Thanks for all the hard work on these games!
Disk2EasyFlash - Fertige Images
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Ebster -
2. Mai 2012 um 23:29 -
Erledigt
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Hello
Thank-you you all for the excellent collection of easyflash games..
I need some help with S.W.I.V on easyflash... when installed on actual easyflash 1.4.1 hardware the game will not run ? (Blue Screen)
an help would be great...
Also has anyone done a easyflash version of "Leathal Weapon" ???
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.
Bitte melde dich an, um diesen Link zu sehen.
I will create an EasyFlash version of Leathal Weapon in the next few days. Check back here in 4 to 5 days
Stephan
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Hi
Stephan
i had tried the the csbd version but i was using the "cart2chip" meathod to split the files into u3 and u4 and when you try to boot the easyflash cart you get a blue screen..
After this i tried the slow method with easyprog and this worked fine..
so i guess be carefull with using the cart2chip program...
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Just wanted to add...
a want to try and get hold of a crt version of "Lethal weapon" has anyone tried to convert this game ?
Grant
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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.
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Stephan
This would be Great !
i have been looking at C64 games made in the late 90`s for example Lethal Weapon which are considered rare..
Grant
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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?.
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What is the issue with MOTM ?
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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
Code
Alles anzeigen; ; ---- zp absolute adresses ---- ; a00 = $00 ; ; ---- fields ---- ; f0200 = $c900 f02fd = $c9fd f02fe = $c9fe f02ff = $c9ff ; ; ---- absolute adresses ---- ; f0300 = $ca00 a0301 = f0300+1 f0317 = f0300+17 f0318 = f0300+18 a0006 = $c806 a0007 = $c807 a0008 = $c808 a0009 = $c809 a000a = $c80a a000b = $c80b a000d = $c80d a000e = $c80e a0014 = $c814 a0015 = $c815 a1800 = $cffe a1c00 = $cfff ; ; ---- pointers ---- ; p0112 = $0112 ; ---- floppycode vom irq trackloader "murder on the mississippi" !to "motm-flcode.prg",cbm !cpu 6502 *= $c400 j0400 nop nop nop nop nop nop nop nop ldx #$00 lda #$20 loop01 sta $c900,x sta $ca00,x inx bne loop01 nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop lda #$03 sta a0006 ; ---- vom c64. generiert x-index pass 2. für das einfügen der notiz ab $0300 lda #$03 sta a0007 ; ---- vom c64. track und sektor nummer, generiert x-index pass 1. lda #$02 ; ---- testwerte #$02, #$05, #$07, #$08 sta a0008 ; ---- vom c64. dieser wert dient zur x-indizierung der sprungtabelle nop ; ---- ich nenne das direktive. #$0b direktiven versteht der irq-loader nop nop nop nop nop nop nop nop nop nop nop nop nop ldx a0008 ; ---- track and sector for buffer 1 bmi b0473 ; ---- nach adresse, wenn wert gleich oder größer ist als #$7f lda b0476-1,x sta a0472+1 lda f0481-1,x sta a0472+2 lda a0006 ; ---- track and sector for buffer 0 ldx a000e ; ---- track and sector for buffer 4 a0472 jmp j0535 ; ---- zeil wird durch sprungtabelle erstellt b0473 jmp j05bd b0476 !byte $c1,$d5,$39,$39,$8c,$33,$fd,$35,$14,$21,$0c ; ---- sprungtabelle low byte f0481 !byte $c6,$c6,$c6,$c6,$c4,$c6,$c4,$c5,$c5,$c5,$c5 ; ---- sprungtabelle high byte sp048c lsr ; ----- #$05 = notiz speichern lsr lsr lsr sta a0014 ; ---- disk id, drive 1 lda a0006 ; ---- track and sector for buffer 0 and #$0f