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Koronis Rift - Beta images ready


Wrathchild

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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 :x 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 :sad:

 

This one has turned out harder than the Eidolon port because the bootstrapping protection was a little more involved. God bless the A800Win debugger :D

 

Later,

 

Mark

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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

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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 :D

 

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

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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.

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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.

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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?

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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).

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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

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  • 2 weeks later...

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

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