post by JonAbbott » Sun Sep 25, 2016 8:29 pm

Updated Modules and obey.zip on the dev site. Whilst looking into the issues with Word Up Word Down it highlighted two issues in the Abort handler. I've fixed the major issue, which would cause it to stop handling Aborts if an Abort occurred within the Abort handler itself. Why Aborts are occurring within the Abort handler needs more investigation.

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