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ProDOS port bug report [message #380006] Wed, 23 January 2019 13:22 Go to next message
qkumba is currently offline  qkumba
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I'm abandoning the old thread in order to create dedicated entries.
This one is intended for anyone to announce bugs or issues with ProDOS ports.
Re: ProDOS port bug report [message #380951 is a reply to message #380006] Mon, 11 February 2019 16:59 Go to previous messageGo to next message
Anonymous
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Originally posted by: frank_o_rama

Had some fun with these new double-hires titles over the weekend. Thanks for this latest crop! Unfortunately I wasn't able to get either Commando or Ikari Warriors working, on either my //c or Virtual II.

For Ikari, I traced it out to some code that gets executed on zero-page that includes a BRK (@ $72). The BRK vector sends PC to $86E9 where it loops forever. This happens on the first screen, just after the "skull" barracks. Sometimes it will show the first screen then hang immediately without drawing the characters.

Commando won't start up on //c (Hangs on the first screen), and shows some graphic artifacts under Virtual II but with normal character/enemy motion.

Kid Niki has graphic artifacts as well. Just on the first screen. Seems to clear up once you're past that (or if you die there). I think the 4am crack does the same thing. Feels very much like an unfinished game.

F
Re: ProDOS port bug report [message #380963 is a reply to message #380951] Mon, 11 February 2019 19:18 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Melody Ayres-Griffiths

Got to second screen in Ikari Warriors on microM8, and Commando works fine too... Kid Niki has a little rectangle of some kind of graphics corruption right where you first start but that's all I could find

On Tuesday, February 12, 2019 at 8:59:07 AM UTC+11, frank_...@hotmail.com wrote:
> Had some fun with these new double-hires titles over the weekend. Thanks for this latest crop! Unfortunately I wasn't able to get either Commando or Ikari Warriors working, on either my //c or Virtual II.
>
> For Ikari, I traced it out to some code that gets executed on zero-page that includes a BRK (@ $72). The BRK vector sends PC to $86E9 where it loops forever. This happens on the first screen, just after the "skull" barracks.. Sometimes it will show the first screen then hang immediately without drawing the characters.
>
> Commando won't start up on //c (Hangs on the first screen), and shows some graphic artifacts under Virtual II but with normal character/enemy motion..
>
> Kid Niki has graphic artifacts as well. Just on the first screen. Seems to clear up once you're past that (or if you die there). I think the 4am crack does the same thing. Feels very much like an unfinished game.
>
> F
Re: ProDOS port bug report [message #380974 is a reply to message #380951] Mon, 11 February 2019 22:27 Go to previous messageGo to next message
Alex Lee is currently offline  Alex Lee
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On 2019-02-11 21:59:06 +0000, frank_o_rama@hotmail.com said:

> Had some fun with these new double-hires titles over the weekend.
> Thanks for this latest crop! Unfortunately I wasn't able to get either
> Commando or Ikari Warriors working, on either my //c or Virtual II.
>
> For Ikari, I traced it out to some code that gets executed on zero-page
> that includes a BRK (@ $72). The BRK vector sends PC to $86E9 where it
> loops forever. This happens on the first screen, just after the "skull"
> barracks. Sometimes it will show the first screen then hang immediately
> without drawing the characters.
>
> Commando won't start up on //c (Hangs on the first screen), and shows
> some graphic artifacts under Virtual II but with normal character/enemy
> motion.
>
> Kid Niki has graphic artifacts as well. Just on the first screen. Seems
> to clear up once you're past that (or if you die there). I think the
> 4am crack does the same thing. Feels very much like an unfinished game.
>
> F

I was going to do a more detailed bug report, but I can echo these
issues on a ROM03 IIGS with CFFA3000.

Commando and Ikari Warriors seem to take a while to start after
selecting 'J' for joystick. Commando has definite artefacts appearing
when scrolling. Ikari also crashes every time when a new object appears
from the top the right, after the skull looking dug-out.

Kid Niki has had minor graphic artefacts as well, but played fine as
far as I got with it.

Platoon and Robocop played absolutely perfectly. Heavy Barrel seemed to
work well, although I only got through the first level.

In Batman, I got to a screen where I went down a yellow ladder
(descending down in profile/side view) I then got to another screen,
but it looked like there was some graphics corruption, but I couldn't
see anything (was Batman surrounded in darkness?) I somehow died in
this state and the game had to start again.

I was going to reference the 4am cracks (and earlier cracks) to see if
these issues were apparent in those and not caused by the ProDOS
conversion, but out of time for now and thought it more important to
reiterate the same issues others are having.

