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Old 13 August 2020, 23:54   #89
ross
Defendit numerus
 
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Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,468
Quote:
Originally Posted by StingRay View Post
I did it without rewriting the file system (my motivation was probably the same as yours, seeing Alpha One's trainer in the Zone which required an extra disk which actually made me check the game).

My version isn't finished yet though and as I'm on holiday I'll leave it in its current state and just let you finish yours. =)


I rewrite the file system with a free-position one for two reason:
- squeeze out all possible bytes ([file end] intra-sector waste..) without touching original packed game data (I also do not repack intro.stc nor 'no 1MB' image that is easy to 'detach' from original loader)
. to try an idea I've in my mind for a free-position loader that use 'residuals' and adapt to a 'real time' depacker (well, actually S405 it's more used as a non-chunk 'memory' depacker, so much similar to my arjm7 non-chunk depacker!)

I also (re)written a very tiny irq2 handler for in-game key handling (probably the tiniest I've ever written):
Code:
_irq2
	move.l	d0,-(sp)
	moveq	#%00001000,d0
	and.b	$bfed01,d0
	beq.b	.x			;TA

	;SP
	move.b	$bfec01,($89).w         ;BUFFER
	moveq	#$59,d0			;ACK

.x	move.w	#$8,$dff09c
	move.b	d0,$bfee01
	move.l	(sp)+,d0
	rte
[I set the prescaler and ICR in init routine]
This perfectly fit with the TB used in loader and how game use DMACON.


Last edited by ross; 14 August 2020 at 00:14. Reason: []
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