a0498 sta a0006 ; ---- track and sector for buffer 0 lda #$00 sta a000e ; ---- track and sector for buffer 4 sta a000a ; ---- track and sector for buffer 2 a04a3 sta a0009 ldx a0007 cpx #$08 bne b04b9 jsr s05f2 jsr s0607 ldx a0006 a04b6 jmp j04c7 b04b9 ldx a0006 beq b04c1 jsr s05f2 b04c1 jsr s0607 ldx a0007 j04c7 beq b04cc jsr s0621 b04cc jsr s078d jsr s07a1 ; ---- der zu schreibende sektor wurde nach $0300 ins floppy ram geladen mtxt ldy a0009 ; ---- hier steht der offset, um den text von $0200 nach $0300 einzutragen ldx #$00 b04d7 lda f0200,x ; ---- gerade erstellte und zur floppy übertragene notiz sta f0300,y ; ---- eingelesener sektor. inhalt wird im selben sektor zurückgeschrieben inx cpx #$28 ; ---- maximal 40 zeichen pro notiz beq b04fa iny bne b04d7 stx a04f5+1 jsr s079d inc a000a jsr s078d jsr s07a1 a04f5 ldx #$08 ldy #$00 beq b04d7 b04fa jmp j052f sp04fd sta f0200,x ; ---- #$07 = zugehörigen textsektor laden und notiz text zur floppy senden inx lda a0007 sta f0200,x inx cpx #$28 bcc b050e sp050c ldx #$00 ; ---- #$0b = save spielstand b050e stx a000e jmp j0400 sp0514 sta f0300,x ; ---- #$09 = main menu laden inx lda a0007 sta f0300,x inx bne b050e sp0521 ldx #$00 ; ---- #$0a = load spielstand stx a000e inx stx a0006 lda #$0a sta a0007 j052f jsr s079d jmp j05b5 j0535 lda #$00 ; ---- #$08 = share the notes. notiz zur persohn laden sta a000a sta a0009 sta a07e6 sta a07e7 ldx a0007 beq b054b jsr s05f2 b054b lda #$01 sta a000b b0550 lda a000b beq b0560 jsr s078d jsr s07a1 lda #$00 sta a000b b0560 ldy a0009 lda f0300,y cmp #$20 bne b05a4 tya clc adc #$13 bcs b0599 sta a0014 tax b0574 lda f0300,x cmp #$20 bne b0599 dex cpx a0009 bne b0574 lda a0014 sta a0009 lda a07e6 clc adc #$14 sta a07e6 bcc b0595 inc a07e7 b0595 lda #$fc bne b05a4 b0599 inc a07e6 bne b05a1 inc a07e7 b05a1 lda f0300,y b05a4 jsr s0708 lda a07e7 cmp #$03 bcc b0550 lda a07e6 cmp #$c0 bcc b0550 j05b5 lda #$ff jsr s0708 jmp j0400 j05bd ldx #$00 lda #$20 b05c1 sta f0300,x inx bne b05c1 lda #$0e sta a0006 jsr s05e4 inc a0006 jsr s05e0 nop nop nop nop nop nop nop nop jmp j05b5 s05e0 lda #$0d bne b05e6 s05e4 lda #$14 b05e6 sta a0007 b05e9 jsr s079d dec a0007 bpl b05e9 rts s05f2 lda a0009 clc adc #$c0 sta a0009 lda a000a adc #$03 sta a000a dex bne s05f2 b0606 rts s0607 ldy a0014 beq b0606 b060c lda a0009 clc adc #$40 sta a0009 ; ---- der offset steht in dieser adresse lda a000a adc #$01 sta a000a dey bne b060c rts s0621 lda a0009 clc adc #$28 sta a0009 bcc b062f inc a000a b062f dex bne s0621 rts sp0633 sta a0664+1 ; ---- #$06 = main menu laden jmp j063e sp0639 lda #$03 ; ---- #$03 = liest directory sta a0664+1 j063e lda #$12 ; ---- und sortiert t/s werte der dateien in tabelle ein sta a0006 lda #$01 sta a0007 b0648 lda a0006 beq b06b7 jsr s07a1 lda f0300 sta a0006 lda a0301 sta a0007 ldx #$05 b065e lda f0300,x beq b06b7 a0664 cmp #$06 bne b06ae lda f02fd,x beq b06ae lda f0317,x beq b0680 cmp #$23 bcs b0680 sta a0014 lda f0318,x sta a0015 bcc b068c b0680 lda f02fe,x sta a0014 lda f02ff,x sta a0015 b068c lda a0008 cmp #$06 bne b06a2 lda a0014 sta a0006 lda a0015 sta a0007 jmp j06c1 b06a2 lda a0014 jsr s0708 lda a0015 jsr s0708 b06ae txa clc adc #$20 bcs b0648 tax bcc b065e b06b7 lda a0008 cmp #$06 beq b06d2 jmp j05b5 j06c1 lda #$00 sta a0009 jsr s07a1 lda f0300 sta a000d jsr s070b b06d2 jmp j0400 sp06d5 sta a0009 ; ---- #$02 = tell me abbout. (person im spiel) lda a0007 sta a000a lda #$01 sta a000b b06e3 lda a000b ; ---- testen, ob textblockende erreicht wurde beq b06f3 ; ---- wenn ja, nächsten textblock von disk laden jsr s0777 ; ---- track, sektor und offset im textblock berechene jsr s07a1 ; ---- textblock von disk nach $0300 laden lda #$00 sta a000b b06f3 ldy a0009 lda f0300,y sta a0700+1 