Search found 2823 matches
- Tue May 07, 2013 2:40 pm
- Forum: ADFFS
- Topic: Multi-disc games post DA changes
- Replies: 10
- Views: 9849
Re: Multi-disc games post DA changes
ADFReserveMemory is doing some weird things, I'm seeing RMA issues after it alters the DA (corruption and modules failing to load). This only happens when it's done from the Supervisor prompt though, under the WIMP it's okay. Even more oddly, it happens on RO3.1 and RO3.5+ so it's not my DA code. Th...
- Tue May 07, 2013 10:20 am
- Forum: ADFFS
- Topic: To WIMP or not to WIMP?
- Replies: 2
- Views: 3782
To WIMP or not to WIMP?
Currently "Boot floppy" will quit the WIMP, which in turn triggers ADFFS to perform a simulated Shift-Reset. This wasn't the best design decision looking back on it, as most games will run under the WIMP, it's only a few games that mess about with the memory map directly that are problemat...
- Tue May 07, 2013 10:07 am
- Forum: ADFFS
- Topic: Multi-disc games post DA changes
- Replies: 10
- Views: 9849
Re: Multi-disc games post DA changes
I've added *ADFReserveMemory which has fixed BlowPipe by reserving 700KB in the boot script. I can see a looming problem though. If DA's can't take memory from application space, delta writes wont be able to allocate more space for writes, we'll have to know how much to reserve up front or take a gu...
- Mon May 06, 2013 9:55 pm
- Forum: ADFFS
- Topic: Multi-disc games post DA changes
- Replies: 10
- Views: 9849
Re: Multi-disc games post DA changes
BlowPipe - think I've figured out what's going on. R13 isn't corrupt, its been set to the end of the application space by the game. When ADFFS takes memory, it's taking BlowPipe's stack! Only way around this is to reserve memory before the game starts, or run it under the WIMP. I need to implement r...
- Mon May 06, 2013 9:42 pm
- Forum: SoundTrackers
- Topic: MusMod 2 QTM v0.01 available
- Replies: 25
- Views: 24811
Re: MusMod 2 QTM v0.01 available
The Module names are in this thread Having a dummy module is how I implemented MemAlloc, it seems like the sensible route to go down short of taking over the relevant OS_Module SWI and fooling the app into thinking its loaded. I may have to do this at a later date, as I've noticed some games load Me...
- Mon May 06, 2013 9:06 pm
- Forum: LCDGameModes
- Topic: LCDGameModes v0.11
- Replies: 17
- Views: 18713
Re: LCDGameModes v0.11
Jon - I'm happy to include LCDGameModes with the next release of ADFFS, if it's ready. I won't be back at the computer until next weekend, so if you can wait that long - that's fine That's fine, I need to fix this DA bug anyway and also need to sort out reserving for games running in BASIC. I think...
- Mon May 06, 2013 9:01 pm
- Forum: SoundTrackers
- Topic: MusMod 2 QTM v0.01 available
- Replies: 25
- Views: 24811
Re: MusMod 2 QTM v0.01 available
it'll be much better for ADFFS to handle that in future. If you let me know the module names you want to use, I'll update the current source as I'm playing with DA's at the minute. I've read though all your notes now, although will go back and re-read as there's a lot to take in, I also need to loo...
- Mon May 06, 2013 8:53 pm
- Forum: ADFFS
- Topic: Multi-disc games post DA changes
- Replies: 10
- Views: 9849
Re: Multi-disc games post DA changes
Bizarrely it works when run under the WIMP on RO3.1 The only difference between the WIMP and Supervisor is about 10 instructions where ADFFS issues a Service_Memory service call, before taking the memory from the top of the application space. I have a hunch that MemLimit and ApplicationSpaceSize mig...
- Mon May 06, 2013 8:42 pm
- Forum: ADFFS
- Topic: Multi-disc games post DA changes
- Replies: 10
- Views: 9849
Re: Multi-disc games post DA changes
I've just been looking at BlowPipe. It works under VIDC translation on RO3.5 - so I'm sure there's a problem with the DA on RO3.1. I can sense days of painful debugging ahead of me! I'm going to add a *ADFReserveMemory command and alter the boot script, to see if it's related. Both BlowPipe and Cata...
- Mon May 06, 2013 8:14 pm
- Forum: SoundTrackers
- Topic: MusMod 2 QTM v0.01 available
- Replies: 25
- Views: 24811
Re: MusMod 2 QTM v0.01 available
I'm just reading through your notes. If you check the catalogue on the dev site, I documented all the versions being used, I think I found 7 versions in all. Initial thoughts: Reserving memory via * command sounds sensible, as it differs from game to game. Is there an easy way to tell how much memor...