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Old 21 July 2007, 10:59   #28
StingRay
move.l #$c0ff33,throat
 
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Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
Quote:
Originally Posted by Wepl View Post
I would make one slave which supports all game features. If this slave requires 1 MB chip, then its ok.
And this is where I disagree. What about games that are different depending on the available amount of chipram? I remember f.e. one game from back then that had an annoying music if it detected chipram >512k. It didn't have this "feature" with 512k only. Now, if whdload would support flexible memory settings (which I still think is very easy to add), the user could have f.e. a tooltype that sets the chipsize the game will use, one slave, 2 different game versions!
And imho, all that's needed is something like:
; a0: points to start of slave
move.l CUSTOM_MEM_WANTED(a0),d0
beq.b .nothing_to_be_done
move.l d0,a1
jsr (a1)
.nothing_to_be_done

at the very beginning of whdload.

So why not add this for people who might want to use this?
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