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Old 08 June 2016, 16:48   #21
daxb
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Join Date: Oct 2009
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Posts: 2,099
I start the HD version 4 on my A1200 040 3.1. There are some small gfx (sprite?) "errors" random on screen for about 0.1 sec. every n sec.. No music is playing just effect sounds seem to work. When start a game a scrolling background and a playfield (checkboard) + live/score/... on top. When moving the joystick soon a "lose" sample plays but there is nothing to control. I guess there should be a play character or something else?

System clock isn`t restored when quit the game (back to WB). An old known issue. At least on thread about it can be found here on EAB if you need info.

When I starte the game from WB and quit it I get following MuForce hits:
Code:
08-Jun-16   15:28:05
LONG WRITE to  0000006C        data=000A232E   PC: 000A1AEE
USP : 019AE092 SR: 0000  (U0)(-)(-)  TCB: 019A5FD8
Data: 00007FFF 51800138 00007FFF 00000000 00000000 00000000 00000000 00000000
Addr: 01088160 00000000 00000000 000A232E 0132FC9E 01087EEC 00DFF000 010826EC
Stck: 000A25EE 0132FC9E 01087EEC 00DFF000 01599EC8 03F0602C 07C0010A 4A26000A
Stck: 1A7C00FE C3260000 8000426C 6F636B79 536B6965 7300019C 23780000 FB38019C
Stck: 23780000 FB300000 00000000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
----> 000A1AEE - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000000B6
----> 000A25EE - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00000BB6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
PC-8: 3D7C0000 01FC3D7C 00240104 3D7C0C00 01063D7C 0011010C 47FA0846 21CB006C
PC *: 303C0000 4EB9000C 04464EB9 000C1ACA 4EF9000D A56C4EB9 000B471C 4EB9000C
000a1ace :  3d7c 0000 01fc             move.w #$0,$1fc(a6)
000a1ad4 :  3d7c 0024 0104             move.w #$24,$104(a6)
000a1ada :  3d7c 0c00 0106             move.w #$c00,$106(a6)
000a1ae0 :  3d7c 0011 010c             move.w #$11,$10c(a6)
000a1ae6 :  47fa 0846                  lea.l $a232e(pc),a3
000a1aea :  21cb 006c                  move.l a3,$6c.w
000a1aee : *303c 0000                  move.w #$0,d0
000a1af2 :  4eb9 000c 0446             jsr $c0446
000a1af8 :  4eb9 000c 1aca             jsr $c1aca
000a1afe :  4ef9 000d a56c             jmp $da56c
000a1b04 :  4eb9 000b 471c             jsr $b471c
000a1b0a :  4eb9 000c 1c5c             jsr $c1c5c
Name: "BlockySkies"  Hunk 0000 Offset 000000B6


08-Jun-16   15:28:05
LONG READ from 00000078                        PC: 000C076C
USP : 019AE04E SR: 0000  (U0)(-)(-)  TCB: 019A5FD8
Data: 00000000 000000A0 00000000 00000020 000004D1 0000003F 000009A2 00000000
Addr: 00000078 00193649 00192C14 000C1338 00192C71 000C1336 00195CBE 010826EC
Stck: 000C04FA 00000000 51800138 00007FFF 00000000 00000000 00000000 00000000
Stck: 00000000 01088160 00000000 00000000 000A232E 0132FC9E 01087EEC 00DFF000
Stck: 000A1AF8 000A25EE 0132FC9E 01087EEC 00DFF000 01599EC8 03F0602C 07C0010A
Stck: 4A26000A 1A7C00FE C3260000 8000426C 6F636B79 536B6965 7300019C 23780000
Stck: FB38019C 23780000 FB300000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
----> 000C076C - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001ED34
----> 000C04FA - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001EAC2
----> 000A232E - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000008F6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
----> 000A1AF8 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000000C0
----> 000A25EE - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00000BB6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
PC-8: 7002C039 00BFE001 174004BA 08F90001 00BFE001 206BF208 41E80078 274804B2
PC *: 275004B6 43FA0A46 2089700F 4DF900DF F0007200 3D4100A8 3D4100B8 3D4100C8
000c074c :  7002                       moveq.l #$2,d0
000c074e :  c039 00bf e001             and.b $bfe001,d0
000c0754 :  1740 04ba                  move.b d0,$4ba(a3)
000c0758 :  08f9 0001 00bf e001        bset #$1,$bfe001
000c0760 :  206b f208                  movea.l -$df8(a3),a0
000c0764 :  41e8 0078                  lea.l $78(a0),a0
000c0768 :  2748 04b2                  move.l a0,$4b2(a3)
000c076c : *2750 04b6                  move.l (a0),$4b6(a3)
000c0770 :  43fa 0a46                  lea.l $c11b8(pc),a1
000c0774 :  2089                       move.l a1,(a0)
000c0776 :  700f                       moveq.l #$f,d0
000c0778 :  4df9 00df f000             lea.l $dff000,a6
000c077e :  7200                       moveq.l #$0,d1
000c0780 :  3d41 00a8                  move.w d1,$a8(a6)
000c0784 :  3d41 00b8                  move.w d1,$b8(a6)
000c0788 :  3d41 00c8                  move.w d1,$c8(a6)
Name: "BlockySkies"  Hunk 0000 Offset 0001ED34


