ADFFS 2.62 beta

Discuss ADFFS development versions and upcoming additions
Vanfanel
Posts: 362
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.62 beta

Postby Vanfanel » Thu Jul 13, 2017 2:25 pm

I bet it's an specific RO2 behaviour thing... As a protection it would be very bizarre :P

JonAbbott
Posts: 1697
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.62 beta

Postby JonAbbott » Thu Jul 13, 2017 2:42 pm

Both the game's mouse bounding box and the cursor clicks are off in the Y. It must be related to the method it's using to reducing the screen height to 200 pixels, the OS still thinks it's 256 pixels in height so the mouse Y is out by 56 pixels.

I've ruled out the blitter and confirmed the mouse coordinates passed to GraphicsV are off, so it's possibly as issue in the MODE change process.

JonAbbott
Posts: 1697
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.62 beta

Postby JonAbbott » Thu Jul 13, 2017 10:51 pm

JonAbbott wrote:Both the game's mouse bounding box and the cursor clicks are off in the Y. It must be related to the method it's using to reducing the screen height to 200 pixels, the OS still thinks it's 256 pixels in height so the mouse Y is out by 56 pixels.

The game reduces the screen height but doesn't inform the OS about the change. A workaround is to modify its script (F1004901) so it informs the OS of the Y offset:

Change the following section:

Code: Select all

load bploader
IF ADFFS$CPUID>=&A10 THEN GO 8090 ELSE GO 8000

to:

Code: Select all

load bploader
MEMORYA 8110 E1A00000 { > null: }
IF ADFFS$CPUID>=&A10 THEN GO 8090 ELSE GO 8000
ADFPause 100
ECHO <29><0><0><80><0>
bpgamecode


For testing purposed, add the following to the script for invulnerability:

Code: Select all

JITMEMORYA 18300 E58C005C E1A00000
JITMEMORYA 1D308 E58C005C E1A00000
JITMEMORYA 1EB1C E58C005C E1A00000

Vanfanel
Posts: 362
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.62 beta

Postby Vanfanel » Sat Jul 15, 2017 5:38 pm

@Jon: These changes on the obey work! That gets the shop working perfectly! Now I can press the exit button with no problems, and I can click on the items instead of using the tiny tabs below them!
But now, I get "Error on data transfer at &0121DBE4" when quitting via CTRL+SHIFT+F12.

JonAbbott
Posts: 1697
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.62 beta

Postby JonAbbott » Sun Jul 16, 2017 9:42 am

Vanfanel wrote:I get "Error on data transfer at &0121DBE4" when quitting via CTRL+SHIFT+F12.

If you're running it from a !App you've created (ie not using Boot floppy), try running it via a cached obey file. ie rename !Run to !Run2 and created !Run with "obey -c <obey$dir>.!Run2"

If that's not the fix, I'll look at it next week.

Vanfanel
Posts: 362
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.62 beta

Postby Vanfanel » Sun Jul 16, 2017 9:48 am

@Jon: I am running it from floppie images, I have not installed this game.
What I did was uncompress the OBEY zip file inside !ADFFS, appliy the changes, and run the game without compressing the OBEY back.
As far as I understand, having the OBEY uncompressed makes no difference, except you need SparkFS loaded if it's compressed.

JonAbbott
Posts: 1697
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.62 beta

Postby JonAbbott » Mon Jul 17, 2017 11:07 am

Vanfanel wrote:As far as I understand, having the OBEY uncompressed makes no difference, except you need SparkFS loaded if it's compressed.

You'll need to use the cached method detailed above when not using "Boot Floppy" or *ADFBootFloppy.

I've now merged the fix into the boot script as the problem also occurs on IOMD based machines. The updated obey.zip is on the dev site.

Vanfanel
Posts: 362
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.62 beta

Postby Vanfanel » Mon Jul 17, 2017 1:27 pm

@Jon:
Ah, ok. Using that method makes it quit nicely again. Thanks!

Also, is this game HD-installable? It seems to look for files on floppy anyway, even if overwritting the !Run with the script and commenting out the typical lines...
Maybe it has hard-coded paths?

JonAbbott
Posts: 1697
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: ADFFS 2.62 beta

Postby JonAbbott » Mon Jul 17, 2017 4:23 pm

Vanfanel wrote:Ah, ok. Using that method makes it quit nicely again. Thanks!

There's a few games that require this method when run via methods other than "Boot Floppy".
Vanfanel wrote:Also, is this game HD-installable? It seems to look for files on floppy anyway, even if overwritting the !Run with the script and commenting out the typical lines...
Maybe it has hard-coded paths?

Floppy only, I created a !App folder with both floppies in it and a !Run that mounts disc 1 and then does *ADFBootFloppy.

If you do this, remember to use a temp variable for the path used in the *ADFMount line, as <Obey$Dir> will change when it's booted.

Vanfanel
Posts: 362
Joined: Mon Sep 16, 2013 12:01 am

Re: ADFFS 2.62 beta

Postby Vanfanel » Tue Jul 18, 2017 9:27 am

@Jon: With that technique, I still have to swap disks via CTRL+SHIFT+F2, right?


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