Hallo Besucher, der Thread wurde 436k mal aufgerufen und enthält 1603 Antworten

letzter Beitrag von CapFuture1975 am

Disk2EasyFlash - Fertige Images

  • Have you already tested this version? I just tested it and the game works. If it doesn't work for you, please describe the error.


    https://csdb.dk/release/?id=162838


    I will create an EasyFlash version of Leathal Weapon in the next few days. Check back here in 4 to 5 days



    Stephan

  • Yes, most of my adaption are 100% easyprog compatible. You can also use "EasyFlash CRTMaker" to extract all files und make you own compilation with a nice selection menu.:)


    It is easy to make an EasyFlash from Lethal Weapon. When i'm done with "Murder on the Mississippi" i will make an easyflash from Lethal Weapon.


    with EasyFlash Version "Murder on the Mississippi" there is still a very difficult task that I have to solve and code.

  • Stephan Scheuer

    Thanks for your bug fixing work on Metal Gear (test x1)

    This version still contains strange bugs / crashes in WinVICE.

    but it's still 100% better than the disk original.


    After using remote missile to disable the electric floor.

    if you change the weapon, equip anything, use tranciever (load menu).

    the floor is reactivated when the game screen is reloaded.

    this "bug?" also happens after defeating a boss and re-entering the room.

    the boss is there and ready to fight you again.

    *Maybe something missing in your crash patch. ;)


    The emulator crashes at a few random points, but this does not happen everytime in the exact same location.

    using a VICE quicksave can sometimes bypass the crash when reloaded.


    After collecting the Power Glove (room above 1st boss).

    if you leave the boss screen to the right, then move right.

    the emu crashes with a colour flashing screen (like it's trying to load or unpack the next screen).


    Is there a newer version of this EasyFlash version?.

  • What is the issue with MOTM ?

    The game requires 8 additional save slots in the Easyflash to save the notes made. The notes are the statements of the passengers about other passengers. These are important to solve the game.

    The fact that this was so important only became clear to me after I had read the instructions for the game. The code for the easyflash and the alldrive version is ready. I just have to install it in the

    game and then test it for functionality. With luck, I can finish work on the game this weekend:).


    Für Interessierte, der Floppycode, den ich so anpassen musste, dass der Code im C64-RAM die gleichen oder ähnliche Funktionen übernehmen kann.

    Entfernt habe ich alle 1541 bezogenen Hardwarebefehle $1800, $1C00

  • @.mad.


    There is no update yet. But based on your error descriptions, I'll make another update. :)

    Could you take a winvice snapshot of the last mentioned error? That would be a very good support for troubleshooting.

    Please be patient. I want to finish all working and testing on "Murder on the Mississippie" first.:)


    thank you for your help.

  • I am using a x86 Win32 version of VICE 2.4.27.

    So you will need that exact version to test the save (download link included).


    If you require more snapshots for a specific version of VICE, i will be happy to supply as many as you need.

    The Gtk3 builds do not work well on my computer, so any windows 32 version is best for me.


    when you have free time to test and bug fix, i will be waiting... ;)

  • The game requires 8 additional save slots in the Easyflash to save the notes made. The notes are the statements of the passengers about other passengers. These are important to solve the game.

    The fact that this was so important only became clear to me after I had read the instructions for the game. The code for the easyflash and the alldrive version is ready. I just have to install it in the

    game and then test it for functionality. With luck, I can finish work on the game this weekend :) .

    Are the 8 x notes stored in memory during the game ? How many bytes is a note ?

  • Ich werde mich gleich mit einem Bericht

    The game requires 8 additional save slots in the Easyflash to save the notes made. The notes are the statements of the passengers about other passengers. These are important to solve the game.

    The fact that this was so important only became clear to me after I had read the instructions for the game. The code for the easyflash and the alldrive version is ready. I just have to install it in the

    game and then test it for functionality. With luck, I can finish work on the game this weekend :) .

    Are the 8 x notes stored in memory during the game ? How many bytes is a note ?


    Ich werde mich gleich mit eine Bericht zurückmelden. Ich muss diesen erst auf deutsch vorschreiben und dann, mit dem was ich bisher mit meinem selbst auferlegten englischkurs gelent habe, übersetzen.:)


    ...Are the 8 x notes stored in memory during the game ? How many bytes is a note ?...


    Yes, the notes will be updated during the game. If it weren't for that, I would be finished with the EasyFlash adaption.

