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Old 24 August 2022, 23:33   #261
phx
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Quote:
Originally Posted by abu_the_monkey View Post
warning 41 in line 11425 of "hires.s": label name conflicts with directive
>even
This is a serious warning, which shouldn't be ignored. Probably somebody wanted to write an
even
directive to make the code word-aligned, but it was seen as a label. It may cause alignment exceptions or bad performance (on 68020+).
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Old 24 August 2022, 23:41   #262
Karlos
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I have a branch for nonfunctional changes (mostly source reformatting). Interestingly though, I don't get this particular warning.
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Old 25 August 2022, 00:08   #263
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Quote:
Originally Posted by phx View Post
This is a serious warning, which shouldn't be ignored. Probably somebody wanted to write an
even
directive to make the code word-aligned, but it was seen as a label. It may cause alignment exceptions or bad performance (on 68020+).
I pushed a fix for those warnings. I'm curious, though... I, too, never saw those warnings. How do I enable them?
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Old 25 August 2022, 00:12   #264
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There seem to be quite a few ways of doing the same thing. For alignment purposes, I've seen align, even and cnop. It would be nice to pick one of we can.
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Old 25 August 2022, 00:29   #265
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@ pipper
to enable label checking in vasm use -chklabels flag

this is what I am using in the makefile
AFLAGS = -Fhunk -m68060 -ldots -chklabels -linedebug -align -L listing.txt -DCHEESEY=${CHEESEY} -Dmnu_nocode=1
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Old 25 August 2022, 22:42   #266
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I'd also like to point out that some time ago I worked on the Breathless source to get it compile with Bebbo's toolchain:
https://github.com/mheyer32/Breathless

It can produce two executables (030, 060 and a demo version) and the Editor source is also included and will compile. I had trouble with getting the in game settings and terminals to show up.
I think they're using 64pixel wide AGA sprites for that.
Also, the 030 and 060 version behave differently with one of them having gameplay issues, like some enemy corpses behaving erratically. So there are some bugs in the code...
The code is organized much better than TKG and the display setup is done in a system friendly manner. This could also be a great RTG candidate, but alas, so little time...
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Old 26 August 2022, 00:27   #267
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Breathless was a fun game. Can your builds be used with the WHDload install or does it require an original installation?
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Old 26 August 2022, 01:54   #268
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@pipper

I've raised a PR for a lactose free build. Keeps the definition of CHEESEY but has removed all the conditionally assembled code so that the end product is free of cheese either way.
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Old 26 August 2022, 01:55   #269
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Quote:
Originally Posted by abu_the_monkey View Post
@ pipper
to enable label checking in vasm use -chklabels flag

this is what I am using in the makefile
AFLAGS = -Fhunk -m68060 -ldots -chklabels -linedebug -align -L listing.txt -DCHEESEY=${CHEESEY} -Dmnu_nocode=1
Would be good to raise a PR with those changes as the build strictness improves.
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Old 26 August 2022, 02:09   #270
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if you wouldn't mind doing so. I am not at all up to speed how things work on github, and the -Idots is just a hangover from working with devpac and probably not required anyway.
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Old 26 August 2022, 02:16   #271
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if you wouldn't mind doing so. I am not at all up to speed how things work on github, and the -Idots is just a hangover from working with devpac and probably not required anyway.
No problem. I've added it to the cheese removal PR as it doesn't contain any meaningful code changes.
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Old 26 August 2022, 02:17   #272
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nice one
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Old 28 August 2022, 15:30   #273
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@Pipper
Thanks for the new executable of 08/27/2022 in the zone

I managed to get it to work in WHDLG with the addition of:
http://aminet.net/package/util/boot/SystemPatch299

Otherwise it was a WinUAE freeze.
(The very first executable of July did not need it)
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Old 28 August 2022, 17:22   #274
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Thanks!!
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Old 28 August 2022, 18:16   #275
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Quote:
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I'd also like to point out that some time ago I worked on the Breathless source to get it compile with Bebbo's toolchain:
https://github.com/mheyer32/Breathless
Nice, didn't know the source to Breathless had been released. Did you get this on your own, or was this spread officially. like the AB3D sources?
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Old 28 August 2022, 19:41   #276
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The Breathless source had been released on Aminet: http://aminet.net/package/game/shoot...ss-1996-Source
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Old 29 August 2022, 00:11   #277
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The Breathless source had been released on Aminet: http://aminet.net/package/game/shoot...ss-1996-Source
Ah, of course - I should have remembered that. Thanks.
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Old 29 August 2022, 01:11   #278
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Quote:
Originally Posted by Aladin View Post
@Pipper
Thanks for the new executable of 08/27/2022 in the zone

I managed to get it to work in WHDLG with the addition of:
http://aminet.net/package/util/boot/SystemPatch299

Otherwise it was a WinUAE freeze.
(The very first executable of July did not need it)
Thats interesting. I installed SystemPatch on my 3.1 testbed and it indeed made the executabel run, hinting at bugs in the OS. Its really astonishing, though, as we're not making use of any advanced OS features and actually not many features at all... just opening a 256 color screen and a window ontop...
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Old 31 August 2022, 00:55   #279
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Thats interesting. I installed SystemPatch on my 3.1 testbed and it indeed made the executabel run, hinting at bugs in the OS. Its really astonishing, though, as we're not making use of any advanced OS features and actually not many features at all... just opening a 256 color screen and a window ontop...
the plot thickens...
I wonder what it patches to allow your TKG executable to run without crashing the system?
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Old 31 August 2022, 09:03   #280
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I wonder if Andy Clitheroe knows the game has a working build after all these years. There's an Andy Clitheroe on twitter but I don't know if it's the same guy.
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