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Old 27 January 2011, 19:32   #1
mai
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Emerald Mine II

I have problem to get this game running, neither any ADF nor IPF.
After finishing loading i get a red screen, but if i press fire button, then i get Titlescreen, now i select "Name" and i get graphics trash on screen and i cant start the game.
Any special configuration needed or any hint?

Last edited by mai; 09 September 2019 at 23:10.
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Old 29 January 2011, 01:34   #2
Arnie
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Download the adf from BTTR and use osc13 config, also available from BTTR.
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Old 29 January 2011, 09:40   #3
mai
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Quote:
Originally Posted by Arnie View Post
Download the adf from BTTR and use osc13 config, also available from BTTR.
Thanks, now i am aware, that i have to create a second disk.
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Old 29 January 2011, 12:03   #4
Arnie
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Yes, that isn't clear is it. Also what's with the 'make empty disk' part?
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Old 30 April 2015, 21:14   #5
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sorry to post in such and old thread but i figured it would be better to do that than start another thread regarding the exact same topic.
i've tried everyuthing to get this game working and i have no luck, it always goes to the trash graphics screen like the original post. i can't find an adf of the game on the bttr site and i also cannot find where to download the ocs13 config.
i have tried to config UAE with the settings described for ocs13 from the battr site but i still no matter what always get the trashed graphics.
the only version which works for me is Emerald Mine II (1988)(Kingsoft)[h DJL][b checksum error] and i'm not sure if this version of the game is the proper emerald mine levels or new hack edited levels and i guessing the checksum error will cause some problem in the game at some point.
any help would be great thanks.
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Old 01 May 2015, 19:17   #6
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The original Emerald Mine II disk is copy-protected. But since the copy-protection is on the 81st track the disk seems unprotected to any copier.

I think that after making a play disk, you're supposed to insert the master disk for the copy-protection check. (I don't have the instructions to refer to at the moment.)

I can upload an SPS raw image I created from my original Emerald Mine II disk if needed, and/or give details of how to patch the program to remove the protection check.
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Old 01 May 2015, 19:24   #7
butfluffy
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there is already existing an ipf for emerald mine 2 but mai says in the original post that it does the same GFX corruption thing as the adf.
the hacked djl version is working so far and i used my cd32 copy of emerald mines to verify that the opening level for emerald mine 2 was the same as the djl hack so it seems like the hack is using the original levels.
from what i gather it's an awkward game to get configured right in the winuae settings, i've tyried everything with no luck. i'm thinking the djl hack made it so it would play on a more common amiga setup or soemthing.
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Old 06 May 2015, 07:35   #8
mr.vince
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The IPF is fine. Make sure to unprotect the disk in WinUAE - it writes to disk.
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Old 06 May 2015, 15:48   #9
butfluffy
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no luck with the ipf wrtie enabled for me, i assumed the ipf would be the same because mai said so in the original post. i've been playing the djl hack and it seems fine so far but i fear the bad crc will mean that there is some corruption somewhere.
only thing i can think of is that i got something wrong in the configuration settings when trying to play the ipf or the non hacked adf's but i'm sure i tried everything.
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Old 06 May 2015, 17:26   #10
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It would be nice if Emerald Mine II instructions were available online. If I ever find my original (German) instruction sheet I'll scan it. Without reading the instructions it's not obvious that you need to make a game disk first...
  • Format a blank disk and name it Playfielddisk.
  • Boot Emerald Mine II to Workbench and open the disk's icon.
  • If you have more than one floppy drive configured run Set 2 Drives to make things quicker.
  • Click Make Game Disk. That creates his and pla directories, and the nam file on Playfielddisk:. That will take a long time and many disk swaps if you only have one drive.
  • Put the Emerald Mine II disk back in DF0: and click the Play icon. The machine will reset and the Emerald Mine II game will load.
  • At the title screen music press fire. The game will finish loading and once the protection check has completed the screen will turn red.
  • Now eject the Emerald Mine II disk and put your (write-enabled) just-created playfield disk in DF0:. Press fire.
For convenience I created a playfield disk and the ADF is attached here.


