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#121 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,300
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What would be cool is to force nonvolatile.library to save/load to the IDE device. It supports saving to various locations specified in ENV:sys/nv_location, and it also searches for volumes named "NV" in theory. I never tried the latter feature, but if this works, then the TF328 could solve the two most serious design flaws of the CD32: the lack of fast ram, and the abysmal 1KB NVRAM. Anyway, this is getting way off topic
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#122 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,656
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So if I make a partition called "NV" it would save there ? Or does the software need to be instructed to save there?
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#123 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,300
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According to the documentation it will look for a volume named "NV" with a prefs/env-archive/sys/nv_location file on it:
http://amigadev.elowar.com/read/ADCD.../node04DB.html |
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#124 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,656
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That sounds great and I think it would really fix any NVRAM problems.
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#125 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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#126 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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Guys this really works
![]() I've just tested it in winuae with my Lumberjack. I added fast ram to cd32 config and added hdf with wb installed and nv_location set as posted above. Booted from ISO. The game didn't save in nvram but on hd to nv_location folder ![]() |
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#127 | ||
Registered User
Join Date: Oct 2008
Location: EU
Posts: 163
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Interesting information about that "NV" volume, did somebody test it yet?
Another approach, which more or less uses the same concept, can be seen in the also otherwise interesting MegaGames1 CD32 compilation. During CD boot it checks for a disk/volume SCORES and if found, prepares/uses it for NV-saves for several games, like this: S:Startup-Sequence Quote:
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#128 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,300
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Cobe just tested it, and wrote about it one post before you, you might want to read that
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#129 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,656
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Are there (m)any games on the CD32 that would save to NVRAM without using nonvolatile.library? I mean, shutting down the system and ignooring it, the good old, classic Amiga custom :P
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#130 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,300
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I doubt there were many. Most games used nonvolatile.library, passwords, or didn't save at all. It would be interesting to try if there are any games that hit the NVRAM directly though.
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#131 |
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Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,008
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I think that would be Cannon Fodder only.
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#132 |
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Join Date: Feb 2014
Location: Warszawa / Polska
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#133 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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Many games will not work well without fast RAM.
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#134 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,656
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Or with it.
The CD32 is pretty damn compatible as it is despite what people might think. Adding stuff to it always brings forth the problem of creating more incompatibility. The main problem is games made for CD32 breaking if you add stuff. |
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#135 | |
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
And objectively, I don't think it requires copper chunky. If Catacomb could run smoothly on an EGA planar architecture with a 286, then the CD32 has all that is needed to do the same in halfbrite (64 colors) + a few AGA sprites on top of it. Now do not ask me to code it (at least not for now ![]() ![]() |
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#136 |
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Join Date: May 2001
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#137 |
Registered User
Join Date: Jan 2014
Location: Poland
Posts: 168
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Until recently, I thought that the Atari ST version only has sounds and graphics from the Apple version, and the engine is also from the Apple 68k version, which is based on the SNES engine.
http://s390174849.online.de/ray.tscc.de/wolf3d.htm Why is not this version for Amiga? Architecture Atari ST is better than Amiga for games 3D? |
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#138 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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I hadn't seen that before.. that's pretty cool actually.
If the source code for that becomes available for Amiga, it might be a fun project for someone. |
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#139 | |
Registered User
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 821
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Because ray/tscc mainly codes on Atari computers. And nobody on the Amiga seems to have any interest in coding an Amiga-version.
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#140 | |
Registered User
Join Date: Jan 2014
Location: Poland
Posts: 168
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