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Old 14 December 2008, 14:06   #81
Bloodwych
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ppill, I'll have a look into it thanks.

KG, should I give your program any extra stack from CLI, or does it handle that itself?
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Old 14 December 2008, 14:25   #82
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It's pretty straightforward to setup. I use it on the CF_ClassicWB boot floppies. Here's the mountlist:

Code:
/*  Mount Entry for the Dynamic Recoverable Ram Disk */

Device = vdisk.device
Unit = 0
Flags = 0x1b
BlockSize = 512
Surfaces = 1
BlocksPerTrack = 32
Reserved = 2
Interleave = 0
LowCyl = 0
HighCyl = 13
BootPri = 6
Buffers = 10
BufMemType = 0x5
DosType = 0x444f5303
Activate = 1
you also need to make the device resident using loadmodule:

Code:
loadmodule devs:vdisk.device reverse
Here's the complete s-s:

Code:
mount vd0:
copy >NIL: df0:boot/ vd0: all
loadmodule devs:vdisk.device reverse
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Old 14 December 2008, 16:47   #83
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Quote:
Originally Posted by Bloodwych View Post
ppill, I'll have a look into it thanks.

KG, should I give your program any extra stack from CLI, or does it handle that itself?
Decisions....

Do I pretend to know the answer to that or do I just blag it...

Erm...

Yes Bloodwych, yes it does/you do (delete as appropriate).
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Old 14 December 2008, 17:30   #84
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Thanks for the info ppill.

KG, I'll give it loads of stack to protect it from crashing then!

No seriously, if you haven't had any stability issues perhaps it's fine on the default (4k). I might give it 32, just to be safe.
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Old 14 December 2008, 21:42   #85
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Good idea

Might do a little more on it later. We shall see.
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Old 15 December 2008, 21:08   #86
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will test it this weekend!
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Old 16 December 2008, 00:23   #87
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Cool, I plan on updating the current beta with a slightly newer one so any problems anyone finds please let me know so I can try and fix them before the update!
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Old 16 December 2008, 08:48   #88
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Hi KG,
I get an occassional graphic glitch on the front end when exiting a game. It is a vertical hashed column about 1cm x 6cm it appears on a random part of the screen. I will try and get a photo later. It does not affect the functionality of the frontend.

Will the frontend eventually scan for installed games? Right now It dumps me back to WB if I inadvertantly choose a game that I dont have. This will be more pronounced on my A600 where I will only install a selection of games.

Thanks again!
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Old 16 December 2008, 12:03   #89
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It'd be good to see a pic of this...

Is the column mostly green by any chance?

Also, when you say "when exiting a game", what does that mean? When you select a game from the menu?

As for the scanner, yes I will be including a scanner. It'll scan your specified rom paths, and create new database files/folders for all games it finds (they have to be the same names as my KGWHD packs). The frontend is currently only in beta state which is why it just comes with the full games list.

I'll be changing the handling of games which don't exist soon.
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Old 16 December 2008, 12:15   #90
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Hi KG "when exiting a game" means after playing a game started from the Frontend and pressing the WHDLoad kill key eg. F10.
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Old 16 December 2008, 12:29   #91
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Ah, so when the menu reloads itself there is a graphic glitch on the menu.

Does it disappear?
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Old 16 December 2008, 14:34   #92
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Have you uploaded an ECS version yet?

Just so I can dump that in the packs too.

The only ClassicWB pack without your launcher then will be the GAAE, which is kickstart 2.
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Old 16 December 2008, 14:34   #93
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hi it disappears after playing another game.
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Old 16 December 2008, 14:36   #94
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Quote:
Originally Posted by Bloodwych View Post
Have you uploaded an ECS version yet?

Just so I can dump that in the packs too.

The only ClassicWB pack without your launcher then will be the GAAE, which is kickstart 2.
No not yet no.

Although it does work perfectly. I'm going to do a tidy up of the code and update the zips a little for a monday upload. Not sure when you are planning on releasing your ClassicWB updates but maybe you could wait until then?

Quote:
Originally Posted by DDNI View Post
hi it disappears after playing another game.
Ah ok...

If what you describe is what I'm thinking of, it's to do with the screen update. I do have working code that double buffers the screen so stops this happening. I will try and get it in the next update but it may have to wait until beta 3.
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Old 16 December 2008, 14:40   #95
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Great.

That's fine. I'm in no rush. Like I said before, I know your launcher will be under continual development so all I'm doing to the packs is preparing them for it (and future updates) by adding links and RAD: boot ability.
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Old 16 December 2008, 14:49   #96
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Ah excellent. You are a good sport.