For easier future play, you can take an Emerald Mine I disk and replace the his, pla and nam on that with the ones from your playfield disk.
Attached Files
File Type: zip E.M.II_NewlyMadeGameDisk.adf.zip (86.0 KB, 186 views)
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Old 06 May 2015, 18:41   #11
butfluffy
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thanks for the info and the playfield disk.
i get it now, if the game is set to 2 drive version then i need emerald mine 2 in df0 and playfield disk in df1
if i play set to one drive version then i need to swap to playfield version at the red screen.
the djl version has been hacked for so that the emerald mine 2 disk and playfield disk has been combined somehow, this version is the most convenient to use so long has iot don't crash at some point.
thanks to mark k's info now all versions work correctly by using them the right way.
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Old 12 May 2015, 11:09   #12
mr.vince
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Cool to see this solved; sorry to have caused more confusion, somehow overlooked the "II"...
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Old 12 May 2015, 20:43   #13
mark_k
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Here are some patches which you can apply to the Emerald Mine II executable. Apart from removing copy-protection you can bypass several non-system-legal routines which could/should allow it to work on accelerated machines.

You can use a binary file editor like Hex to make the changes.

Code:
Details of patches to apply to the Emerald Mine II executable
=============================================================
File to alter: "EM2" on disk "Emerald Mine II", dated 02-Aug-88 20:17:38
File length: 32272

["RS off." denotes the offset in the ReSource disassembly]

Remove copy-protection
----------------------
Offset	RS off.	Change From	Change To
$0AC8	$0AA0	4EBA 522A	4E71 4E71	;JSR (_protec,PC) -> NOP / NOP
$0B3C	$0B14	65		60		;BCS.B .CopyProtectPassed -> BRA.B
$258A	$2562	67		60		;BEQ.B .ProtectionPassed -> BRA.B
$25FA	$25D2	67		60		;BEQ.B .ProtectionPassed0 -> BRA.B
$2BCE	$2BA6	0018 D878 01F2	007B 4E71 4E71	;MOVE.W #$18,D4 / ADD.W ($01F2).W,D4 -> MOVE.W #$7B,D4 / NOP / NOP
$41D4	$41AC	01F4 DE78 01F2	0257 4E71 4E71	;MOVE.W #$1F4,D7 / ADD.W ($01F2).W,D7 -> MOVE.W #$0257,D7 / NOP / NOP


Bypass the title screen music
-----------------------------
The music code is not system-friendly and is likely to cause crashes on some
machines. Completely bypassing it does not waste time by loading the "snd"
file, but also means the title screen does not appear for very long.
$01E4	$01BC	4EBA 0E04	4E714E71	;Change JSR (ReadAndDecryptFile,PC) to NOP / NOP
$0262	$023A	6104		4E71		;Change BSR.B .PlayMusic to NOP


Remove illegal code to close the first window
---------------------------------------------
The game contains code to close the first window on the first screen. That is
not system-legal and may cause crashes.
Offset	RS off.	Change From	Change To
$0138	$0110	2F29 0004	4E71 4E71	;NOP out MOVE.L (sc_FirstWindow,A1),-(SP)
$013C	$0114	4EBA 7730	4E71 4E71	;NOP out JSR (_CloseWindow,PC)
$0140	$0118	584F		4E71		;NOP out ADDQ.W #4,SP


Fix DMACON bug
--------------
This fixes a bug caused by a typo in the source code: #8200 was used instead
of #$8200 for writing to DMACON. That bug may have caused crashes.
$2300	$22D8	2008		8200


Display mode-detection
----------------------
The display mode-detection routine is bugged, having problems on fast CPUs.
This is not a proper fix, just patch to always assume PAL or always NTSC
according to your preference.
$229C	$2274	67		60	;Always assume PAL. BEQ.B .PALMachine -> BRA.B
  -- OR --
$229C	$2274	6760		4E71	;Always assume NTSC. BEQ.B .PALMachine -> NOP


Other patches
-------------
Fix a small bug which probably doesn't cause a problem in practice:
$225B	$2233	64		63	;Fix one-too-large DBF loop counter

Change several reads of $BFE0FF to $BFE001. This is unlikely to cause problems
in practice though.
$2A9D	$2A75	FF		01
$2B4F	$2B27	FF		01
$4D6B	$4D43	FF		01
$4D7D	$4D55	FF		01
$6635	$660D	FF		01

Fix a bug which may (by good fortune) not actually be a problem.
$5A53	$5A2B	0E		06	;Always restore registers in StopWheelTurning routine

There is a bug in the game which uses $3BA.W for two different purposes. It
contains the points awarded for stoning a Flyer, but is also used in the
HandlePlayerDeathOrExit routine. The patched version of the "release 2"
executable done by No One Inc. in 1993 (comment "NOI&RIS version! v1.00")
changes references to $3BA in the HandlePlayerDeathOrExit routine to use $3EA,
an address which appears to be otherwise unused. This is an analogous patch
for Emerald Mine II.
$5467	$543F	BA		EA
$5513	$54EB	BA		EA
$5549	$5521	BA		EA
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