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I am running old Dizzy3 on 130XE NTSC, Sound great looks Good... except a big spread apart red mess 1/4 of the way in on the left side going to about palm tree trunk tall height

I pick up big rock.... I put down big rock... I go for a jumping swim... I drown.... now I sleep with the fishy who keeps swimming by my corpse!

 

I will try newer version

Edited by _The Doctor__
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New version from miker works nice without the red mess, plays very well on NTSC Atari 130XE, Nice graphics, nice music.... I pick up rock, I drop rock... I die and sleep with fishy again.... help me!

 

oops I played to long and it crashed this time

 

okay I figured out it randomly crashes loading between scenes... Black Box is plugged in... same results to a lesser degree with high speed I/O on.

 

very promising, I can't jump on top of or over rocks at the left or the one I carry and drop.

 

I can walk up the rocks after I drop large rock and jump up to a new screen.... It's working!!!!

 

I loaded screen and crashed... happens more as time progresses so be very quick about stuff and you get further in the game!

Edited by _The Doctor__
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[all, but seriously]

 

 

Looks like an unfinished program ! Where are the coloured spheres ? Where is my DeLorean ?

 

Copy protection has been removed here - but where is the cracker/pirate intro ?

 

And why does it NOT require sep. Antic access to work ? How could a program work without it ?

 

Does it work with SDX and if so, how do I have to setup AUTOEXEC.BAT, CONFIG.SYS, COMMAND.COM, SDX.SYS, EMM.6502, ...

 

What setup and/or flash-update (OS, stereo/mono, Covox on/off, SIDE on/off, Nvidia on/off, Hexa-core on/off, PCI-16ex on/off, ...) do I need for my U1MB ?

 

 

[end of absolutely-not-funny jokes]

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Yessss, I got all the way to bumble bee and money coin before crash!

 

I went faster this time and got past bridge and read message and then ran cross to screens to crash!

 

If I can just be a little faster I might win before crash!

Edited by _The Doctor__
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The game graphics, music, gameplay are excellent... the problem with crashing is in two areas and could be inter-related... after two long of a period has passed it is more apt to crash at a screen change....either when reading a full fledged sign or travelling from one screen segment when it loads to another... is this a vbi problem around disk access routine? I have seen that kind of problem when beta testing other software..

usually fixable...

Edited by _The Doctor__
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I got further in the 1.1 version... but the crashes happened more randomly at screen change....

a random dot appeared on the right hand side a little over halfway down the screen...

I was doing good till a big grate came down and squished me as I went for the coin in the trees...

 

This 1.1 version does not return to the main screen after death like the last version did...

crashes increased

 

I have gone back to playing the last version before this one... treasure island dizzy only not 1.1

Edited by _The Doctor__
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the crashes occur at screen flip, not sure i/o was the problem.. looked like it was introducing corupted data.. but using monitor mode ruled that out... it appears the screen change crashes with i/o may just be coincidental... I switched to playing the game on an 800xl ntsc with MIO to see if BB high speed sio was a problem... results were the same... so I am back to playing Dizzy_Treasure_Island no version number... It's playing the best of all the versions. There really should not be an NTSC conflict here..... something is just ever so slightly off.

 

The three of us really enjoy and like this game.... incidently a friend tried it on a nir dairy pal modded 800XL with earlier version I asked him and he reported to me it crashed on him too.... I will see I can get him to try some more versions, but he's not into the Atari like he used to be(very little time on his end with new additions to his family)

Edited by _The Doctor__
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Okay, I removed all pbi devices and mods... straight 130XE same results the Treasure_Island without the version number plays the best and more reliably.... I made just as far in this one as the newer one...... grate upside the head... now I'm dead...I will find a way to get the coin! This is fun as of right now I am better off without some of the fixes it might seem.. We can continue to play now. lol I mean test now...

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The only problem on NTSC is what happens during a screen change...could someone look at it and help paw fix it. I think the fix might add fractions of a second delay to an ntsc fix but would be unoticeable anyway. right now the only way to make it on ntsc is to be super fast after a few reboots.

Edited by _The Doctor__
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The only problem on NTSC is what happens during a screen change...could someone look at it and help paw fix it. I think the fix might add fractions of a second delay to an ntsc fix but would be unoticeable anyway. right now the only way to make it on ntsc is to be super fast after a few reboots.

 

If you're referring to the vertical bars (I think that they're the PMGs), then I see those on Pal (through Altirra). I had the same problem in a game I am working on, you just switch the screen off and then back on again to remove the issue.

 

To be honest, I ignore the issue when playing TID.

Edited by snicklin
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Looks like DLIs are getting out of sync and nesting when switching screens on NTSC, corrupting registers. The debugger is also showing DLIs occasionally nesting within the VBI outside of screen switches, although that seems to work OK.

- NMI interrupt (DLI)
    168004: 23: 18 | A=E0 X=72 Y=04 (N  I  ) | 517F: 2C 0F D4          BIT NMIST
    168004: 23: 27 | A=E0 X=72 Y=04 (N  I  ) | 5182: 10 09             BPL $518D
    168004: 23: 35 | A=E0 X=72 Y=04 (N  I  ) | 5184: 85 84             STA $84
    168004: 23: 47 | A=E0 X=72 Y=04 (N  I  ) | 5186: 86 85             STX $85
    168004: 23: 59 | A=E0 X=72 Y=04 (N  I  ) | 5188: 84 86             STY $86
    168004: 23: 65 | A=E0 X=72 Y=04 (N  I  ) | 518A: 6C 80 00          JMP ($0080)
    168004: 23: 75 | A=E0 X=72 Y=04 (N  I  ) | 51DD: A9 20             LDA #$20
    168004: 23: 79 | A=20 X=72 Y=04 (   I  ) | 51DF: A2 1A             LDX #$1A
    168004: 23: 83 | A=20 X=1A Y=04 (   I  ) | 51E1: A0 24             LDY #$24
    168004: 23: 87 | A=20 X=1A Y=24 (   I  ) | 51E3: 8D 0A D4          STA WSYNC
    168004: 23:105 | A=20 X=1A Y=24 (   I  ) | 51E6: 8D 09 D4          STA CHBASE
    168004: 23:109 | A=20 X=1A Y=24 (   I  ) | 51E9: 8E 17 D0          STX COLPF1
    168004: 23:113 | A=20 X=1A Y=24 (   I  ) | 51EC: 8C 18 D0          STY COLPF2
    168004: 24:  9 | A=20 X=1A Y=24 (   I  ) | 51EF: A9 FA             LDA #$FA
  + NMI interrupt (DLI)
    168004: 27: 10 | A=20 X=1A Y=24 (N  I  ) | 51F1: 85 80             STA $80
    168004: 27: 13 | A=20 X=1A Y=24 (N  I  ) | 51F3: A9 51             LDA #$51
    168004: 27: 15 | A=51 X=1A Y=24 (   I  ) | 51F5: 85 81             STA $81
    168004: 27: 18 | A=51 X=1A Y=24 (   I  ) | 51F7: 4C 78 51          JMP $5178
    168004: 27: 21 | A=51 X=1A Y=24 (   I  ) | 5178: A5 84             LDA $84
    168004: 27: 24 | A=20 X=1A Y=24 (   I  ) | 517A: A6 85             LDX $85
    168004: 27: 28 | A=20 X=1A Y=24 (   I  ) | 517C: A4 86             LDY $86
    168004: 27: 32 | A=20 X=1A Y=24 (   I  ) | 517E: 40                RTI

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