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Old 25 February 2016, 19:57   #421
Amiga1992
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Quote:
Originally Posted by jotd View Post
- Now tested on a 68000 A600/2MB too (IDE RN mode). Maybe people will use it instead of WHDLoad on low memory configurations to avoid OS flashes.
My A600 now loves you passionately Thanks jotd! Will give this a try on my 2MB machines!
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Old 25 February 2016, 22:35   #422
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Abaddon's been working on a great new update to the Desert Strike slave (not yet released) with trainers, start level set etc. Unfortunately it doesn't seem to run with CD32load, it crashes immediately after the title screen. Any idea why..?

I've uploaded his latest (work in progress) version to the zone. I could ask him if we can get the source too if it'd help?
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Old 26 February 2016, 03:04   #423
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ok seems that I have broken something trying to fix this hellish "data" feature. I wanted to publish something quickly so I made a lot of mistakes (including the webpage link)
data="" should force to current directory for now. I'll fix this ASAP and re-publish a v0.16

Edit: uploaded a new version on my website. Found the lockup bug with data=data. Still don't understand the "abort code 9" you got on Parasol Stars. It means "wrong CRC/wrong version".

Maybe the last changes I made on Akiko DMA broke something. I reverted them on "new" v0.16 (sorry for the confusion but the old v0.16 was not useable) since Prince Of Persia still works without it. So Parasol Stars should work as good like it did with v0.16 beta.

Last edited by jotd; 26 February 2016 at 04:18.
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Old 26 February 2016, 08:17   #424
Toni Wilen
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Perhaps you missed my edit in post #409? Only clear DMA related bits, registers also contains other bits that at least ROM driver only sets once. (and emulation ignores those, I would need SX32 or similar to properly test what they exactly do)
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Old 26 February 2016, 08:36   #425
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Hi Toni, no I did not miss your post and did what you say.
But I could not test on real HW, and jayminer reported that Parasol Stars worked only by enabling/disabling Akiko interrupts, and now it does not work anymore, and the thing I added is the Akiko DMA stuff.

In order to make Prince of Persia work, I added Akiko DMA start/stop, still no luck, that's when I dug up the old CIA save/restore code from JST and PoP worked. But I think the DMA stuff broke something on real HW, so I removed it completely. If it works like this on real HW so be it, else, we'll see.
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Old 26 February 2016, 08:44   #426
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In your previous source snipped you clear bits 28 to 31 but 29 probably should not be cleared, it apparently is some kind of config bit too.
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Old 26 February 2016, 09:25   #427
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ooops my bad. Ok, I'll change this! Never trust a contractor with your specs

So it would be or.l #$D0000000,AKIKO_DMA to start and and.l #$2FFFFFFF,AKIKO_DMA to end right?

Edit: $D8000000 and $2EFFFFFF

Last edited by jotd; 26 February 2016 at 12:59.
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Old 26 February 2016, 12:48   #428
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Would it be to much work to make it work with JST installs as well?
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Old 26 February 2016, 13:03   #429
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yes, CD32Load is mapped on WHDLoad API, which is minimal. JST API is really too rich which would make CD32Load too big and buggy. I just won't do it as it would take a lot of time and would bloat CD32Load.
Plus old JST installs only work with some versions of JST, not the latest: how to emulate that? Well, a lot of work for a really small benefit if you ask me.

Are there some JST installs not having their WHDLoad counterpart? Maybe some demos.
In that case someone could port them.
Or is this to run old JST installs just for the sake of it?
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Old 26 February 2016, 13:05   #430
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Thank you for your reply I just have a lot of JST installs.
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Old 26 February 2016, 13:08   #431
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Support one way or another for SWOS would be great
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Old 26 February 2016, 15:16   #432
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I think swos is possible. Let me work on it.

Edit: nothing to do: just start SWOS like this with latest Galahad slave:

cd32load swos.slave data=data-euro RESLOAD_TOP=0x180000

(the find_free_zones.py script revealed a big unused zone before 0x180000 so we relocate resload & cdbuffer here => game seems to work perfectly)

Last edited by jotd; 26 February 2016 at 16:47.
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Old 26 February 2016, 18:00   #433
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Quote:
Originally Posted by earok View Post
Abaddon's been working on a great new update to the Desert Strike slave (not yet released) with trainers, start level set etc. Unfortunately it doesn't seem to run with CD32load, it crashes immediately after the title screen. Any idea why..?

I've uploaded his latest (work in progress) version to the zone. I could ask him if we can get the source too if it'd help?
I added this to the mantis bug tracker I think but I'll post it here just in case, The CD32 controls for Desert Strike don't when in 60hz mode.

I think 60hz is the preferred way to play Desert Strike on the Amiga as it makes the game play much smoother and faster more akin to the Mega Drive version.

Also for anyone making a menu for WHDLoad etc. It would be nice to have a 60hz toggle option before launching a game.
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Old 26 February 2016, 18:14   #434
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Keith is working on Desert Strike update. He's from the US so he must know NTSC
I think polling the buttons every other frame should work (after testing that display is NTSC)
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Old 26 February 2016, 18:33   #435
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@Whitesnake
The plans for the menu a friend and I are working on is that we by default launch games that work well in 60Hz in 60Hz, but with a toggle (saved in NVRAM) for people who don't want to run in 60Hz for whatever reason.
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Old 27 February 2016, 02:13   #436
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Quote:
Originally Posted by earok View Post
Abaddon's been working on a great new update to the Desert Strike slave (not yet released) with trainers, start level set etc. Unfortunately it doesn't seem to run with CD32load, it crashes immediately after the title screen. Any idea why..?

I've uploaded his latest (work in progress) version to the zone. I could ask him if we can get the source too if it'd help?
I think you zoned the wrong install. Seems dated from 2013 and mostly it works with CD32load
Source code would be appreciated, yeah. Although I know that this slave is still coded JST-style (means: ugly, full of macros, and even me don't have the proper configuration to build it but still would help)
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Old 27 February 2016, 05:33   #437
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Whoops, that was embarrassing. I've uploaded the very latest Desert Strike version to the zone (Abaddon sent me another test version a few minutes ago)
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Old 27 February 2016, 13:42   #438
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@jotd I've been working on a fighting game compilation. Happy to report that (from my limited testing) these work just fine on CD32Load

- Elfmania
- Body Blows Galactic AGA (per your instructions)
- Master Axe (per your instructions)
- Mortal Kombat

Full Contact does not, although I think we can live without support for it (works without flashes on WHDLoad).


I do have one request if it's possible:

- I forgot about the "AGA" (2mb) version of Mortal Kombat II. Essentially if there's enough RAM you'll get more speech and effects. Codetapper has a separate 2mb slave that I haven't been able to get working.
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Old 27 February 2016, 14:04   #439
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Good news Earok!

I can say with the latest 0.16 Swiv and Hybris both now work, though they ran fine (no os flashes with whdload anyway and they already had cd32 pad support, but its still nice to get more compatible games as it probably means more compatiblity with other games too!
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Old 27 February 2016, 14:12   #440
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That's great

One thing regarding SWIV, I did have an issue with the slave where I couldn't set both players to joystick using the joypad alone (something to do with how it cycles through the mouse/keyboard/joystick options..) which might be solvable with CD32load
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