The packaged 2.71j build is now available, which has some fairly major changes where I've modified the way the machine state is stored around SWI. This should have fixed OS_ReadLine32 so it doesn't need to store the state locally, but that doesn't seem to be the case, so I've rolled that bit of code back, everything else that previously stored the machine state locally now uses the stack instead.
This has meant the SWI handler now adds 24 bytes to the SVC32 stack on entry, which isn't ideal, but does mean I've removed virtually all the machine states that were being stored in-line in the code. Essentially this is one small step towards making the ADFFS Module read-only.
I've increased the max memory supported under the JIT from 8MB to 12MB, to support more RISC PC games. This is the maximum I can fit to keep everything below the legacy screen memory (&1FF8000) - I'll post another thread about why this limit exists and how I propose to support up to the legacy Appspace limit of ~27.5mb.
The following games are now packaged for testers:
- F1018701 Haunted House (1993) (The Fourth Dimension)
- F1020901 Ixion (1992) (Software 42)
- F1032801 Shuggy (1997) (Werewolf Software)
- F1036501 TEK 1608 (2002) (R-Comp Interactive)
Haunted House does still randomly lock the machine, which I'm investigating, but I have extensively modified the code so it works on high bpp desktop modes. At some point, I'll do the same to the StrongARM version, which I believe is unchanged (ie same bugs) except for removal of the protection from the original release.
TEK 1608 wants 13MB of memory, so it may well fail with alloc errors at some point given it's only getting 12MB.
EDIT: I've noticed the title screen in Bouncer doesn't work since the GraphicsV changes, so I'll need to work out a patch for it at some point.