01 July 2022, 08:41 | #21 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,531
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Quote:
The KS 1.x, with any amount of chip-ram and no-fast, allocate (low) memory in a very similar way, but it is not exactly the same in the case of hand display (small fragmentation occurs in the availability list). But it is very different in the case of available slow/fast memory because many system structures are allocated in that memory and a lot of more space is available on chip-ram. The game does not use a memory allocator and writes wherever it wants in chip-ram. Only by chance in the case of the initial splash display everything works as it should. So the only possible combination to make the original game work is KS1.x and chip ram and hand, or 512KB chip and some slow/fast ram. The 'culprit' is none other than the original code |
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01 July 2022, 15:43 | #22 | |
Registered User
Join Date: Aug 2006
Location: Augusta, Georgia, USA
Posts: 558
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How many people used their Amiga that way vs. not? If it was programmed and tested on A1000, this may explain it. This is a more normal cold start procedure for that machine. |
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04 November 2022, 05:44 | #23 |
Speedbump gimme goosebump
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Thought people eager to play original of Beach Volley on unexpanded or 1MB chip A500's would be interested to know that Quik & Silva, adventure of was affected by exact same "issue" described here. Recently, I evoked such workaround in some other thread, but since latter thread belongs to WinUAE support sections, there was a risk fans of said Giana-Sisters-like might skip it, considering it is emulation only issue.
A couple of things worth mentioning : 1) Manual of Quik & Silva doesn't mention waiting for the hand splash screen, 2) None of the cracked versions were fixed (lesser known game implies crack teams more likely to do a rush job, as a general rule) the way Beach Volley was fixed (hacked) BitD. Last edited by SquawkBox; 04 November 2022 at 06:08. |
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