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chicane

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Posts posted by chicane


  1. 2 hours ago, oky2000 said:

    I tried to find a video of it running on a Mega STE in 16mhz out of curiosity, no luck, but I guess it would make no difference if it is now all pushed through the blitter? I used to play it in 16mhz mode on STEem so was curious how this would run on MSTE.

     

    It's better to run it at 16MHz if you can. It'll look the same, but you should see a steady 25fps rather than the 15-25fps range you'd get when running at 8MHz.


  2. 14 hours ago, ParanoidLittleMan said:

    I did not say that org. Lotus needed stackframe fix - really can not remember this for all games, but it is easy to check in my S files.

    Yeah, microwire code needs to be disabled in case of  Falcon, and TT has no blitter - that's chance to do all it with CPU, what is much faster 😄

    Of course after deserved very long rest (what might be up to many years 😅 ) .

    Myself actually did it with http://atari.8bitchip.info/TestMe/HNH/HnH.html

    All this reminded me on one James Bond movie title 😄

     

    Thanks Peter.

    Not sure I'm ready to put in a TT software emulation of the Blitter for the 3 TT owners that might play it, but you never know! As you say, next up is a long rest to recover from Lotus STE!

    I like the Blitter game adaptations you've written. Have you ever considered publishing the source code for us all to learn from?


  3. 4 minutes ago, ParanoidLittleMan said:

     

    Hard disk adaptation has some general Falcon and TT support, but sometimes it needs changes in code. Most common problem is stackframe - if game code is for usual 6 byte stackframe only, it will fail, because on 68030 it is 8 bytes (traps, interrupts ...) . There might be other things. Anyway, for start it will be 68000 compatible, and will see how works with Falcon, TT - if not that will need more time .

    Thanks!

    Now that I think about it, our Lotus STE code writes to the Microwire registers, so the game wouldn't work on the Falcon even with the stackframe fixes I believe you applied to your original Lotus 1 hard disk adaptation.

    We'll add some code in for the next version that detects the Falcon and avoids writing to the Microwire if it is a Falcon - then we can pass it back to you for fixing of the stackframe :)

    The game will never be TT compatible due to our heavy reliance on the Blitter.


  4. 31 minutes ago, TPAU65 said:

    Thank you so much for this great version of the game! Really appreciate your amount of work you put in there!

    And also thanks to Peter for considering making a hard disk version of it! 👍

    Thanks!

    Yeah, that suits me, I'll develop the games by 1990's standards and other people can drag them kicking and screaming into the 21st century. I've not owned real ST hardware since 1993 :)


  5. 5 minutes ago, ParanoidLittleMan said:

    Well done Mr. Chicane ! Fresh blood to old game 🙂

    Considering playing from mass storage - I have solution for it, so can make hard disk adaptation in usual way - if you agree. That will make it to run as from AUTO folder of floppy. Min RAM will be 2 MB, as is usual for 1 MB games.

    Question: how STE detection is done ? HW test (like ADMA presence), cookies, TOS header ?

     

     

    Thanks Peter!

     

    Here's our loader code that contains the hardware detection: https://github.com/jonathanopalise/lotus-ste/blob/master/src/loader.s

     

    Please note that we are doing some things in Lotus STE that are probably considered to be breaking the rules - like loading a 512 block of code and data at 0x80000 without allocating or checking that memory in any way. Just something you may want to be aware of :)


  6. 39 minutes ago, DarkLord said:

    Having problems here as well.

     

    I can't get JayMSA to work. When I dbl-click on it, it blanks

    the screen and gives the "busy-bee" icon that never ever

    stops. I have to manually restart using the reset button.

     

    This is version 1.08.

     

    This is on a TOS v2.06 Mega STe4 with an internal Ultrasatan.

     

    Thanks.

     

    PS Is there any other way on an ST to change the .ST format back

    to something actually usable? Thanks.

     

    I'd love to help but none of this means anything to me! The only ST hardware I know is the ST hardware that existed and was affordable to the common man in 1992!


  7. 53 minutes ago, CD-i said:

    Great work, played it today works fine on my mega STE.

    Nonetheless it doesn't boot with a ultrasatan equipped and powered on. I have to w
    Switchoff the ultrasatan to let it boot from gotek.

    Copied the files to HDD but doesn't work and crashes with bombs.

    I'm afraid the version 1.0 of this game is an old fashioned "bare metal" game like the boxed games you'd have bought in the 80's and early 90's - it's intended to be played on an autobooting floppy with no hardware present. Any additional hardware or drivers in memory are likely to cause you pain.

     

    We could look at fixing this for future releases but it wasn't a priority for us in the initial release.


  8. 5 hours ago, calimero said:

    Omg! Super smooth! Is it 50fps?!

     

    i love gradient of sky, lines really add to sense of speed and efects with music are great! :)

    It's normally anywhere from 15-25fps, but it looks very smooth doesn't it! When run on an STFM with Blitter, there's no sound mixing to do and the framerate is very close to that of the Amiga version.

    • Like 1

  9. Hi everyone,

     

    I'm the author of this ST Pole Position conversion. I though you might be interested to know that I've just posted up a video on YouTube (http://youtu.be/KLKrqcY88aU) showing the latest build. There's been some rather drastic work on performance lately so this might well be of interest to those who liked the idea but not the frame rate.

     

    Feedback and comments most welcome!

    • Like 7
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