  • So, meine Grammatik ist zwar noch nicht so toll, es sollte aber lesbar sein.:)


    The entries for the notes are the sectors "14;00 to 14;20" and "15;00 to 15;13". The floppy code treats the sectors as if they were one file. And too, the floppy code calculates the

    track "14 or 15", the sector and the offset in the sector. If you choose the option, "start from beginning", the savegame sector "01;10" will be overwritten with data from sector "01;09"

    All entries in the note sectors are also erased with the hex value #$20. I can't treat the note file sectors as one file. the RAM space in the c64 is much too small for that.

    Therefore i assign a separate file to each passenger, which ranges from $3B80 to $3F3F. The text offset always begins by every file (0-8) from $0000. I used the RAM space

    from $3F40 to $3FFF for my code to calculate the text offset.

    ------------------------

    $0000 - daisy du pree

    $0028 - miss smallworth

    $0050 - capt. overbight

    $0078 - reverend godwin

    $00A0 - henry stoker

    $00C8 - judge carter

    $00F0 - madame des plaines

    $0118 - mr. humphreys

    $0000 - the victim (will be treated separately)


    The new routine buffers the actual written note to "$3F80-$3FA8". 40 characters maximum. Then the associated note file (0-8) is loaded from "easyflash" to $3B80-$3F3F.

    Text offset is #$28 (#40) times the value in $0060. Now the routine insert the written text in note file. After that the saveroutine starts. Copied the EAPI to $0700-$0A00.

    Adjust low or high bank in the easyflash and then it saves the memory content from "$3B80 to $3F3F" in the adjusted easyflash bank.

    Deactivate easyflash "$DE02", load the swappfile to $0700-$0A00 and it is done.


    the number on the left (00-08) is generated by the irq-loader, c64 part and will transferred to the floppy address $0007.


    if there are any questions, please ask.:)



    --------------------------------

    the people in the game 0-8

    --------------------------------

    00 - daisy du pree

    01 - miss smallworth

    02 - capt. overbight

    03 - reverend godwin

    04 - henry stoker

    05 - judge carter

    06 - madame des plaines

    07 - mr. humphreys

    08 - the victim

    ----------------------------------------------

    -- notizblock 00 - 00 - daisy du pree ----

    ----------------------------------------------

    8:0006 00 00 05 00 - values given by the c64 - track, sektor, irq-loader directive, offset

    8:0006 00 00 05 00 - pass 1 - calculates the offset in the sector "last value" to read/write notes

    8:0006 0e 00 05 00 - pass 2 - calculates the track and sektor where the sector for the requested note is located (value 1 and 2)

    - - - - - - - - - -

    8:0006 00 01 05 00 - values given by the c64 - track, sektor, irq-loader directive, offset

    8:0006 00 01 05 28 - pass 1 - calculates the offset in the sector "last value" to read/write notes

    8:0006 0e 00 05 28 - pass 2 - calculates the track and sektor where the sector for the requested note is located (value 1 and 2)

    - - - - - - - - - -

    8:0006 00 02 05 00 - and so on

    8:0006 00 02 05 50 - and so on

    8:0006 0e 00 05 50 - and so on

    - - - - - - - - - -

    8:0006 00 03 05 00 - and so on

    8:0006 00 03 05 78 - and so on

    8:0006 0e 00 05 78 - and so on

    - - - - - - - - - -

    8:0006 00 04 05 00 - and so on

    8:0006 00 04 05 a0 - ....

    8:0006 0e 00 05 a0

    - - - - - - - - - -

    8:0006 00 05 05 00

    8:0006 00 05 05 c8

    8:0006 0e 00 05 c8

    - - - - - - - - - -

    8:0006 00 06 05 00

    8:0006 00 06 05 f0

    8:0006 0e 00 05 f0

    - - - - - - - - - -

    8:0006 00 07 05 00

    8:0006 00 07 05 18

    8:0006 0e 01 05 18

    ---------------------------------------

    -- notizblock 01 - miss smallworth ----

    ---------------------------------------

    8:0006 01 01 05 00 - values given by the c64 - track, sektor, irq-loader directive, offset

    8:0006 01 01 05 c0 - pass 1 - calculates the offset in the sector "last value" to read/write notes

    8:0006 01 01 05 e8 - pass 2 - calculates the offset in the sector "last value" to read/write notes

    8:0006 0e 03 05 e8 - pass 3 - calculates the track and sektor where the sector for the requested note is located (value 1 and 2)

    - - - - - - - - - -

    8:0006 01 05 05 00

    8:0006 01 05 05 c0

    8:0006 01 05 05 88

    8:0006 0e 04 05 88

    -------------------

    the rest is repeated, so I left it out.

