+CharlieChaplin Posted January 2, 2016 Share Posted January 2, 2016 Hmmm, when I load the latest Saboteur XEX under emulation, it works, but when I put the XEX onto an ATR image it does not load with DOS, gamedos or bootloader (have not tried XBIOS yet). From the ATR it loads the first segment ($2000-4800, Init 47xx) and then just sits there, while presenting a blank screen ?!? It does not continue loading, it does not play a sound/music, it does not show any gfx, just nothing happens... (Settings: Basic off, 64k RAM, XL/XE-OS, PAL video, SIO patch off, H: patch off, mono Pokey, etc.) Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 2, 2016 Share Posted January 2, 2016 Sio2sd? Quote Link to comment Share on other sites More sharing options...
matosimi Posted January 2, 2016 Share Posted January 2, 2016 Nice work guys! @Tezz: could you elaborate a bit that technique you used for coloring hi-res? Because it looks quite amazing... on first look, I thought each screen has its own DL+DLI...but you have obviously developed some generic solution. Regards, Martin Quote Link to comment Share on other sites More sharing options...
nosty Posted January 2, 2016 Share Posted January 2, 2016 The game's speed is strongly changing. But why does sometimes game work slower in empty room and faster in room with two enemies? Quote Link to comment Share on other sites More sharing options...
+JAC! Posted January 2, 2016 Share Posted January 2, 2016 Just found this one here on AA. Great job on the additional artwork and design. I really like the intro sequence - and the Saboteur has an Atari logo on this bad guy suit :-) 1 Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 2, 2016 Share Posted January 2, 2016 (edited) Hmmm, when I load the latest Saboteur XEX under emulation, it works, but when I put the XEX onto an ATR image it does not load with DOS, gamedos or bootloader (have not tried XBIOS yet). From the ATR it loads the first segment ($2000-4800, Init 47xx) and then just sits there, while presenting a blank screen ?!? It does not continue loading, it does not play a sound/music, it does not show any gfx, just nothing happens... (Settings: Basic off, 64k RAM, XL/XE-OS, PAL video, SIO patch off, H: patch off, mono Pokey, etc.) Hi, it's likely to be caused by a short procedure that's moved to low memory during init. In the rush to get the game released for new year it should have been changed elsewhere for the build. I'll do that shortly. Edited January 2, 2016 by Tezz Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 2, 2016 Share Posted January 2, 2016 The game's speed is strongly changing. But why does sometimes game work slower in empty room and faster in room with two enemies? Hi Arek, This is something I didn't touch on with the game but it was on my to do list to look into. The game is still using the same delay loops from the c64 although patched by Mariusz to increase them as the A8 is running faster. The foreground elements like the barrels, crates, rails etc are all sprites too, really there should be a new delay procedure written based on what is being drawn in each room to keep things consistant. Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 2, 2016 Share Posted January 2, 2016 (edited) Nice work guys! @Tezz: could you elaborate a bit that technique you used for coloring hi-res? Because it looks quite amazing... on first look, I thought each screen has its own DL+DLI...but you have obviously developed some generic solution. Regards, Martin Hi Martin, thanks, I created a list of commands which generates the dli for each room. I had to be mindful of where the changes occur and the maximum number of register changes being made at certain points working around the display simulating the c64 bitmap with a multi font layout. It was very labour intensive but that's always the case Edited January 2, 2016 by Tezz 4 Quote Link to comment Share on other sites More sharing options...
snicklin Posted January 2, 2016 Share Posted January 2, 2016 Hi Martin, thanks, I created a list of commands which generates the dli for each room. I had to be mindful of where the changes occur and the maximum number of register changes being made at certain points working around the display simulating the c64 bitmap with a multi font layout. It was very labour intensive but that's always the case I'm looking to do something similar to this. You don't have to disclose your code if you do not wish to, but can you disclose any theory about this and how it is done? Perhaps in a separate thread though, if this is OK? Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 2, 2016 Share Posted January 2, 2016 Hi, it's likely to be caused by a short procedure that's moved to low memory during init. In the rush to get the game released for new year it should have been changed elsewhere for the build. I'll do that shortly. @CharlieChaplin Hi, I've made the ammendment now which is attached, let me know if all is ok with it please Tezz. saboteur.xex Quote Link to comment Share on other sites More sharing options...
