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Old 19 January 2016, 21:26   #161
jayminer
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Tried it and it worked with cdbuffer=$1e0000, got a "Please insert volume ENV: in any drive"-requester though!
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Old 19 January 2016, 21:46   #162
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Fine! That's because you booted without startup sequence to get the shell. That's normal.
Good, I'm forcing the alignment to 64k now. I'll try to see if there's a "read part of the file" feature in RN load routine. I doubt it but if I found something it would allow to make more games work. Else we're stuck with 2MB memory minus the resload minus the 80k buffer aligned on 64k minus the size of a disk image.
So if the disk image is like 960k with a 1MB game it's bad.
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Old 19 January 2016, 22:04   #163
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Well I tested all my games from the shell and didn't get a ENV:-requester before I added cdbuffer=$1e0000, oh well, doesn't really matter

Have tried a couple of games now and this is really great!
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Old 19 January 2016, 22:11   #164
Toni Wilen
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Aligment needs to be 64k, WinUAE accepts smaller only because there is some weird CD32 game CD that only runs if alignment is smaller (no, it does not run on real CD32 either).
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Old 19 January 2016, 22:17   #165
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Strange about the ENV: requester. You can fix it by assigning ENV: to RAM:...

Thanks Toni for the clarification. Strange about the weird CD32 game which is not a CD32 game though.
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Old 19 January 2016, 22:20   #166
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Ah, the ENV: thing happens because of the $, it tries to look up 1e0000 as a ENV-variable first
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Old 19 January 2016, 22:41   #167
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Mystery solved! Bad choice for me about the "$" prefix. Maybe I should use "0x"

Edit: published V0.10 on my website.
Aligned cd buffer: no need to force it.

- James Pond Aquatic Games work provided you use FORCECHIP and FORCEEXP to $80000.
- Ikari Warriors work (was checking whdload version through tags!!!)

Caution: In order to improve compatibility even more, I have added a check for missing tags. Were ignored before, now the game just hangs with a "wrong tag" message. Please report problems on previously working installs.
I'll test the working games through again.

Last edited by jotd; 19 January 2016 at 23:17.
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Old 20 January 2016, 04:42   #168
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Originally Posted by Toni Wilen View Post
Aligment needs to be 64k, WinUAE accepts smaller only because there is some weird CD32 game CD that only runs if alignment is smaller (no, it does not run on real CD32 either).
Do you remember the name of the game? I'd be interested to see if there's a way to fix it for real CD32s.
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Old 20 January 2016, 07:01   #169
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Ok! Time for a new test report:

- Afterburner 2 1.4 works
- Ninja Remix tested
- Confirmed Aquatic Games works with the Force Chip/Exp feature
- Confirmed Ikari Warriors
- Regarding Zeewolf, it works only if the slave is hacked (setting the "fffe" bytes to 0000). Otherwise it asks for an absurd amount of memory. Something to do with the "optional expansion memory" feature in the slave I presume?
- Tried but failed to get Prime Mover and Bump N Burn ECS to work with the Force Chip/Exp, I'm presuming that the size of the images means it'll be impossible to get them to run with this version?
- With Last Ninja 2, using forcechip ($A000) allowed the game to run, but with garbled sound + unable to get past credits
- Agony was working, crashes with "Crazy memory copy"

Unknown control tag games:
- Aaargh! (was working)
- Beach Volley (was working)
- BMX Simulator (was working)
- Kick Off 3 European Challenge (was working)
- Mega Lo Mania (wasn't working previously, crashed after intro)
- Moonstone (wasn't working previously)
- Odyssey (wasn't working previously)
- Player Manager (was working)
- Thunderhawk (wasn't working previously)
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Old 20 January 2016, 07:53   #170
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Quote:
Originally Posted by earok View Post
Ok! Time for a new test report:

- Afterburner 2 1.4 works
- Ninja Remix tested
- Confirmed Aquatic Games works with the Force Chip/Exp feature
- Confirmed Ikari Warriors
- Regarding Zeewolf, it works only if the slave is hacked (setting the "fffe" bytes to 0000). Otherwise it asks for an absurd amount of memory. Something to do with the "optional expansion memory" feature in the slave I presume?
- Tried but failed to get Prime Mover and Bump N Burn ECS to work with the Force Chip/Exp, I'm presuming that the size of the images means it'll be impossible to get them to run with this version?
- With Last Ninja 2, using forcechip ($A000) allowed the game to run, but with garbled sound + unable to get past credits
- Agony was working, crashes with "Crazy memory copy"

Unknown control tag games:
- Aaargh! (was working)
- Beach Volley (was working)
- BMX Simulator (was working)
- Kick Off 3 European Challenge (was working)
- Mega Lo Mania (wasn't working previously, crashed after intro)
- Moonstone (wasn't working previously)
- Odyssey (wasn't working previously)
- Player Manager (was working)
- Thunderhawk (wasn't working previously)
Some of these WHDLoad installs can be redone to make better use of the RN loader.

