09 January 2015, 06:39 | #81 |
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@Galahad, is it normal for the floppy version to get stuck at the System 3 logo on the CD32?
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09 January 2015, 08:49 | #82 |
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09 January 2015, 09:13 | #83 |
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That drive was never 100% compatible anyway, does the floppy drive load before the cd32 boot logo, maybe not enough chip ram being flushed on boot?
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09 January 2015, 13:48 | #84 |
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09 January 2015, 16:11 | #85 |
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09 January 2015, 19:01 | #86 |
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09 January 2015, 19:52 | #87 |
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09 January 2015, 19:52 | #88 |
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09 January 2015, 23:16 | #89 |
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Maybe the game just does not like something in the CD32 or else the Analogic is not fully compatible. The same disk (Putty Squad disk 1) that gets stuck on the SYstem 3 logo on the CD32 works absolutely fine on my A1200.
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10 January 2015, 18:17 | #90 |
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So if one replaces the floppy drive with a GOTEK it will work? Or it is the floppy drive controller which is not compatible?
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12 January 2015, 11:07 | #91 |
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The GOTEK drive will offer no more compatibility than using a real floppy drive.
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13 January 2015, 15:01 | #92 |
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I feel like I may have mentioned this quite a few hundred times but the problem is John Twiddy and the CD32 with the greatest respect.
Cool Spot Aladdin Global Gladiators Putty Squad All of those games are coded by him and do not work on the CD32 via the Analogic Floppy Drive or WHDLoad. Even the WHDLoad games that have enough ram, not Putty Squad. I don't have any extra ram to add to a CD32 to see if that helps or not but I guess it probably doesn't. Primal Rage a game reported to use all of the chip ram works fine from the Analogic Floppy Drive. It should also be said the problem itself only applies to a real CD32 it doesn't occur on WinUAE so you need a real CD32 to replicate it. Another idea would be to try inserting a standard 3.1 kickstart in a CD32 with the Analogic Floppy Drive connected to rule out any kickstart incompatibilities. The CD32 3.1 Kickstart and Extended rom data are both interleaved which might be the problem. Of course on WinUAE they are separated. |
13 January 2015, 19:14 | #93 | |
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Quote:
Presumably your testing was to try a CD32 ISO image containing the WHDload games in WinUAE configured as a CD32 and also burned it to a CDR and tried it in a real CD32 with the fWSi not plugged in? |
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20 January 2015, 20:55 | #94 |
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20 January 2015, 22:22 | #95 | |
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Quote:
Ok, a big hint on how to save memory. The game loads a 500k+ file into memory, this is the sprite backdrops for All levels. If you can work out the splits for each level, you can save a load of memory there. Also in this same file are a couple of modules that are NEVER accessed, leftovers from Cool Spot i think, remove them for more memory savings. Let me know how you get on. |
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20 January 2015, 22:46 | #96 | ||
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Quote:
Quote:
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21 January 2015, 13:32 | #97 |
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The game uses his own memory management.
There are 2 chunks for the memory, 1 behind the chipcode.prg (even inside as it will use the system 3 logo space) and the 2nd after fastcode.prg which is not very important as it's located in the chipmem. I just reduced (a lot) the 2nd chunk, when the game wants to allocate memory to 'fast' and it can't, it tries to chip. If there is not enough memory, an error message will be displayed during the game. About 196k can be saved without this error. |
21 January 2015, 15:31 | #98 |
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22 January 2015, 08:17 | #99 |
move.w #$4489,$dff07e
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Should be
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24 January 2015, 13:58 | #100 |
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Yep, CD32 loader routine needs ~3-5k and CD buffer ~70k.
Saving hiscores in NVRAM will be supported too. Btw I'm looking for a real CD32 for testing purposes, if someone would like to sell one and if it is in good condition, it could be interesting me. |
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