solaris104 Posted January 2, 2016 Share Posted January 2, 2016 The game's speed is changing on ladder. Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted January 2, 2016 Share Posted January 2, 2016 @CharlieChaplin Hi, I've made the ammendment now which is attached, let me know if all is ok with it please Tezz. Alas, it is the same as before. It stops after the first init and does not continue loading. Tested with MyPicoDOS 4.05B (barebone DOS 2.x gamedos without any speeder), Picoboot (DOS 2.x bootloader), DOS 2.5 and Turbo-DOS. Which means, it does not load on real A8 - or does it require XBIOS ?!? Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 2, 2016 Share Posted January 2, 2016 ok thanks, I'll look into this now. Quote Link to comment Share on other sites More sharing options...
phaeron Posted January 2, 2016 Share Posted January 2, 2016 Need to re-enable the kernel ROM before returning to DOS from the init segment. 13393:203: 48 | A=10 X=10 Y=00 ( ) | 1300: 6C E2 02 JMP (INITAD) 13393:203: 64 | A=10 X=10 Y=00 ( ) | 47F4: A9 FF LDA #$FF 13393:203: 68 | A=FF X=10 Y=00 (N ) | 47F6: 8D 01 D3 STA PORTB 13393:203: 76 | A=FF X=10 Y=00 (N ) | 47F9: A5 14 LDA RTCLOK+2 13393:203: 82 | A=44 X=10 Y=00 ( ) | 47FB: C5 14 CMP RTCLOK+2 13393:203: 88 | A=44 X=10 Y=00 ( ZC) | 47FD: F0 FC BEQ $47FB + Last 2 insns repeated 630 times + NMI interrupt (VBI) 13393:255: 64 | A=44 X=10 Y=00 ( ZC) | 47FB: C5 14 CMP RTCLOK+2 13393:255: 67 | A=44 X=10 Y=00 (N ) | 47FD: F0 FC BEQ $47FB 13393:255: 69 | A=44 X=10 Y=00 (N ) | 47FF: 78 SEI 13393:255: 71 | A=44 X=10 Y=00 (N I ) | 4800: A9 00 LDA #$00 13393:255: 73 | A=00 X=10 Y=00 ( IZ ) | 4802: 8D 0E D4 STA NMIEN 13393:255: 77 | A=00 X=10 Y=00 ( IZ ) | 4805: 8D 00 D4 STA DMACTL 13393:255: 81 | A=00 X=10 Y=00 ( IZ ) | 4808: A9 FE LDA #$FE 13393:255: 83 | A=FE X=10 Y=00 (N I ) | 480A: 8D 01 D3 STA PORTB <----- 13393:255: 87 | A=FE X=10 Y=00 (N I ) | 480D: A9 20 LDA #$20 13393:255: 89 | A=20 X=10 Y=00 ( I ) | 480F: A0 D8 LDY #$D8 13393:255: 91 | A=20 X=10 Y=D8 (N I ) | 4811: A2 27 LDX #$27 + 13393:255: 93 | A=20 X=27 Y=D8 ( I ) | 4813: 20 2D 48 JSR $482D 13399:210: 73 | A=18 X=00 Y=00 ( IZ ) | 4816: A2 F4 LDX #$F4 13399:210: 75 | A=18 X=F4 Y=00 (N I ) | 4818: BD FF 46 LDA $46FF,X ;$47F3 13399:210: 80 | A=60 X=F4 Y=00 ( I ) | 481B: 9D FF FE STA $FEFF,X ;$FFF3 13399:210: 85 | A=60 X=F4 Y=00 ( I ) | 481E: CA DEX 13399:210: 87 | A=60 X=F3 Y=00 (N I ) | 481F: D0 F7 BNE $4818 + Last 4 insns repeated 243 times 13399:245: 59 | A=06 X=00 Y=00 ( IZ ) | 4821: A2 19 LDX #$19 13399:245: 61 | A=06 X=19 Y=00 ( I ) | 4823: BD 2C 48 LDA $482C,X ;$4845 13399:245: 65 | A=60 X=19 Y=00 ( I ) | 4826: 9D FF DF STA $DFFF,X ;$E018 13399:245: 70 | A=60 X=19 Y=00 ( I ) | 4829: CA DEX 13399:245: 72 | A=60 X=18 Y=00 ( I ) | 482A: D0 F7 BNE $4823 + Last 4 insns repeated 24 times 13399:248: 95 | A=85 X=00 Y=00 ( IZ ) | 482C: 60 RTS 13399:248:101 | A=85 X=00 Y=00 ( IZ ) | 1294: 68 PLA 3 Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 3, 2016 Share Posted January 3, 2016 Need to re-enable the kernel ROM before returning to DOS from the init segment. Doh! that would help Thanks. Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 3, 2016 Share Posted January 3, 2016 @CharlieChaplin ok, it should be sorted now saboteur.xex 2 Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted January 3, 2016 Share Posted January 3, 2016 Yep, works now. Thank you Tezz and phaeron for finding and fixing the bug !! Evil as I am, I packed the gamefile a little bit more: -Sabo2.XEX: packed with Exomizer, now 9kbytes shorter; -Sabo3.XEX: packed with Code3 Cruncher, now 7.5kbytes shorter; Downloaded also some manuals and hints, which I attach here. Sabo2.xex Sabo3.xex Saboteur.txt Quote Link to comment Share on other sites More sharing options...
Poison Posted January 3, 2016 Share Posted January 3, 2016 c64 map:) Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted January 3, 2016 Share Posted January 3, 2016 Tezz, If I haven't told you before.... I say it loud and without hesitation, I LOVE your work! Thank you for another fine piece of 8 bit goodness! 1 Quote Link to comment Share on other sites More sharing options...
Lost Dragon Posted January 3, 2016 Share Posted January 3, 2016 RetroGamer Magazine recently (Issue 149) ran a rather splendid feature on Saboteur and all the conversions, it'd be great if they look at this conversion at a later date... TMR to the rescue? :-) Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 3, 2016 Share Posted January 3, 2016 Tezz, If I haven't told you before.... I say it loud and without hesitation, I LOVE your work! Thank you for another fine piece of 8 bit goodness! and Mariusz thanks, it's enjoyable working on them. 1 Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 3, 2016 Share Posted January 3, 2016 Something of interest that I learnt whilst working on the game was that the games box artist had copied (or been inspired by) the design from a 1983 movie poster for Revenge of the Ninja. Quote Link to comment Share on other sites More sharing options...
+Adam+ Posted January 3, 2016 Share Posted January 3, 2016 Thanks for the conversion, Mariusz, Tezz, Ooz & Miker! I intentionally chose a dark luminence for the underground rooms to recreate the very dark blue/black that the Spectrum game used, Jose and Mariusz mentioned that it was too low so editing all of those rooms was on my to do list but I wanted to make the new year deadline. Let me know your opinion with that and I can ammend them and post an update if needed. I think Jose and Mariusz were right, that colour is too dark. It makes those parts of the screen less visible than in ZX Spectrum version. Quote Link to comment Share on other sites More sharing options...
Tezz Posted January 3, 2016 Share Posted January 3, 2016 Thanks for the conversion, Mariusz, Tezz, Ooz & Miker! I think Jose and Mariusz were right, that colour is too dark. It makes those parts of the screen less visible than in ZX Spectrum version. thanks Adam, I'll bring them up to the next luminence as suggested. I really need to get my XE set up again but I need to replace the capacitors. Quote Link to comment Share on other sites More sharing options...
cpt ron Posted January 4, 2016 Share Posted January 4, 2016 good job guys, very good based on a pic above saboteur_title.xex 1 Quote Link to comment Share on other sites More sharing options...
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