    -------------------

    ------------------------------------------

    -- notizblock 02 - capt. overbight ----

    ------------------------------------------

    8:0006 02 00 05 00 - values given by the c64 - track, sektor, irq-loader directive, offset

    8:0006 02 00 05 80 - pass 1 - calculates the offset in the sector "last value" to read/write notes

    8:0006 0e 07 05 80 - pass 3 - calculates the track and sektor where the sector for the requested note is located (value 1 and 2)

    - - - - - - - - - -

    8:0006 02 01 05 00 - and so on

    8:0006 02 01 05 80 - and so on

    8:0006 02 01 05 a8 - and so on

    8:0006 0e 07 05 a8 - and so on

    - - - - - - - - - -

    8:0006 02 02 05 00

    8:0006 02 02 05 80

    8:0006 02 02 05 d0

    8:0006 0e 07 05 d0

    - - - - - - - - - -

    8:0006 02 03 05 00

    8:0006 02 03 05 80

    8:0006 02 03 05 f8

    8:0006 0e 07 05 f8

    - - - - - - - - - -

    8:0006 02 04 05 00

    8:0006 02 04 05 80

    8:0006 02 04 05 20

    8:0006 0e 08 05 20

    - - - - - - - - - -

    8:0006 02 05 05 00

    8:0006 02 05 05 80

    8:0006 02 05 05 48

    8:0006 0e 08 05 48

    - - - - - - - - - -

    8:0006 02 06 05 00

    8:0006 02 06 05 80

    8:0006 02 06 05 70

    8:0006 0e 08 05 70

    - - - - - - - - - -

    8:0006 02 07 05 00

    8:0006 02 07 05 80

    8:0006 02 07 05 98

    8:0006 0e 08 05 98

    - - - - - - - - - -

    8:0006 02 08 05 00

    8:0006 02 08 05 50

    8:0006 0f 09 05 50

    --------------------------------------------

    -- notizblock 03 - reverend godwin ----

    --------------------------------------------

    8:0006 03 00 05 00

    8:0006 03 00 05 40

    8:0006 0e 0b 05 40

    - - - - - - - - - -

    8:0006 03 01 05 00

    8:0006 03 01 05 40

    8:0006 03 01 05 68

    8:0006 0e 0b 05 68

    - - - - - - - - - -

    8:0006 03 02 05 00

    8:0006 03 02 05 40

    8:0006 03 02 05 90

    8:0006 0e 0b 05 90

    - - - - - - - - - -

    8:0006 03 03 05 00

    8:0006 03 03 05 40

    8:0006 03 03 05 b8

    8:0006 0e 0b 05 b8

    - - - - - - - - - -

    8:0006 03 04 05 00

    8:0006 03 04 05 40

    8:0006 03 04 05 e0

    8:0006 0e 0b 05 e0

    - - - - - - - - - -

    8:0006 03 06 05 00

    8:0006 03 06 05 40

    8:0006 03 06 05 30

    8:0006 0e 0c 05 30

    - - - - - - - - - -

    8:0006 03 07 05 00

    8:0006 03 07 05 40

    8:0006 03 07 05 58

    8:0006 0e 0c 05 58

    ------------------------------------

    -- notizblock 05 - judge carter ----

    ------------------------------------

    8:0006 05 00 05 00

    8:0006 05 00 05 c0

    8:0006 0e 12 05 c0

    - - - - - - - - - -

    8:0006 05 01 05 00

    8:0006 05 01 05 c0

    8:0006 05 01 05 e8

    8:0006 0e 12 05 e8

    - - - - - - - - - -

    8:0006 05 02 05 00

    8:0006 05 02 05 c0

    8:0006 05 02 05 10

    8:0006 0e 13 05 10

    - - - - - - - - - -

    8:0006 05 03 05 00

    8:0006 05 03 05 c0

    8:0006 05 03 05 38

    8:0006 0e 13 05 38

    - - - - - - - - - -

    8:0006 05 04 05 00

    8:0006 05 04 05 c0

    8:0006 05 04 05 60

    8:0006 0e 13 05 60

    - - - - - - - - - -

    8:0006 05 05 05 00

    8:0006 05 05 05 c0

    8:0006 05 05 05 88

    8:0006 0e 13 05 88

    - - - - - - - - - -

    8:0006 05 06 05 00

    8:0006 05 06 05 c0

    8:0006 05 06 05 b0

    8:0006 0e 13 05 b0

    - - - - - - - - - -

    8:0006 05 07 05 00

    8:0006 05 07 05 c0

    8:0006 05 07 05 d8

    8:0006 0e 13 05 d8

    - - - - - - - - - -

    8:0006 05 08 05 00

    8:0006 05 08 05 c8

    8:0006 0f 09 05 c8

    -------------------

    -- notizblock 06 --

