21 February 2017, 04:55 | #1 |
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Kickstart 1.3 ROM
I seem to have some issues getting certain projects to run on KickStart 1.3 (The same projects seem to run alright on KickStart 2.0 even accounting for RAM, Chipset and CPU)
What sort of things could cause a Blitz game to not even start on KickStart 1.3 specifically? |
21 February 2017, 09:45 | #2 |
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Hmmm, to not even start it has to be something pretty fundamental, like trying to open a library that doesn't exist. Does it crash or just return with no output? It's sometimes hard to tell what's happening inside particular Blitz commands, but the documentation usually says when they're 2.0-dependent.
I would suggest running it on Kickstart 2.0 with SnoopDOS to see what it's opening, and check if any of them are missing on 1.3. |
21 February 2017, 10:53 | #3 |
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Sounds like a certain module player library.
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22 February 2017, 01:47 | #4 |
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From memory the CIA ProTracker library isn't 1.3 compatible. And the DisplayLibrary can also possibly utilise functions of the ECS display chipset which are unsupported under OCS.
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22 February 2017, 06:44 | #5 |
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Cheers guys, all good points I'll do some investigation.
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26 February 2017, 01:58 | #6 |
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WBStartup maybe, Commodities.lib, exec:AllocVec(). And all stuff you've incorporated from NDK 37.x+. Stubs of gfx.lib for instance.
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07 March 2017, 03:25 | #7 |
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Earok, I am having the same problem with my game... I get a "Recoverable Error" when trying to load the game.. it doesn't crash the machine but then the game doesn't run either....
I didn't use any external lib, I am using only internal Blitz stuff. |
07 March 2017, 03:30 | #8 |
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I never solved it for my one, but since my game recommends 1mb of chipram and a 68020 I figured there wouldn't be many on KS1.3 that would be able to play it anyway.
This may be painful but it might be worthwhile doing a bunch of NPRINTs throughout the code, run it and see which lines it prints before it crashes - which should narrow it down a lot. |
07 March 2017, 11:00 | #9 | |
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Quote:
If the program can't find the libraries it requires then that will obviously cause it to fail. |
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07 March 2017, 11:49 | #10 |
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That mode of failure is downright awful.
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15 March 2017, 11:50 | #11 |
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I don't know what I did exactly but my game now works on KickStart 1.3.
It could maybe be because of ditching BlitzFonts and implementing my own text system (possibly I forgot to include DiskFont etc), though also I plugged a 68000 specific bug which could be related (I was doing Peek.w on an odd numbered address!) |
15 March 2017, 12:13 | #12 |
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Yep, I remember coming across a list of libraries that are used by Blitz's internal commands (and so would need to be included with any self-booting projects using those commands), but I can't find it now. A good start would be the Libs drawer on the Blitz 2.1 floppy - that should contain all the libs used by the standard Deflibs commands.
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15 March 2017, 12:20 | #13 | |
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Quote:
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15 March 2017, 13:08 | #14 | |
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Quote:
It was an issue for self-booting floppies back when that was the only means of distributing software, and I mention it now ONLY because it might be related to this issue. Self booting floppies for 2.0+ will sometimes fail to work properly on earlier systems because they don't execute a 1.3 Setpatch before doing anything else. For programmers doing new code, testing for this and including a "how to fix" guide or readme for 1.3 users is one way to address this issue. |
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