Search found 2822 matches
- 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...
- 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 ...
- 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...
- 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...
- 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.
A question for Steve to answer. The original module, along with the 32bitted source is on the dev site.
- 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...
- Wed Feb 25, 2015 11:40 am
- Forum: ADFFS
- Topic: RO5.x IOMD
- Replies: 4
- Views: 4576
Re: RO5.x IOMD
I've now hypervised both IRQv and IRQ1V which are either triggered from an IRQ (VSync and T1) or virtualized (SSBC).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.
- 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
- 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...
- 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...