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Old 23 June 2019, 21:02   #21
ross
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Originally Posted by mark_k View Post
I'd be interested to hear whether there are any broken levels/graphics on my disk, if anyone can be bothered to check.
Broken

Probably the unaffordable save routine destroyed several originals..
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Old 25 June 2019, 22:58   #22
mark_k
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Probably the one in the current WhdLoad release package contains a tampered version.
I don't think that in the original there was this :
Code:
 1.1000000   gonso
 2. 800000    eca
 3. 500000  iceman
 4. 100000 the cray
 5.  60000 blizzard
 6.  30000
 7.  10000   h q c 
 8.   5000 blizzard
 9.   4000 bullshit
10.   2000 fuckhead
Those characters are on the original disk. I think that memory area gets overwritten by the high score table read from the disk, so you don't see those scores/names on the screen.
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Old 25 June 2019, 23:08   #23
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Those characters are on the original disk. I think that memory area gets overwritten by the high score table read from the disk, so you don't see those scores/names on the screen.
In fact it is as you say.
Confirmed by the raw dump uploaded.

And this is quite interesting and surprising
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Old 26 June 2019, 17:29   #24
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I think the game was developed by members of some cracker group(s). Maybe Future Tank is mentioned in the scrolltext of some demos by them???

By the way, Future Tank broken-ness was mentioned in this thread from six years ago...
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Old 26 June 2019, 22:22   #25
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Originally Posted by mark_k View Post
I think the game was developed by members of some cracker group(s). Maybe Future Tank is mentioned in the scrolltext of some demos by them???
Either that or they were pissed off that HQC cracked one of their earlier games?
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Old 27 June 2019, 13:25   #26
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Quote:
Originally Posted by ross View Post
In fact it is as you say.
Confirmed by the raw dump uploaded.

And this is quite interesting and surprising
the dump submitted is either way modified. I did a check on it. 2 modified tracks.
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Old 27 June 2019, 18:16   #27
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Yep, that raw dump has cylinder 46 side 1 modified (high scores are saved there) but also cylinder 76 side 1. [Also, cylinders 80 and 81 have data on. I missed those when creating my MFMWarp dump.]

I wonder in how many ways the disk read/write routines are broken in this game. Cylinders 0-9 are in normal Amiga/trackdisk format. The remaining tracks are in basically the same format except with sync word $4A84 instead of $4489.

The disk read routine ignores data checksums. The high score write routine does seem to calculate checksums before writing though.

The head step routine does this:
- Clear DSKSTEP
- Empty DBF loop 1521 times
- Set DSKSTEP
- Empty DBF loop 1521 times

The DBF loop takes about 2.145ms on 68000.

There is no settle delay (supposed to be at least 18ms) before writing.
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Old 27 June 2019, 22:17   #28
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A perfect example how not to write a track loader
Actually even the read part works by chance, only because there is plenteous DMA MFM data fetched from tracks (in a real machine the first coming data almost certain unreliable).

Probably the original programmer thought that it was the simple change of /STEP that caused the head movement (and not the pulse) and therefore 2.145ms*2 was the time actually used...
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Old 27 June 2019, 22:27   #29
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If you want to see the most badly written loader in existence, try booting up Fire Force by ICE.

If memory serves, there is either no delay for the stepper or one that is absolutely too small, that it manages to load on 68000 is a miracle, but the floppy drive doesn't sound happy about it at all lol
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Old 27 June 2019, 22:36   #30
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If you want to see the most badly written loader in existence, try booting up Fire Force by ICE.
Now you've made me curious, I'll check it

Cheers!
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Old 28 June 2019, 01:08   #31
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Now you've made me curious, I'll check it
Ok, it's a difficult battle, but Future Tank's routine probably beats Fire Force's one for worse writing
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