Happy xmas by the way
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Old 16 December 2008, 14:51   #97
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Old 16 December 2008, 15:07   #98
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Quote:
Originally Posted by DDNI View Post
hi it disappears after playing another game.
What method are you using to reload the menu again? Are you still using the whdload.prefs file to do it? Or are you using the newer scripts I added to a previous post?
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Old 16 December 2008, 15:08   #99
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I appended the executecleanup line from the KGLoad prefs file to my s/whdload.prefs
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Old 16 December 2008, 15:10   #100
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Can you remove that line and try using the method in this post:

http://eab.abime.net/showpost.php?p=487422&postcount=74

(Download the attachment)
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Old 16 December 2008, 16:22   #101
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Hi KG I tried that.
The frontend does not reload after quitting a game.
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Old 16 December 2008, 16:23   #102
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Which files did you replace?

What version are you using, the install one of the boot one?
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Old 16 December 2008, 16:28   #103
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I am using the installed one for WB.

I unzipped KGload_Test.zip to DH1: where my KGload folder is.
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Old 16 December 2008, 16:33   #104
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That's not going to work.

You need to copy the file from the zip in KGLoad/Installed/reboot to your KGLoad dir. So that you overwrite the previous "reboot" file.
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Old 16 December 2008, 16:33   #105
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The installed download on the front page doesnt have the /Installed or /boot directory.
So I copied reboot from KG_Test.zip to my KGload/kgload directory, overwriting the original reboot file.
The frontend still doesn't reload after quitting a game.
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Old 16 December 2008, 16:44   #106
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how are you loading the menu?
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Old 16 December 2008, 16:49   #107
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double click on the icon in /kgload
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Old 16 December 2008, 16:54   #108
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Hmm. Something is amiss then...

can you open your reboot file and paste contents here (it's a plain text file).
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Old 16 December 2008, 17:00   #109
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cd KGLoad:
kg
IF EXISTS T:KGLoad/GameScript.run
Execute T:KGLoad/GameScript.run
Execute reboot
ENDIF
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Old 16 December 2008, 17:02   #110
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I think it may not be able to find reboot afterwards because the GameScript changes the current directory...

Ok,

change it to:

Code:
cd KGLoad:
kg
IF EXISTS T:KGLoad/GameScript.run
Execute T:KGLoad/GameScript.run
cd KGLoad:
Execute reboot
ENDIF
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Old 16 December 2008, 17:12   #111
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No joy...
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Old 16 December 2008, 17:14   #112
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Hmm.

I'm gonna have to give this another test back at home. It's quite tricky to try and troubleshoot without it in front of you.

I'll get back to you.
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Old 16 December 2008, 17:15   #113
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ok many thanks.
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Old 16 December 2008, 17:29   #114
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Doh!

I've been an idiot.

Open up the file KGLoad and edit the contents to match this:

Code:
Assign KGLoad: ""
kg
IF EXISTS T:KGLoad/GameScript.run
	Execute T:KGLoad/GameScript.run
	Execute reboot
ENDIF
And then put reboot back to:

Code:
cd KGLoad:
kg
IF EXISTS T:KGLoad/GameScript.run
	Execute T:KGLoad/GameScript.run
	Execute reboot
ENDIF
(I'll probably be slightly changing the way this is handled somewhere down the line, so that only one file would need updating in the future).
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Old 16 December 2008, 21:22   #115
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Hi KG I have made those edits.
The first time that I ran the frontend after making the edits I got a yellow recoverable alert, which resolved and the game (Ruff n tumble) started. The game then crashed on pressing the exit key.
This has not occurred since rebooting, and games run fine, though the frontend still is not reloaded on exiting a game.
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Last edited by DDNI; 16 December 2008 at 23:06.
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Old 17 December 2008, 09:16   #116
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Weird.

Wait until the next update and I'll make sure all is working
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Old 17 December 2008, 10:26   #117
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ok no problems at all. Playing with the beta is more fun than alot of the games
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Old 04 January 2009, 09:58   #118
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Any new updates on KGLoad?

Thanks!
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Old 05 January 2009, 08:54   #119
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There will be!

Had a busy xmas so have had no time for any coding. Should get back to it soon enough.

I do have a new forum on EAB though! http://eab.abime.net/forumdisplay.php?f=103

WOOOSH!
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Old 19 February 2009, 16:02   #120
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I hope the next beta is out before 2012. The Maya calender says we are all dead then.
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