08-Jun-16   15:28:05
LONG WRITE to  00000078        data=000C11B8   PC: 000C0778
USP : 019AE04E SR: 0000  (U0)(-)(-)  TCB: 019A5FD8
Data: 0000000F 000000A0 00000000 00000020 000004D1 0000003F 000009A2 00000000
Addr: 00000078 000C11B8 00192C14 000C1338 00192C71 000C1336 00195CBE 010826EC
Stck: 000C04FA 00000000 51800138 00007FFF 00000000 00000000 00000000 00000000
Stck: 00000000 01088160 00000000 00000000 000A232E 0132FC9E 01087EEC 00DFF000
Stck: 000A1AF8 000A25EE 0132FC9E 01087EEC 00DFF000 01599EC8 03F0602C 07C0010A
Stck: 4A26000A 1A7C00FE C3260000 8000426C 6F636B79 536B6965 7300019C 23780000
Stck: FB38019C 23780000 FB300000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
----> 000C0778 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001ED40
----> 000C04FA - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001EAC2
----> 000A232E - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000008F6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
----> 000A1AF8 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000000C0
----> 000A25EE - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00000BB6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
PC-8: 08F90001 00BFE001 206BF208 41E80078 274804B2 275004B6 43FA0A46 2089700F
PC *: 4DF900DF F0007200 3D4100A8 3D4100B8 3D4100C8 3D4100D8 3D400096 43FA0A22
000c0758 :  08f9 0001 00bf e001        bset #$1,$bfe001
000c0760 :  206b f208                  movea.l -$df8(a3),a0
000c0764 :  41e8 0078                  lea.l $78(a0),a0
000c0768 :  2748 04b2                  move.l a0,$4b2(a3)
000c076c :  2750 04b6                  move.l (a0),$4b6(a3)
000c0770 :  43fa 0a46                  lea.l $c11b8(pc),a1
000c0774 :  2089                       move.l a1,(a0)
000c0776 :  700f                       moveq.l #$f,d0
000c0778 : *4df9 00df f000             lea.l $dff000,a6
000c077e :  7200                       moveq.l #$0,d1
000c0780 :  3d41 00a8                  move.w d1,$a8(a6)
000c0784 :  3d41 00b8                  move.w d1,$b8(a6)
000c0788 :  3d41 00c8                  move.w d1,$c8(a6)
000c078c :  3d41 00d8                  move.w d1,$d8(a6)
000c0790 :  3d40 0096                  move.w d0,$96(a6)
000c0794 :  43fa 0a22                  lea.l $c11b8(pc),a1
Name: "BlockySkies"  Hunk 0000 Offset 0001ED40