For instance, whilst Aquatic Games is working with a forcemem feature, it can be redone.

The game data is tiny, and the entire game can easily be compressed to less than 400k and be force the game to not use expansion memory.

Probably the same for Kick Off 3, that compresses down really well, there was never a need for those games to be on more than one disk.

Im pretty sure something could be done with Mega Lo Mania as well, by separating all the intro sequence stuff away from the game means more memory left to run the game without issues.
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Old 20 January 2016, 10:14   #171
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Probably the same for Kick Off 3, that compresses down really well, there was never a need for those games to be on more than one disk.
There is no memory problem with Kick Off 3 EC, the problem has to do with unsupported/unknown control tags. The data files are packed anyway and I for one will definitely not spend any time hacking the game to use less memory.
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Old 20 January 2016, 13:58   #172
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Thanks for the test, I was expecting a lot of game to stop working, but that was the point of blocking the tags instead of ignoring them (that lead to an abort in ikari for instance)

I'll add the required tags and maybe add a IGNOREUNKNOWNTAGS flag to be more laxist, but I think a lot of games that don't work don't work because of the unsupported flags.

About Prime Mover and such, it will be difficult to make it work unless I create a way to used splitted diskimages or figure out if RN loader supports partial reads of files.
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Old 20 January 2016, 18:21   #173
Toni Wilen
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Do you remember the name of the game? I'd be interested to see if there's a way to fix it for real CD32s.
http://eab.abime.net/showthread.php?t=60059
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Old 20 January 2016, 19:33   #174
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I'll start investigating



Edit: JOTD I don't know if it's worth look a closer look, but Tin Toy Adventure on that compilation is an RNC loading AGA game.

Last edited by earok; 20 January 2016 at 20:05.
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Old 20 January 2016, 21:17   #175
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RN loader + AGA is intersting. I'd like to see RN loader + AGA + diskimages (i.e. big files) to see if RN loader can handle partial disk reads, which would solve a lot of problems with CD32Load.
Anyone has info on this?

I agree Aquatic Games could be redone, but it's a JST-style whdload quick conversion and I don't want to rebuild such a thing... I'd have to properly convert it to native whdload slave source.

Last edited by jotd; 20 January 2016 at 21:26.
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Old 20 January 2016, 22:14   #176
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Sweet! Tin Toy Adventure ppears to be the first AGA game I've confirmed works at all with CD32LOAD. Using the WHDLoad slave with the NOBUFFERCHECK option, at least the first level loads but I can't guarantee the whole game works start-to-finish.
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Old 20 January 2016, 22:26   #177
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RN loader + AGA is intersting. I'd like to see RN loader + AGA + diskimages (i.e. big files) to see if RN loader can handle partial disk reads, which would solve a lot of problems with CD32Load.
Anyone has info on this?

I agree Aquatic Games could be redone, but it's a JST-style whdload quick conversion and I don't want to rebuild such a thing... I'd have to properly convert it to native whdload slave source.
I dont mind redoing it with whdload or redoing as a ram loader
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Old 20 January 2016, 22:28   #178
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Whdload would be best
Do you have cfou source? Could save time, I have it

@earok: nice about tiny toys adventure AGA. Actually, if the RN loader used the same memory region ($1E0000) as cd32load, it's logical it works. Else they wouldn't have been able to RN-load it!!

BTW fixed most of the unknown tags stuff, and working on unsupported slaves. No release tonight, going to bed... (but beta in the zone )

Last edited by jotd; 21 January 2016 at 00:04.
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Old 21 January 2016, 00:43   #179
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@galahad If you redo the Aquatic Games slave please let me know We did a James Pond complete collection although that's obviously the weak-spot with the OS flashing issues.


@jotd nice. I've given the unsupported tags games a retest with the beta:
- Aaargh: Works again
- Beach Volley: Works again
- BMX Simulator: Works again
- Kick Off 3 EC: Unknown control tag (worked previously)
- Mega Lo Mania: Unknown control tag (never worked)
- Moonstone: Unknown control tag (never worked)
- Odyssey: PatchSeg (this was the previous error)
- Player Manager: Unknown control tag (worked previously)
- Thunderhawk: Unknown control tag (never worked)
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Old 21 January 2016, 10:11   #180
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I feel dumb for asking this but I tried to compile it and I can't find the lvo/exec.i etc libraries.


Edit: Ick, I think I've found them but, I'm getting "36 undefined symbol" errors with "jsr _lvo\1(a6)". What on earth am I doing wrong

Edit 2: Shadow Fighter CD32 might be worth a close look, it has "disk" files that are around 900kb (although it also has some smaller files as well)

Last edited by earok; 21 January 2016 at 13:16.
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