- Alex
Re: ProDOS port bug report [message #381007 is a reply to message #380974] Tue, 12 February 2019 15:08 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Kid Niki has an uninitialised something that causes the corruption.
It's not visible when launched from BASIC. I didn't investigate it.
I agree that it looks unfinished.

In Batman, the dark room is intentional. You're supposed to find in another room a source of light before you enter.

I'll check Commando and Ikari Warriors. Both were troublesome because of how they use memory (running from aux text screen, expecting the screen holes to be maintained across disk access, etc). I must have missed something.
Both are very slow to acknowledge the initial keypress.
Re: ProDOS port bug report [message #381247 is a reply to message #381007] Mon, 18 February 2019 14:20 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Ikari Warriors is fixed and uploaded.
Commando runs now in Virtual II but has graphical glitches and the guard patterns are different.
It might be relying on uninitialised something. I'm looking for the cause, and then I'll fix it.
Re: ProDOS port bug report [message #381486 is a reply to message #380006] Thu, 28 February 2019 01:29 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

The Games- Summer Edition: doesn't work from hard drive, only the .po image (crashes after photo intro and before "Epyx" logo). Seems to work otherwise.


Lancaster: doesn't work on real or emulated //gs (hangs after showing "Silicon Valley Systems" title).


Ikari Warriors: No visual artifacts now. Still hangs just before the first bridge on real hardware and emulation.


Commando: additionally, hangs at high score entry after game over.
Re: ProDOS port bug report [message #381487 is a reply to message #381486] Thu, 28 February 2019 13:19 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> The Games- Summer Edition: doesn't work from hard drive, only the .po image (crashes after photo intro and before "Epyx" logo). Seems to work otherwise.

Hardware or emulation? How did you start it?
I can't reproduce it in MAME or AppleWin when launched from BASIC in a subdirectory, for example.

> Lancaster: doesn't work on real or emulated //gs (hangs after showing "Silicon Valley Systems" title).

This is a bug in the original game code. I will try to fix it.

> Ikari Warriors: No visual artifacts now. Still hangs just before the first bridge on real hardware and emulation.

Something about the screen holes is causing this. I'll check again what I did wrong.

> Commando: additionally, hangs at high score entry after game over.

Probably a similar cause to Ikari Warriors.
Re: ProDOS port bug report [message #381489 is a reply to message #381487] Thu, 28 February 2019 17:06 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

The Games- Summer Edition: My bad. I had the older version from December. Re-downloaded from asimov and it's working fine now.

f



On Thursday, February 28, 2019 at 10:19:26 AM UTC-8, qkumba wrote:
>> The Games- Summer Edition: doesn't work from hard drive, only the .po image (crashes after photo intro and before "Epyx" logo). Seems to work otherwise.
>
> Hardware or emulation? How did you start it?
> I can't reproduce it in MAME or AppleWin when launched from BASIC in a subdirectory, for example.
>
Re: ProDOS port bug report [message #381503 is a reply to message #381489] Fri, 01 March 2019 10:39 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Great, thanks for letting me know.
I will try today to fix Lancaster, and then research the Quicksilver issues further.
Re: ProDOS port bug report [message #381607 is a reply to message #380006] Tue, 05 March 2019 16:58 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

Spider.Raid - Doesn't run from hard drive. After InSoft logo it crashes with junk on hires screen, some ominous sounds, and then deletes itself (!). Removes both loader.sys and binary file from subdirectory. Disk version seems to work fine. Seems to maybe be some kind of ROM check, as it works on ][+ and older //e, but not on newer //e or //gs. I thought this one was good, but I must have only checked it on my ][+ (where it works fine).


I have a few reports for the //gs specifically, but I'm still working though what's going wrong and why.

Also, I've found a few games that require the "Alternate Display Mode" set on the //gs. I have a snippet of code I've added to those LOADER.SYSTEMs that sets the correct mode if it detects a //gs. Not sure if this matches your "porting philosophy" though.

f
Re: ProDOS port bug report [message #381608 is a reply to message #381607] Tue, 05 March 2019 17:20 Go to previous messageGo to next message
Antoine Vignau is currently offline  Antoine Vignau
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38 20 1F FE B0 03 20 62 F9 ...
Re: ProDOS port bug report [message #381634 is a reply to message #381607] Wed, 06 March 2019 13:17 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> I have a few reports for the //gs specifically, but I'm still working though what's going wrong and why.

I'll accept even reports that something just doesn't work.
I can try a GS emulator to reproduce the effect.

> Also, I've found a few games that require the "Alternate Display Mode" set on the //gs. I have a snippet of code I've added to those LOADER.SYSTEMs that sets the correct mode if it detects a //gs. Not sure if this matches your "porting philosophy" though.

