CN4 auf Post #1 sieht um einen Pin falsch ausgerichtet aus.
Beiträge von CentralPerk
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Finde das nur leider gerade nicht wieder.
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Do I need the Ramcard for this customization? The 256 Kb must be there.
I'm afraid so, as the whole game is loaded into the SCPU Ramcard on boot.
And you tried the newest version, which seems to be this here (can not be found in the CSDB by the way)?
I've tried the version from the C64 Wiki which I thought was the latest. I will try the one you posted asap.
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Congrats for this long awaited conversion. The game loads fine using a SD2IEC with v1.x firmware but hangs after the trainer screen on a similar drive with v0.x firmware, so anyone having this issue try upgrading the drive to the latest firmware first.
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You could try, if the game works correctly with SJLOAD on the SD2IEC.
SJLOAD doesn't seem to work with the SCPU and, unfortunately, I don't have an FC3 to test it either.
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I've benchmarked Sonic SCPU loading times with different setups:
Real C64 + SCPU + SD2IEC + JiffyDOS ... 00:38
Real C64 + SCPU + 1581 + JiffyDOS ... 00:57 (same in vice)
Real C64 + SCPU + SD2IEC + stock ROM ... 06:12
Real C64 + SCPU + 1581 + stock ROM ... 06:42 (same in vice)
As you can see, the SD2IEC + JiffyDOS combo is unbeatable.
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Just updated the trainer with the fix suggested by Stephan Scheuer. Now P (and RUN/STOP) should work as intended.
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Works great now. Congrats!
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The vertical piece of wood is mostly ok. It's the horizontal one which looks corrupted.
The image below shows how both pieces of wood appear on a REU crack from CSDb.
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Yes, it's also present on first release.
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There is a minor graphic glitch (both in fix1+fix2) at the jungle level, just when you reach the first waterfall. Look at magic box and the falling piece of wood. Snapshot attached.
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Spikes seem to be harmless to Sonic on both SCPU versions.
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The game code is always 100% ok. The timing is total messed up.
Just looked at the code again. The game uses HSP/VSP to scroll the screen horizontally, that explains the screen offsets mentioned a few posts ago (ie. HSP/VSP not working) and your references to 'vertical' scroll (ie. $D011) and 'timing' issues.
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No CLI before calling $FFxx?
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Unfortunately, vertical scrolling doesn't work properly.
Maybe you mean horizontal scrolling? (ie. second and third screens to the left)
Can someone give me a hint what it could be.
Fine x-scroll is defined by bits 0-2 of $d016. After scrolling 8 bits either side you must shift the screen one char in the same direction and restart the $d016 count:
$d016 = xxxxx000 <---- 0
$d016 = xxxxx001 <---- 1
[...]
$d016 = xxxxx110 <---- 6
$d016 = xxxxx111 <---- 7
(shift screen and restart)
The cause of the shaking could be due to a missed attempt to shift the screen after $d016 has made its job. The screen update code is at $5dc4 (color) and $5e54 (screen).
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Not sure if this is related but second and third screens to the left have a minor vertical and horizontal offset when compared to the original.
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The bitmap mode bit is enabled somewhere near the bottom of the screen but it doesn't seem to be properly disabled later so bitmap mode stays enabled all the time.
.C:4fb4 A9 39 LDA #$39 <---- %xx1x xxxx (bitmap mode enabled)
.C:4fb6 8F 11 D0 SAX $D011
If you change:
> 4fb6 ad <---- turns SAX into LDA
> d011 19 <---- %xx0x xxxx (bitmap mode disabled)
Then char mode temporarily comes back.
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I just got the game Dark Castel from Three-Sixty, the tape version adapted to the EasyFlasch. That was a huge amount of work.
Congrats on another fine EF release.
I'm going to recode the menu so that you can press the Y or N keys, which will then automatically jump to the next trainer entry.
Maybe you could add a brief on-screen hint about key+joy operation and/or a trainer version number to keep track of different trainer revisions ie. v1.0 for key only mode, v1.1 for key+joy mode, etc. Also, "hit return to start" should remain in dark brown until item is selected.
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My lucky number is 3062