Search found 2822 matches
- Fri Apr 19, 2024 7:36 am
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
Normal boot Game now boots up and does not show the same disk swap, it goes straight to the wolfenstein backdrop and then menu If the game detects it's running from floppy, it asks for all three discs during loading - for no particular reason other than to make sure you have them, or to make RISC O...
- Thu Apr 18, 2024 10:17 am
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
Unfortunately, not able to test in Arculator so far. No matter what I do Disk 3 always shows a Broken Directory error. It works fine on the physical machine. I have tried copying into a zip file, a sparkfs file, reimaging the disk, nothing worked. Disk 1 and 2 work fine, so very strange. I can't re...
- Tue Apr 16, 2024 8:06 am
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
Mirror your *Configure settings exactly in Arculator, perhaps it's a combination of memory settings that's triggering an edge case? Check the Modules match up as well. The lockup after selecting the difficulty might be sound related, so also try turning it completely off in the options. Does running...
- Thu Apr 11, 2024 11:18 pm
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
Try increasing it from 4; 256 for example.
- Thu Apr 11, 2024 12:04 pm
- Forum: ADFFS
- Topic: ADFFS 2.84 public beta
- Replies: 12
- Views: 13377
Re: ADFFS 2.84 public beta
Updated build in the OP with a few bug fixes for IOC / IOMD
- Thu Apr 11, 2024 8:57 am
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
I then just did a shift boot without the mode change or next change, and it still worked, so it now seems to be related to something in my boot. If you can pin it down and it's something I can fix in the script, I'll alter it. Things to check, off the top of my head: The size of the RMA and amount ...
- Wed Apr 10, 2024 7:37 pm
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
I now get an SWI &103F10 not known error Now fixed. I meant to go back and completely rewrite the CPU / Cache detection, but forgot. I've not managed to produce the other errors you're seeing with the revised script - I've tested on 4MB ARM2 and 4MB ARM3 both with RISC OS 3.11. It does sound li...
- Tue Apr 09, 2024 4:07 pm
- Forum: ADFFS
- Topic: Quark - screen goes black after several minutes of play
- Replies: 11
- Views: 1717
Re: Quark - screen goes black after several minutes of play
It's a bug in the game code. It looks like its supposed to transition to black at the end of a level, then fade back up for the next, but its doing both in parallel. I suspect there's supposed to be a timer running whilst it fades out, before it goes to the next level to the fade back in. I've disab...
- Tue Apr 09, 2024 11:54 am
- Forum: ADFFS
- Topic: Quark - screen goes black after several minutes of play
- Replies: 11
- Views: 1717
Re: Quark - screen goes black after several minutes of play
I've looked at the game code and can't see any obvious reason for the palette to go black. The palette swap code is all hanging off VSync, so does occur at the correct time...so it's more likely to be a bug in the game or possibly protection kicking in. Whilst investigating, I've back-ported the var...
- Tue Apr 09, 2024 11:43 am
- Forum: General
- Topic: Wolfenstein 3D (Original) Abort on Data Transfer
- Replies: 22
- Views: 2198
Re: Wolfenstein 3D (Original) Abort on Data Transfer
It's an issue caused by WolfLoad. Instead of allocating the correct amount of memory for the game, it allocates all memory leaving none in the free pool. That causes RMA memory allocations to come from the end of application space, which triggers an abort the next time the User stack is touched by t...