Lots of Datasoft hit that one. As far as I remember, ROM1 can't do it properly, so I didn't add support for it. I can revisit that.
Re: ProDOS port bug report [message #381635 is a reply to message #381608] Wed, 06 March 2019 13:18 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> 38 20 1F FE B0 03 20 62 F9 ...

Thanks Antoine, I'll try it.
Re: ProDOS port bug report [message #381643 is a reply to message #381635] Wed, 06 March 2019 16:01 Go to previous messageGo to next message
Antoine Vignau is currently offline  Antoine Vignau
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On Wednesday, March 6, 2019 at 7:18:03 PM UTC+1, qkumba wrote:
>> 38 20 1F FE B0 03 20 62 F9 ...
>
> Thanks Antoine, I'll try it.

TEXT2COPY = $F962
IDROUTINE = $FE1F ; carry clear if IIgs

SEC
JSR IDROUTINE
BCS notIIgs
JSR TEXT2COPY
notIIgs ; * user's not using the best Apple II machine

;-)
Re: ProDOS port bug report [message #381655 is a reply to message #381634] Wed, 06 March 2019 16:39 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

On Wednesday, March 6, 2019 at 10:17:42 AM UTC-8, qkumba wrote:
>
> Lots of Datasoft hit that one. As far as I remember, ROM1 can't do it properly, so I didn't add support for it. I can revisit that.


Yes. Goonies, Mr Do, and both Pacman versions (joystick calibration screen). Also, the lores intro animation in Pollywog uses page 2, as well as the text shown before Stellar 7 switches into hires mode.

Antoine, did setting Alt Display Mode the ROM1 also change the speed back to fast? I have a ROM3 now but seem to recall something different about ROM1. Reminded me of your comments how to properly set the speed and black background.

"It is not safe to play with bits 4-7 of $C034 (CLOCKDATA) and bit 7 change of $C036 (CYAREG) can be simplified:

SETGS
LDA #$0F
TRB CLOCKDATA
LDA #$80
TRB CYAREG
RTS"
Re: ProDOS port bug report [message #381657 is a reply to message #381655] Wed, 06 March 2019 17:23 Go to previous messageGo to next message
Antoine Vignau is currently offline  Antoine Vignau
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On Wednesday, March 6, 2019 at 10:39:35 PM UTC+1, frank_...@hotmail.com wrote:
> On Wednesday, March 6, 2019 at 10:17:42 AM UTC-8, qkumba wrote:
>>
>> Lots of Datasoft hit that one. As far as I remember, ROM1 can't do it properly, so I didn't add support for it. I can revisit that.
>
>
> Yes. Goonies, Mr Do, and both Pacman versions (joystick calibration screen). Also, the lores intro animation in Pollywog uses page 2, as well as the text shown before Stellar 7 switches into hires mode.
>
> Antoine, did setting Alt Display Mode the ROM1 also change the speed back to fast? I have a ROM3 now but seem to recall something different about ROM1. Reminded me of your comments how to properly set the speed and black background.
>
> "It is not safe to play with bits 4-7 of $C034 (CLOCKDATA) and bit 7 change of $C036 (CYAREG) can be simplified:
>
> SETGS
> LDA #$0F
> TRB CLOCKDATA
> LDA #$80
> TRB CYAREG
> RTS"

The code above will set the IIgs to 1 MHz.

TEXT2COPY info:
*
* Due to limited space, differentiation between Gyro
* and gs can't insert here, thus move TEXT2COPY to
* TEXT2COPYFF. Entry point must be maintained.
*
* This routine installs a heartbeat task
* that copies text page 2 to bank E0 for
* the Mega // to display on every VBL.
*
* This is a toggle (enable/disable) routine.
* If auto text copy is on, on entry, it is disabled on exit.
* If auto text copy is off, on entry, it is enabled on exit.
*

and
*
* This routine installs a heartbeat task
* that copies text page 2 to bank E0 for
* the Mega // to display on every VBL.
*
* This is a toggle (enable/disable) routine.
* If auto text copy is on, on entry, it is disabled on exit.
* If auto text copy is off, on entry, it is enabled on exit.
*
* For Gyro, no heart beat task is required.
* Toggle hardware bit5 of shadow register, $c035
* is equivalent to software copying.
*
* This routine can be invoked from Classic Desk Accessory
* or mainside entry point $f962. In the case of CDA, an
* interrupt occurred and the enviroments are stored and restored
* during in and out of the CDA, this includes store and restore of
* SHADOW reg, therefore it is necessay to update IRQ_SHADOW to
* reflect the most current states of shadowing. When exits, then
* restoring of SHADOW reg from IRQ_SHADOW would show the users'
* preference states.