jsr s0708 a0700 lda #$ff cmp #$ff ; ---- #$ff makiert das textende. bne b06e3 b0705 jmp j0400 ; ---- foppytreiber in wartestellung versetzen s0708 sta a000d s070b nop ; ---- ein textbyte zum c64 übertragen. nop nop b070e nop nop nop nop nop nop nop nop nop nop nop nop b071a nop nop b071c nop nop nop nop nop nop nop b0723 nop nop nop nop nop nop nop b072a nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop nop lda a0008 cmp #$01 beq b075a cmp #$08 beq b074a cmp #$02 bne b0756 b074a inc a0009 ; ---- text offset um einen erhöhen bne b0755 ; ---- wenn zeroflag gesetzt dann inc a000a ; ---- die kennung für blockende erreicht setzen inc a000b ; ---- die kennung für blockende erreicht setzen b0755 rts b0756 cmp #$06 bne b0755 b075a inc a0009 beq b0755 ldy a0009 lda f0300,y sta a000d cpy #$c0 bne b0774 nop nop nop nop nop nop nop nop b0774 jmp s070b s0777 ldx #$00 jsr s078f clc adc #$0c cmp #$15 bcc b0786 sbc #$15 inx b0786 sta a0007 stx a0006 rts s078d ldx #$0d s078f lda a000a sec b0793 sbc #$15 inx bcs b0793 adc #$15 jmp b0786 s079d nop nop nop nop s07a1 rts ; ---- liest textblock in floppypuffer ab $0300 nop b07a3 nop nop nop nop nop nop nop nop nop nop nop nop nop nop b07b1 nop nop nop nop nop nop nop b07b8 nop nop nop nop nop b07be nop nop nop nop nop nop jmp j0400 b07c6 ldx a00 bmi b07be cpx #$02 bcc b07dd rol cpx #$0b beq b07dd asl cpx #$08 beq b07dd asl cpx #$0f bne b07b1 b07dd ora a07e5 sta a07e5 sei rts a07e5 !byte $00 a07e6 !byte $00 a07e7 !byte $00 -
Bitte melde dich an, um diesen Link zu sehen.
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.
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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...

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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 ?
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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.
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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 thetrack "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 (Bitte melde dich an, um diesen Link zu sehen.) 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
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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
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-- 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.
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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'.
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OK, das werde ich mal untersuchen. Aber dein Tipp ist auch super für die noch nicht fertige Easyflash Version "Grand Prix Circuit" von Accolade, geeignet.
Hokuto Force hat zwar schon eine Version veröffentlicht, nur wollte ich da nun nicht den Code klauen. Sowas gehört sich nicht.


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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)
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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.
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Honestley, there's no rush!
The game has been broken for as long as i can remember.

Working from disks that do not load due to corruption or emu problems is a major headache.
I guess a few bugs will be almost impossible to fix without a rewrite of large chunks of code.

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Yes you are 100% right.
I have translated my post #846. side 43 in this thread. You can also see the pictures there.
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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.
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