Search found 2078 matches

by JonAbbott
Mon Feb 18, 2019 7:34 am
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

I normally load USBJoystick loads of times, without an issue, so it must be something subtle which only E-Type is showing up. Maybe bytev? I will look. A quick check would be to add debug output for all OS_Claim/OS_Release and use the non-X version of OS_Release to confirm they're releasing correct...
by JonAbbott
Sun Feb 17, 2019 4:30 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

2.72e package available, which fixes the APCS-A based titles ( Corruption , The Guild of Thieves , Jinxter ). OS_Control was returning the wrong value in R1 (previous debug buffer pointer) I've also made some minor changes to the Corruption and Omar Sharif packages, so remove and reinstall them if y...
by JonAbbott
Sun Feb 17, 2019 11:32 am
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

I've updated the Command Ship (page zero access fix) and Cycloids (protection failing) packages, please remove and reinstall them to update. Whilst fixing Cycloids, I took the liberty of removing the "SFX or Music" selection screen and modified it so both SFX and music are active at the same time. I...
by JonAbbott
Sat Feb 16, 2019 9:29 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

2.72d package available. Reboot after downloading as there was a bug in 2.72c which wasn't leaving the Exit/Error handler resident when ADFFS was RMKilled, meaning the machine would likely crash when apps quit/error back to the desktop.
by JonAbbott
Sat Feb 16, 2019 8:49 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

Re. Compiling USBJoystick, sorry, I should have provided some guidance! There was a compiled module in there, and I usually run MkRam to build. My DDE isn't very recent, but you do need OSLib installed. I have never ran MkDebug! It is odd, because I have little in my boot sequence, and if I rmkill ...
by JonAbbott
Sat Feb 16, 2019 5:08 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

There's an issue with Burn 'Out which I'm investigating. It's sometimes crashing or hanging when you start a level. I've fixed the package and switched it to use the 32bit version of DSymphonyPlayer, remove and reinstall the package if you already have it installed. I've also put the package of the...
by JonAbbott
Fri Feb 15, 2019 12:24 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

So close...Talisman quits back to the desktop when it *RMRun's the sound modules from within BASIC. I believe it's occurring because I'm not checking if an Entry point exists for Modules, so it immediately calls OS_Exit - which will return back to the desktop. I'll get that fixed tomorrow. ... EDIT...
by JonAbbott
Thu Feb 14, 2019 9:42 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

So close...Talisman quits back to the desktop when it *RMRun's the sound modules from within BASIC. I believe it's occurring because I'm not checking if an Entry point exists for Modules, so it immediately calls OS_Exit - which will return back to the desktop. I'll get that fixed tomorrow. I still h...
by JonAbbott
Thu Feb 14, 2019 4:01 pm
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

2.72b package is now available. After updating via Packman, immediately reboot as Exit handlers for every app will be left pointing to the previous ADFFS Module - this build now orphans the Exit handler, to resolve this issue and prevent crashes when ADFFS is terminated or updated. Whilst testing ga...
by JonAbbott
Wed Feb 13, 2019 8:16 am
Forum: ADFFS
Topic: ADFFS 2.71 beta
Replies: 110
Views: 4199

Re: ADFFS 2.71 beta

Whilst testing games this morning I've spotted an issue with BlastOn (Eterna), which may fail to load after running something else. It's putting code at &4400 which is possibly not being handled correctly. I've fixed it in the boot script by relocating the code higher in memory, but need to investig...