ADFFS 2.66 beta

Discuss ADFFS development and download test releases
JonAbbott
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Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.66 beta

Post by JonAbbott » Fri Jun 15, 2018 12:16 am

Vanfanel wrote:
Thu Jun 14, 2018 11:03 am
@Jon: Who can I change it to RISC OS 3.11 emulation? I suppose it's by changing something on the boot script?
Just update to the latest obey.zip, for the record though it's *ADFEmulateRISCOS 3.11

Don't update to the latest Module though, it's crashing all over the place at the moment.

Vanfanel
Posts: 463
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.66 beta

Post by Vanfanel » Fri Jun 15, 2018 2:42 pm

@Jon: Yes, this new obey makes polygons visible again on Elite 1.14.
But the game does not enter demo mode on boot anymore! It does straight into the menu, do you know why?

Also, could you add support for the Hamsters version with both music & sound effects at the same time that is available legally here?:
http://www.acornarcade.com/downloads/hamsters.zip

JonAbbott
Posts: 2012
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.66 beta

Post by JonAbbott » Sat Jun 16, 2018 9:31 am

Vanfanel wrote:
Fri Jun 15, 2018 2:42 pm
But the game does not enter demo mode on boot anymore! It does straight into the menu, do you know why?
No idea, but suspect it's a bug. When you first mentioned it, I tried going back through the builds and couldn't get it to appear on any of them.
Vanfanel wrote:
Fri Jun 15, 2018 2:42 pm
Also, could you add support for the Hamsters version with both music & sound effects at the same time that is available legally here?
I assume you've tried replacing the !Run with the boot script from one of the versions I've already got running? (F1018601 and F1003003)

Vanfanel
Posts: 463
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.66 beta

Post by Vanfanel » Sat Jun 16, 2018 9:35 pm

Yes, I tried both F1018601 and F1003003 scripts. F1018601 makes the game icon appear, and then the whole system hangs after some seconds. F1003003 says that the Hamsters disc is missing.

JonAbbott
Posts: 2012
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.66 beta

Post by JonAbbott » Sun Jun 17, 2018 2:49 pm

JonAbbott wrote:
Sat Jun 16, 2018 9:31 am
Vanfanel wrote:
Fri Jun 15, 2018 2:42 pm
But the game does not enter demo mode on boot anymore! It does straight into the menu, do you know why?
No idea, but suspect it's a bug.
It is a bug, the game isn't doing a key/mouse debounce on entry so immediately skips the title page.
Vanfanel wrote:
Sat Jun 16, 2018 9:35 pm
Yes, I tried both F1018601 and F1003003 scripts. F1018601 makes the game icon appear, and then the whole system hangs after some seconds. F1003003 says that the Hamsters disc is missing.
It appears to work with the F1018601 script with today's build. It's altering LatchBSoftCopy in Page Zero, which wasn't being handled, this in turn highlighted a bug in ADFFS which I've now fixed. I've not implemented LatchBSoftCopy yet but it appears to work without it.

Vanfanel
Posts: 463
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.66 beta

Post by Vanfanel » Mon Jun 18, 2018 9:05 pm

@Jon: Yes, it works now but seems to hang on name entering. And music & FX don't play simultaneously (they do if the game is run on aemulor)

JonAbbott
Posts: 2012
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.66 beta

Post by JonAbbott » Tue Jun 19, 2018 9:10 am

Vanfanel wrote:
Mon Jun 18, 2018 9:05 pm
it works now but seems to hang on name entering. And music & FX don't play simultaneously
Yes, I noted the high score issue in the OP but have yet to look at the code. The music/FX is an odd issue, I'll look at that when I look at the other issue.

JonAbbott
Posts: 2012
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.66 beta

Post by JonAbbott » Tue Jun 19, 2018 10:43 pm

2.68c Modules are on the dev site. This adds support for PMP generated Aborts, which speeds up Wimp task switching. It also includes a full GraphicsV driver, so legacy modes can now be used at the desktop.

Vanfanel
Posts: 463
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.66 beta

Post by Vanfanel » Wed Jun 20, 2018 9:00 pm

@Jon: tried the new modules. So far I saw Hamsters (F1018601) is now crashing on launch, and Elite is still missing the demo mode.

JonAbbott
Posts: 2012
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.66 beta

Post by JonAbbott » Thu Jun 21, 2018 12:03 am

Vanfanel wrote:
Wed Jun 20, 2018 9:00 pm
@Jon: tried the new modules. So far I saw Hamsters (F1018601) is now crashing on launch, and Elite is still missing the demo mode.
From the brief look I had at Hamsters earlier, it's possibly a bug in the code. It's changing to mode 141 (shadowed mode 13) which requires 160KB of screen memory, but later checks for 80KB. I've not looked to see which VDU variable its using to get the value it checks, so it's also possible there's an issue with RISC OS. I've already spotted that VDU variable 148 will sometimes return the wrong address, which I've implemented a workaround for.

Regards the music/sound FX, the ReadMe states it's been patched to use QTeM, which I've not converted to 32bit as nothing used it. You can fix it by loading QTM from ADFFS:trackers and TrackerMod from the Hamsters Module directory - look at its original !Run.

Elite's missing intro, as I've already mentioned, is a bug in its code which doesn't do a mouse click debounce. It does the same thing on a RiscPC and Arc if you don't release the mouse really quickly when launching. I'll fix the code at some point.

I'll have another big change Module build up in a few days, more drastic changes for improved Wimp support. This time it's separating the RO3.11 screen memory mapping from the JIT in a way that allows all combinations of ADFEmulateRISCOS, ADFRemapVideoMemory and the JIT.

I'm also considering changing the GraphicsV driver to only implement modes the hardware doesn't support, the problem is it will break all games that rely on hardware timers and VIDC emulation, so I need to figure out the best workaround first. Either the boot scripts will need to notify ADFFS the game must be blitted, or it will need to dynamically switch drivers if VIDC, IOC T0/T1 or MEMC video registers are touched. The later option would also entail taking over the GPU memory allocation, instead of letting the RISC OS GPU driver allocate it.

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