Search found 2822 matches

by JonAbbott
Tue Mar 10, 2015 9:15 pm
Forum: ADFFS
Topic: Boot scripts
Replies: 5
Views: 50308

Re: Boot scripts

How does ADFFS know which boot script to use when a game is launched? Is it the filename of the floppy image? All officially released floppy images contain both an internal ID which identify the floppy (the F numbers above). Most also contain a default boot script to get them running on RO3 and whe...
by JonAbbott
Thu Mar 05, 2015 8:33 pm
Forum: ADFFS
Topic: Game testing status
Replies: 13
Views: 11682

Re: Game testing status

Fish! is working on the Pi. It does need some further investigation though as the instruction count the JIT sees is going up at 20k instructions/sec, they're not being re-encoded so its not down to self-modifying code. It could be FPU instructions, in which case I need to improve the detection and ...
by JonAbbott
Wed Mar 04, 2015 3:59 pm
Forum: ADFFS
Topic: Game testing status
Replies: 13
Views: 11682

Re: Game testing status

Gribbly's Day Out is now working correctly on the Pi. The slow speed was due to it relying on the IOC VSync IRQ to swap frames; unfortunately IOC VSync isn't triggered until the frame is blitted, so it was falling back to the hard coded min FPS of 12.5 FPS. To resolve, I've changed OS_Byte 113 to o...
by JonAbbott
Fri Feb 27, 2015 11:05 am
Forum: ADFFS
Topic: Game testing status
Replies: 13
Views: 11682

Re: Game testing status

Gribbly's Day Out is now working, having converted ExSound to 32bit. It's really slow though, running at ~6 FPS. My initial thought was that it's calling OS_Byte 19 too many times, but NOPing all of them didn't resolve it. The next possibility is calling OS_Byte 113 more than once, I'll try this ne...
by JonAbbott
Fri Feb 27, 2015 9:32 am
Forum: SoundTrackers
Topic: ExSound
Replies: 1
Views: 5241

ExSound

I've 32bit converted ExSound to get Gribbly's Day Out working on the Pi, but I can't help wondering if we'd be better off shimming it to QTM.

A question for Steve to answer. The original module, along with the 32bitted source is on the dev site.
by JonAbbott
Wed Feb 25, 2015 11:50 am
Forum: ADFFS
Topic: Frame pacing
Replies: 19
Views: 13596

Re: Frame pacing

3) What I didn't do, but had planned... Was to trap the keyboard scan OS_Byte(s). I've had another go at getting this working today, however I've noticed its probably not actually going to fix many games. The trigger for this was receiving the "Sporting Triangles" floppy image today, whic...
by JonAbbott
Wed Feb 25, 2015 11:40 am
Forum: ADFFS
Topic: RO5.x IOMD
Replies: 4
Views: 4576

Re: RO5.x IOMD

JonAbbott wrote:The issue looks like it's IRQ1V not being called when T1 triggers, I suspect HAL_Timer intercepts the IRQ. I need to find a workaround that's legal.
I've now hypervised both IRQv and IRQ1V which are either triggered from an IRQ (VSync and T1) or virtualized (SSBC).
by JonAbbott
Wed Feb 25, 2015 11:37 am
Forum: Pi
Topic: Outstanding development
Replies: 1
Views: 2675

Re: Outstanding development

Added everything I can think of that's now outstanding
by JonAbbott
Wed Feb 25, 2015 9:21 am
Forum: ADFFS
Topic: Game testing status
Replies: 13
Views: 11682

Re: Game testing status

I've fixed Rotor's sound problems*, although the knock on effect is that Thundermonk's sound is now knackered on RO5 IOMD. The problem appears to be with Thundermonk, possibly related to RO5 compatibility issues as it seems to think the sample period is really low. If I force a 1:1 DMA fill, the sou...
by JonAbbott
Tue Feb 24, 2015 6:38 pm
Forum: Pi
Topic: Trapping LDR's in page zero
Replies: 9
Views: 7774

Re: Trapping LDR's in page zero

Another day finding bugs in games, Conqueror's taken a few hours to track down. Turns out it was hardcoded to support only support three sound voices. WaveSynth is normally mapped as voice 1, making Conqueror's last sound voice 4 ... which consequently overflows into the code. It doesn't crash on mo...