Wrathchild Posted January 26, 2004 Share Posted January 26, 2004 Hi, Just to let you know, with any luck I should be finishing a cartridge port of this game at the end of this week, and will upload images on Sunday. Currently it works up to the point of loading the first level, but I need to work out where in memory I can tuck the replacement sector-load routine. The one that's used during loading the title screen and game code gets overwritten during the game's initialization I think it may end up being left in an 8K bank that needs to be switched in, but this would mean that a MegaCart version (16K banks) of the game would not be possible This one has turned out harder than the Eidolon port because the bootstrapping protection was a little more involved. God bless the A800Win debugger Later, Mark Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 29, 2004 Author Share Posted January 29, 2004 Update... Whilst the bank swapping has been sorted - a new problem has arisen. During the loading of the last bits the current rift data, a repeating set of interrupts start occuring and this causes the game to hang (the stack doesn't appear to get popped correctly). The interrupts occur in the same place when loading from disk, so I need to look into this some more. A hex dump comparison between the good and bad versions has shown a couple of sections of memory not matching and so I'll concentrate on how these are getting populated, hopefully that's the reason behind the hanging as the tracing I did on the loading appears identical. More later... Mark Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 31, 2004 Author Share Posted January 31, 2004 Hi again, It was the damned NMI popping up during the copy routine whilst the ROM was switched in that caused the crashing... the code in RAM it requires was hidden After a 8 hour stretch today I've got the usual 3 cart type images (1MByte) ready. Can those with the ability to test them on an actual A8 leave feedback if they work OK? Thanks. Enjoy, Mark BTW: It looks like KR runs on 48K boxes too, wheras The Eidolon required 64K - can anyone confirm this? kr_flash.zip kr_mgcrt.zip kr_xegs.zip Quote Link to comment Share on other sites More sharing options...
Atari Smeghead Posted January 31, 2004 Share Posted January 31, 2004 Wrathchild, Please forgive me my ignorance. I would like to help you out by putting one (or all) of your images on one of my 1 MBit Maxflash carts, but I'm not exactly sure what to do with a .ROM image. I know how to put .ATR .EXE .COM images on, but not sure where a .ROM image fits into the scheme of things. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 31, 2004 Author Share Posted January 31, 2004 Hi, Steve (classics) did the Eidolon image on that thread http://www.atariage.com/forums/viewtopic.php?t=41564 but I'm not sure how the conversion of the rom image to atr is done I have the 'maxflash.pl' script but I'm off to get the zlib library! Quote Link to comment Share on other sites More sharing options...
Atari Smeghead Posted January 31, 2004 Share Posted January 31, 2004 Thanks, Wrathchild! Actually, I wasn't looking for a copy of the game, so much. I just wanted to help ya out by trying the image on an A8, as you asked. And I'm not really sure how to do that, other than using Steve's version on the Maxflash cart. I'll certainly do that, if it would help you any. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 31, 2004 Author Share Posted January 31, 2004 Possibly you can do this with the toolkit using the following command (after renaming flash.rom to flash.bin): perl maxflash.pl -BIN2ALL flash.bin I'm trying this under Cygwin with perl, the perl5 lib folder was incorrectly placed - hence it not finding zlib. However, the resulting CAR file was 8K so I don't think Cygwin & the maxflash script get on very well, e.g. can't find TASM even though its there? Quote Link to comment Share on other sites More sharing options...
starraider Posted January 31, 2004 Share Posted January 31, 2004 I wonder how the loading and saving of a game works? I have tried the switchable XEGS-ROM in the Emulator, but it crashes everytime I try to load a game. I also don't really know if it saves a game at all. I have put a blank 90k-Image into Drive 1 and I couldn't see any disk activity. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 31, 2004 Author Share Posted January 31, 2004 I haven't been doing my homework have I? I didn't even know you could... OK, time to download some instructions and then find the code. Unfortunately I didn't get back in time to pip this auction http://cgi.ebay.co.uk/ws/eBayISAPI.dll?Vie...item=3072464638 Thanks for the report! Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted January 31, 2004 Author Share Posted January 31, 2004 The save block occupies 5 sectors ($170-$174) and so leaving these to call the OS I/O Vector for reading and writing was my solution. Now writing works OK, but reading still causes a crash. I'm out for the next 2 days and so won't get a chance to finish this yet. FYI - in the absence of a disk, the sectors in the ROM will be used, which results in the starting data being used. This makes sense (I think). Quote Link to comment Share on other sites More sharing options...
classics Posted February 1, 2004 Share Posted February 1, 2004 Here is a flash cartridge programming image of the 1mbit beta rom. Here is how it is converted in case anyone wants to do it or in the future. E:tasmmaxflash>dir flash.rom Volume in drive E has no label. Volume Serial Number is 17B7-6A2E Directory of E:tasmmaxflash 02/01/2004 02:28 AM 131,072 flash.rom 1 File(s) 131,072 bytes 0 Dir(s) 5,201,616,896 bytes free E:tasmmaxflash>move flash.rom rift.bin E:tasmmaxflash>maxflash.pl -bin2atr rift.bin MAXFLASH Multicart Build/Utility Script - c2003 Steven J Tucker Information and updates at http://www.atarimax.com/ When you load the flash cartridge programming disk on the Atari Computer it will display the title of the software to be programmed. You can change what is displayed, or just press ENTER to keep what is shown. Note: you may use a maximum of 34 characters in this field. Title [rift] : Koronis Rift (Beta) Saved new cartridge programming image to "rift (maxflash image).atr" E:tasmmaxflash> rift__maxflash_image_.atr.gz Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted February 11, 2004 Author Share Posted February 11, 2004 OK, I think I've found and fixed the 'Load Game' problem - an area of memory I was using was being zero'd - and so you should be able to load/save positions from a disk inserted in drive 1. Currently this is fixed in the XEGS rom version only, the Multicart and Flash versions seem to be misbehaving and so I'll put them straight soon. Let me know how you get on. Regards, Mark kr_xegs.zip Quote Link to comment Share on other sites More sharing options...
starraider Posted February 12, 2004 Share Posted February 12, 2004 I have tried several loads and saves. It seems to work fine! Well done I haven't tried the higher rifts yet though. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted February 12, 2004 Author Share Posted February 12, 2004 Here are the updated Mega and Flash Cart images. (Can you provide an ATR for the Flash version Steve? thanks!) kr_flash.zip kr_mgcrt.zip Quote Link to comment Share on other sites More sharing options...
classics Posted February 12, 2004 Share Posted February 12, 2004 No problem, here is the ATR programming image. I havent had a chance to try it myself but it should work. rift.zip Quote Link to comment Share on other sites More sharing options...
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