08-Jun-16   15:28:05
LONG WRITE to  00000078        data=000C11B8   PC: 000C07A0
USP : 019AE04E SR: 0000  (U0)(-)(-)  TCB: 019A5FD8
Data: 0000000F 00000000 00000000 00000020 000004D1 0000003F 000009A2 00000000
Addr: 00000078 000C11B8 00192C14 000C1338 00192C71 000C1336 00DFF000 010826EC
Stck: 000C04FA 00000000 51800138 00007FFF 00000000 00000000 00000000 00000000
Stck: 00000000 01088160 00000000 00000000 000A232E 0132FC9E 01087EEC 00DFF000
Stck: 000A1AF8 000A25EE 0132FC9E 01087EEC 00DFF000 01599EC8 03F0602C 07C0010A
Stck: 4A26000A 1A7C00FE C3260000 8000426C 6F636B79 536B6965 7300019C 23780000
Stck: FB38019C 23780000 FB300000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
----> 000C07A0 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001ED68
----> 000C04FA - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001EAC2
----> 000A232E - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000008F6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
----> 000A1AF8 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000000C0
----> 000A25EE - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00000BB6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
PC-8: 3D4100A8 3D4100B8 3D4100C8 3D4100D8 3D400096 43FA0A22 20893D7C 2000009A
PC *: 41F900BF D00043FA 104C5449 12E80600 12A80700 117C0082 0D003D7C E000009A
000c0780 :  3d41 00a8                  move.w d1,$a8(a6)
000c0784 :  3d41 00b8                  move.w d1,$b8(a6)
000c0788 :  3d41 00c8                  move.w d1,$c8(a6)
000c078c :  3d41 00d8                  move.w d1,$d8(a6)
000c0790 :  3d40 0096                  move.w d0,$96(a6)
000c0794 :  43fa 0a22                  lea.l $c11b8(pc),a1
000c0798 :  2089                       move.l a1,(a0)
000c079a :  3d7c 2000 009a             move.w #$2000,$9a(a6)
000c07a0 : *41f9 00bf d000             lea.l $bfd000,a0
000c07a6 :  43fa 104c                  lea.l $c17f4(pc),a1
000c07aa :  5449                       addq.w #$2,a1
000c07ac :  12e8 0600                  move.b $600(a0),(a1)+
000c07b0 :  12a8 0700                  move.b $700(a0),(a1)
000c07b4 :  117c 0082 0d00             move.b #-$7e,$d00(a0)
000c07ba :  3d7c e000 009a             move.w #-$2000,$9a(a6)
Name: "BlockySkies"  Hunk 0000 Offset 0001ED68


08-Jun-16   15:28:05
LONG WRITE to  00000078        data=00000000   PC: 000C080C
USP : 019AE04E SR: 0004  (U0)(-)(-)  TCB: 019A5FD8
Data: 00000000 A9F00000 0000FFFF 00000000 00000000 00000000 00000000 00000005
Addr: 00BFD000 000C17F4 001A2B0E 000A232E 0132FC9E 000BC7D6 00DFF000 010826EC
Stck: 000A1E90 00000100 A9F00000 0000FFFF 00000000 00000000 00000000 00000000
Stck: 00000005 000DAAA6 000C4C40 001A2B0E 000A232E 0132FC9E 000BC7D6 00DFF000
Stck: 000DA688 000A25EE 0132FC9E 01087EEC 00DFF000 01599EC8 03F0602C 07C0010A
Stck: 4A26000A 1A7C00FE C3260000 8000426C 6F636B79 536B6965 7300019C 23780000
Stck: FB38019C 23780000 FB300000 00000000 00000000 00000000 00000000 00000000
Stck: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
----> 000C080C - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001EDD4
----> 000A1E90 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00000458
----> 000DAAA6 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0003906E
----> 000C4C40 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00023208
----> 001A2B0E - "Ram:BlockySkies/BlockySkies"  Hunk 0002 Offset 00020806
----> 000A232E - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 000008F6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
----> 000BC7D6 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 0001AD9E
----> 000DA688 - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00038C50
----> 000A25EE - "Ram:BlockySkies/BlockySkies"  Hunk 0000 Offset 00000BB6
----> 0132FC9E - "System:C/MuForce"  Hunk 0001 Offset 00000E0E
PC-8: 10068139 00BFE001 3D7C2000 009A207A 0FEE20BA 0FEE41F9 00BFD000 43FA0FEA
PC *: 54491159 06001159 0700117C 00100F00 4E7549F9 00DFF0A8 303AFD12 323A0A4A
000c07ec :  1006                       move.b d6,d0
000c07ee :  8139 00bf e001             or.b d0,$bfe001
000c07f4 :  3d7c 2000 009a             move.w #$2000,$9a(a6)
000c07fa :  207a 0fee                  movea.l $c17ea(pc),a0
000c07fe :  20ba 0fee                  move.l $c17ee(pc),(a0)
000c0802 :  41f9 00bf d000             lea.l $bfd000,a0
000c0808 :  43fa 0fea                  lea.l $c17f4(pc),a1
000c080c : *5449                       addq.w #$2,a1
000c080e :  1159 0600                  move.b (a1)+,$600(a0)
000c0812 :  1159 0700                  move.b (a1)+,$700(a0)
000c0816 :  117c 0010 0f00             move.b #$10,$f00(a0)
000c081c :  4e75                       rts
000c081e :  49f9 00df f0a8             lea.l $dff0a8,a4
000c0824 :  303a fd12                  move.w $c0538(pc),d0
000c0828 :  323a 0a4a                  move.w $c1274(pc),d1
Name: "BlockySkies"  Hunk 0000 Offset 0001EDD4
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Old 08 June 2016, 16:59   #22
Apollo
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obviously MuForce detects the access of the level 3 and 6 interrupt vectors at $6c and $78

Does the startup code care for the VBR?