    -------------------

    8:0006 06 00 05 00

    8:0006 06 00 05 80

    8:0006 0f 01 05 80

    - - - - - - - - - -

    8:0006 06 01 05 00

    8:0006 06 01 05 80

    8:0006 06 01 05 a8

    8:0006 0f 01 05 a8

    - - - - - - - - - -

    8:0006 06 02 05 00

    8:0006 06 02 05 80

    8:0006 06 02 05 d0

    8:0006 0f 01 05 d0

    - - - - - - - - - -

    8:0006 06 03 05 00

    8:0006 06 03 05 80

    8:0006 06 03 05 f8

    8:0006 0f 01 05 f8

    8:0006 0f 02 05 00

    - - - - - - - - - -

    8:0006 06 04 05 00

    8:0006 06 04 05 80

    8:0006 06 04 05 20

    8:0006 0f 02 05 20

    - - - - - - - - - -

    8:0006 06 05 05 00

    8:0006 06 05 05 80

    8:0006 06 05 05 48

    8:0006 0f 02 05 48

    - - - - - - - - - -

    8:0006 06 06 05 00

    8:0006 06 06 05 80

    8:0006 06 06 05 70

    8:0006 0f 02 05 70

    - - - - - - - - - -

    8:0006 06 07 05 00

    8:0006 06 07 05 80

    8:0006 06 07 05 98

    8:0006 0f 02 05 98

    - - - - - - - - - -

    8:0006 06 08 05 00

    8:0006 06 08 05 f0

    8:0006 0f 09 05 f0

    -------------------

    -- notizblock 07 --

    -------------------

    8:0006 07 00 05 00

    8:0006 07 00 05 40

    8:0006 0f 05 05 40

    - - - - - - - - - -

    8:0006 07 01 05 00

    8:0006 07 01 05 40

    8:0006 07 01 05 68

    8:0006 0f 05 05 68

    - - - - - - - - - -

    8:0006 07 03 05 00

    8:0006 07 03 05 40

    8:0006 07 03 05 b8

    8:0006 0f 05 05 b8

    - - - - - - - - - -

    8:0006 07 05 05 cc

    8:0006 07 05 05 40

    8:0006 07 05 05 08

    8:0006 0f 06 05 08

    - - - - - - - - - -

    8:0006 07 07 05 80

    8:0006 07 07 05 40

    8:0006 07 07 05 58

    8:0006 0f 06 05 58

    -------------------

    the value for the victim is 8 and will be treated separately.

  • You can flash small regions of the Easyflash consecutively (only erase are those unfortunate 64KB chunks).

    So you could store more and more notes on a formerly erased bank. You merely need to update a pointer to the current entry and handle the flash once it runs 'full'.

  • Stephan Scheuer


    Metal Gear.

    i know you are busy. ;)

    But i just want to put a link to another vice snapshot here, so i don't forget.


    bug at tank boss.

    sometimes crashes during battle or 100% afterwards.

    leave screen Up and return to tank screen.


    used latest WinVICE 3.2.0 (2019)

  • Thank you very much. You are welcome to take and upload snapshots. In that case, more is better. :) I put it in the "Metal Gear" game folder so that I can continue working on it later.

    If my code for "Murder on the Mississippi", I say it politely, didn't do such "unexpected things", maybe I'll start working on "Metal Gear" monday or tuesday.

  • Yes you are 100% right.


    I have translated my post #846. side 43 in this thread. You can also see the pictures there.


    -

    After you have escaped from the prison and entered the passage "see picture 1",

    the game crashes. Even the original is unplayable. The reason is that the directory sector is

    loaded exactly where the IRQ entry is. Usually the imported directory sector belongs to $0200-$02ff.

    Picture 2 shows another bug. In spite of the door being closed, you can move to the right and left,

    even through walls, which inevitably leads to a crash etc.


    Sorry, I'm not a game coder. "Holiday Games" was enough for me. In the game the charset would have

    to be changed, the save routine must save the correct variables, otherwise the hero is placed somewhere

    into the wall. If anyone could give me tips, I would be very grateful.

    -