18 April 2020, 14:58 | #21 | |||
move.l #$c0ff33,throat
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18 April 2020, 18:19 | #22 | |
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18 April 2020, 18:51 | #23 |
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WinUAE debugger is very good. If you can use a cartridge (action replay or such) you'll have no issues. And even copy paste of addresses instead of copying them (wrong) on paper
Note that addresses in memory will be different from the ones in the executable. If the code has only one code segment (the easiest), you can write the segment start in $100.W at startup, then when debugging in memory if you have address $45600 for instance, and there's $21000 in base ($100), then subtract and at offset $24600 of your executable you'll find the same code. |
21 April 2020, 08:47 | #24 |
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Ok, started digging around the code with ReSource and also the WinUAE debugger. I think I'm onto something, but I'll report a bit later
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24 April 2020, 17:56 | #25 |
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Really interesting tip, thanks but the big question is: how can i add these assings, and where i have to add them? I need this thing for ADOS games in two or more floppies: sometimes labels must be assigned to the copied contents of the floppies, otherwise the game will not start, but GenericKick slave doesn't use a startup sequence but only the CUSTOM parameter in the slave tooltype, a parameter that unfortunately does not seem to recognize scripts but only real Amiga executable files, so any suggest to bypass this limit would be highly appreciated
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24 April 2020, 18:14 | #26 |
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okay. Define
DOSASSIGN then declare assign dc.b "df0",0 and in _bootdos just add: Code:
;assigns lea assign(pc),a0 sub.l a1,a1 bsr _dos_assign Check Moktar whdload source code for a full example for instance. |
25 April 2020, 20:28 | #27 | |
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Just downloaded Motkar source code, and for apply this to generic kick13 slave i suppose to put above code into GenericKick13HD.asm, but (you could find my question stupid but i don't know) how can i simply compile this source code into slave file? Again, thanks for yor help and patience! |
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25 April 2020, 21:01 | #28 |
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yes. And putting DF0 in generic slave doesn't hurt. To compile a slave you need a whdload dev environment. On PC put whdload include files somewhere and download vasm.
The command line is something like: Code:
vasmm68k_mot -Iyour_whdload_dir/include -Isystem_headers -devpac -nosym -Fhunkexe -o GenericKick.slave GenericKick.asm You also need "system_headers" directory containing the amiga .i files else you can't use Amiga OS calls. |
25 April 2020, 21:18 | #29 | |
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26 April 2020, 00:32 | #30 |
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I see some .i files inside src folder on Whdload dev package (cpu.i, devices.i, dosio.i and so on), are these the files that I have to put in the folder "system_headers"?
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26 April 2020, 01:07 | #31 |
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no, system headers are ... classic amiga system headers: http://eab.abime.net/showthread.php?t=79916
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26 April 2020, 09:59 | #32 | |
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Sorry for my multiple questions but i'm noob about amiga programming, please have patience with me |
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26 April 2020, 10:09 | #33 |
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just extract all files, keep tree intact, and use -Iyour_I_master_dir. Includes usually go like "include dos/dos.i" so if you're including the directory containing "dos" directory it's okay.
Once you have your dev env ready, you'll be able to create simple slaves or even change complex ones to add features like trainers, etc. Noone is expecting that you create a MFM game installation with crack, trainer, joypad support, 680x0 & cpu timing & blitter fix next week |
26 April 2020, 10:31 | #34 | |
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It could be great if i will learn at least skills to create a slave for NDOS games that miss it (for example recent games like Little Princess and so on), but for now i have to fly down, step by step beginning from the simplest like the one above..Again, thanks and i will report you my results |
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26 April 2020, 10:39 | #35 |
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Of course I cannot recommend a game to work on where the work is simple (else it would already had been done ).
You can check source code of some simple unprotected games, like Qwak for instance (my first hd install in 1995) MFM/NDOS are trickier because the loading routines need reverse engineering. There are standard loading routines which are very widespread: Rob Northen loader is widely used for maybe hundreds of games. Once you located such a file/track based routine and you know where and what it loads, it's easy. With an emulator, run the floppy, break at start of loading routine, break after it, and check what zone has been changed, and relate it to the parameters that were passed / the data on the disk files. You can for instance dump the (chip) memory before and after and use a compare utility. |
28 December 2021, 18:59 | #36 |
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Hello everyone, in case there are games for which a slave has not yet been made, how can I do to make it?
They are all games that start from the workbench by clicking on the relative icon or automatically from the disk (DOS disks). Where can I find a full tutorial? Obviously I have already searched the net but I have not found anything useful unfortunately. Some of the unsupported games are: Dylan Dog and Diabolik series by Simulmondo Extasy by Trecision Etc |
28 December 2021, 19:16 | #37 |
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... please read the start of the post that's a good start.
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29 December 2021, 10:40 | #38 |
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Yes, surely this post was inspiring and useful.
I'll start from here to try to figure out if I can go it alone. Unfortunately there are many games of the Italian scene that have never been ported to WHDLoad, and it's a real shame because they have a great historical value (at least here in Italy). Just a few questions: - GenericKick doesn't need to be builded again with every game right? Is it enough to set the CUSTOM parameter? - what is the difference between GenericKick13 and GenericKick13HD? Does the ToolTypes have to be configured in the same way? (I can't get it to read s / startup-sequence) |
29 December 2021, 13:57 | #39 |
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good questions! will try to answer later
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29 December 2021, 18:49 | #40 |
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You can use Workbench slaves if you want it to process s/startup-sequence http://www.whdload.de/apps/Workbench13.html
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