Besides that: IMHO this doesn't neccessarily mean that there is anything wrong with it

Last edited by Apollo; 08 June 2016 at 17:04.
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Old 08 June 2016, 17:18   #23
daxb
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The first 4k are the MMU table here. At least write access to that area isn`t a good idea. Of course I don`t know if the hits are the reason for no music, gfx error, player sprite.
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Old 08 June 2016, 19:03   #24
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Quote:
Originally Posted by daxb View Post
The first 4k are the MMU table here. At least write access to that area isn`t a good idea. Of course I don`t know if the hits are the reason for no music, gfx error, player sprite.
Hi daxb, thanks for testing it for me!

Is this the clock thread?

http://eab.abime.net/showthread.php?t=78592

As for the rest, I think those are the exact symptoms you would get if it failed to install the interrupt handlers.

I need to work out how to install them correctly. I'm guessing there is a vector base register or similar I must use.

Do you know if MUForce runs in WinUAE?
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Old 08 June 2016, 19:14   #25
hooverphonique
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Originally Posted by alpine9000 View Post
I need to work out how to install them correctly. I'm guessing there is a vector base register or similar I must use.
Does the startup code you're using not support this out of the box?
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Old 08 June 2016, 19:16   #26
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Originally Posted by hooverphonique View Post
Does the startup code you're using not support this out of the box?
I was just looking at it, and it seems it saves/restores correctly using the VBR, but then my original 68000 code goes and tries to install it directly without caring about the VBR.

Should be an easy fix.
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Old 08 June 2016, 23:47   #27
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Congratulations guys! Good gfx, punchy music, original theme. A bit hard and unforgiving perhaps (a few more lives and extra time having the path shown would be welcome) but other than that a very well done little game!
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Old 09 June 2016, 00:32   #28
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Quote:
Originally Posted by daxb View Post
I start the HD version 4 on my A1200 040 3.1. There are some small gfx (sprite?) "errors" random on screen for about 0.1 sec. every n sec.. No music is playing just effect sounds seem to work. When start a game a scrolling background and a playfield (checkboard) + live/score/... on top. When moving the joystick soon a "lose" sample plays but there is nothing to control. I guess there should be a play character or something else?

System clock isn`t restored when quit the game (back to WB). An old known issue. At least on thread about it can be found here on EAB if you need info.

When I starte the game from WB and quit it I get following MuForce hits:
-- snip --
I ran MUForce on an Amiga4000 configuration in UAE and the game didn't work (no sprites/music), but the behaviour wasn't exactly as you described, I got the same MUForce hits.

So I updated the init code so the interrupt handlers are installed via the VBR and now the game run perfectly with no MUForce hits (On an emulated A4000 with MUForce running).

Could you try test version 5 and see if it fixes it for you on real hardware ?

I still have to get the system clock restore stuff working.

Thanks again for the testing - now i know about MUForce and how the system clock works - very handy
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Old 09 June 2016, 00:33   #29
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Originally Posted by Tsak View Post
Congratulations guys! Good gfx, punchy music, original theme. A bit hard and unforgiving perhaps (a few more lives and extra time having the path shown would be welcome) but other than that a very well done little game!
Thanks for the feedback. There will be some easier levels (and some that are so hard it's evil ) in the final release, so stay tuned
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Old 09 June 2016, 01:19   #30
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Originally Posted by alpine9000 View Post
(and some that are so hard it's evil )


...I think Tsak's suggestions are very good ones indeed in order to improve an already cool game (and the same as what I was thinking if I was to actually give feedback)
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Old 09 June 2016, 01:54   #31
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...I think Tsak's suggestions are very good ones indeed in order to improve an already cool game (and the same as what I was thinking if I was to actually give feedback)
Each level has different settings, player speed, the speed before the pathway fades, the speed the pathways fades, speed of the bees etc. So I will definitely consider this feedback when I am developing the final set of levels to make sure there is a good cross section of difficulty.
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Old 09 June 2016, 08:56   #32
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I uploaded test version 6 to http://blockyskies.com which includes code to restore the system clock on exit for the hard drive installed version.



I used TOD code adapted from this post (it had a minor bug in it) and it seems to work well for me in all of the emulated configurations I can test (including no RTC).

If anyone is game to test it on real hardware with a RTC, I would be very appreciative
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Old 09 June 2016, 09:38   #33
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I don't catch this. Why you must store and restore the system clock ? I never do that in my DisableOs routine. Also I don't see that you takeover blitter in proper way, mean about graphics.library calls like OwnBlitter and DisownBlitter, or I'm missing something.
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Old 09 June 2016, 10:04   #34
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@alpine9000
I don't catch this. Why you must store and restore the system clock ? I never do that in my DisableOs routine. Also I don't see that you takeover blitter in proper way, mean about graphics.library calls like OwnBlitter and DisownBlitter, or I'm missing something.
I guess because I disable all interrupts and use only two custom interrupt handlers, the CIA timer interrupt will not be called and the system clock is not updated? This thread has all the info I know about it.

As for the blitter ownership, I am not really sure about this either as I just used Photon's startup code which doesn't do it. I had read in HowToCode5.txt they recommend you Own/Disown blitter but as it seemed to work fine without it I didn't add it in. I wonder if it's possible you only need to OwnBlitter if you leave process scheduling enabled ?
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Old 09 June 2016, 11:43   #35
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Originally Posted by alpine9000 View Post
As for the blitter ownership, I am not really sure about this either as I just used Photon's startup code which doesn't do it. I had read in HowToCode5.txt they recommend you Own/Disown blitter but as it seemed to work fine without it I didn't add it in. I wonder if it's possible you only need to OwnBlitter if you leave process scheduling enabled ?
The reason for 'owning' the blitter is, that the os could be in the process of setting up a blit just as you disable everything. This could cause the blit to go haywire once you enable everything again, because you probably modified some registers.
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Old 09 June 2016, 11:48   #36
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Originally Posted by alpine9000 View Post
Each level has different settings, player speed, the speed before the pathway fades, the speed the pathways fades, speed of the bees etc. So I will definitely consider this feedback when I am developing the final set of levels to make sure there is a good cross section of difficulty.
Wow; sounds great alpine9000

Also, I take it that the floppy and hard drive versions are exactly the same in terms of graphics / sounds / features etc?
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Old 09 June 2016, 12:08   #37
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The reason for 'owning' the blitter is, that the os could be in the process of setting up a blit just as you disable everything. This could cause the blit to go haywire once you enable everything again, because you probably modified some registers.
Makes sense, no idea if it's doing anything.

I did:

Code:
        move.l  a5,a6		;gfxbase -> a6                                                                                    
        move.l  34(a6),-(sp)  	;save old view ?                                                                                  
        sub.l   a1,a1           ;blank screen to trigger screen switch                                                            
        jsr     -222(a6)        ;on Amigas with graphics cards                                                                    
        jsr     -270(a6)        ;WaitTOF                                                                                          
        jsr     -270(a6)        ;WaitTOF                                                                                          
        jsr     -456(a6)        ;OwnBlitter     

        ... ; game code always waits for blitter before use.

        move.l  a5,a6		;gfxbase -> a6                                                                                    
        move.l  (sp)+,a1      	;previously saved view                                                                            
        jsr     -222(a6)        ;restore OS screen                                                                                
        jsr     -270(a6)        ;WaitTOF                                                                                          
        jsr     -270(a6)        ;WaitTOF                                                                                          
        jsr     -228(a6)        ;WaitBlit                                                                                         
        jsr     -462(a6)        ;DisownBlitter
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Old 09 June 2016, 12:10   #38
alpine9000
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Originally Posted by DamienD View Post
Wow; sounds great alpine9000

Also, I take it that the floppy and hard drive versions are exactly the same in terms of graphics / sounds / features etc?
Yes - the only difference is the hard drive version has a quit menu option.
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Old 09 June 2016, 16:35   #39
daxb
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Originally Posted by alpine9000 View Post
I uploaded test version 6 to http://blockyskies.com which includes code to restore the system clock on exit for the hard drive installed version.
Hits are gone, music is playing, sprites are ok and clock is restored now.
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Old 09 June 2016, 22:24   #40
alpine9000
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Hits are gone, music is playing, sprites are ok and clock is restored now.
That's great, thanks again for testing it for me.
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