and
* A routine to set text page2 shadowing register ($c035, bit5)
* probably for original //gs and new machine
* For gs, when exit 'c'=0 else 'c'=1

; SEG $FF
SETTEXT2REG EQU *
; SEG $00
PHB ; Save data bank
JSR DBTOE1 ;Set to $e1 bank
LDA |KEYUCVER ;Get keyucver #
CMP #$06 ;If > $06, then using new CYA chip
BCC @2 ;Bra if not, old FPI chip
LDA |TP2MODE ;Chk for already on/off
BNE @2 ;Bra if already off
LDA #$20 ;Else it is on, need to turn off
TSB SHADOW ;Set off
BRA @3 ;Bra to end

@2 EQU *
LDA #$20 ;Previous on is off, set on now
TRB SHADOW ;Set on, no effect for gs board
@3 PLB ;Restore data bank
RTS ;Return to caller

To answer your question: I do not know but it is possible that the "original" speed be restored. If so, code can be written as:

CLOCKDATA = $c034
CYAREG = $c036
TEXT2COPY = $f962
IDROUTINE = $fe1f

SEC
JSR IDROUTINE
BCS notIIgs
JSR TEXT2COPY
LDA #$0f
TRB CLOCKDATA
LDA #$80
TRB CYAREG
notIIgs ...
Re: ProDOS port bug report [message #381687 is a reply to message #381634] Thu, 07 March 2019 11:23 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

On Wednesday, March 6, 2019 at 10:17:42 AM UTC-8, qkumba wrote:
> As far as I remember, ROM1 can't do it properly


I tried it using Pollywog and it seems to work similarly on both ROM revisions. I don't have an actual ROM1 to test with though.
Re: ProDOS port bug report [message #381695 is a reply to message #381687] Thu, 07 March 2019 13:43 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Lancaster, Command, and Ikari Warriors, seem to be fixed now.
Re: ProDOS port bug report [message #381730 is a reply to message #381695] Fri, 08 March 2019 15:49 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

Lancaster and Ikari appear to be working well.

Commando - the ".dsk" seems to work. the ".do" still has visual artifacts under Virtual II. the ".do" works on real //e and //gs, however. I haven't tested the ".dsk" on hard drive yet (wasn't sure the difference between the two. 128 vs 48k?). It seems like the title screen got shifted to the left a bit on both, though.


On Thursday, March 7, 2019 at 10:43:45 AM UTC-8, qkumba wrote:
> Lancaster, Command, and Ikari Warriors, seem to be fixed now.
Re: ProDOS port bug report [message #382477 is a reply to message #381730] Tue, 26 March 2019 17:22 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

Sorry nevermind, i just looked at Commando again and the title is off-center on the original as well.


On Friday, March 8, 2019 at 12:49:58 PM UTC-8, frank_...@hotmail.com wrote:
>
> Commando - It seems like the title screen got shifted to the left a bit on both, though.
>
>
Re: ProDOS port bug report [message #382654 is a reply to message #382477] Tue, 02 April 2019 06:29 Go to previous messageGo to next message
Alex Lee is currently offline  Alex Lee
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I'm still trying to play all the way through Captain Goodnight for a
complete bug test. I came very close to finishing it in the last week,
probably a screen away from the Doomsday Device.

Some advice on anyone trying to finish the game:

On Doom Island, go down the elevator to N3 and get off there – forget
getting off at N1 and N2 – they’ll simply waste your time.

When you get to the second group of elevator shafts, go directly to S3
– skip S1 and S2, as they’re time wasters again.

- Alex
Re: ProDOS port bug report [message #382667 is a reply to message #382654] Tue, 02 April 2019 13:27 Go to previous messageGo to next message
gids.rs is currently offline  gids.rs
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On Tuesday, April 2, 2019 at 4:29:56 AM UTC-6, Alex Lee wrote:
> I'm still trying to play all the way through Captain Goodnight for a
> complete bug test. I came very close to finishing it in the last week,
> probably a screen away from the Doomsday Device.
>
> Some advice on anyone trying to finish the game:
>
> On Doom Island, go down the elevator to N3 and get off there – forget
> getting off at N1 and N2 – they’ll simply waste your time.
>
> When you get to the second group of elevator shafts, go directly to S3
> – skip S1 and S2, as they’re time wasters again.
>
> - Alex



Approximately how much time out of your life was wasted spent on finding out that N1 and N2, and, S1 and S2 were a waste of time?
Re: ProDOS port bug report [message #382675 is a reply to message #382667] Tue, 02 April 2019 21:19 Go to previous messageGo to next message
Michael AppleWin Debu is currently offline  Michael AppleWin Debu
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LOL, nice meta reference Rob!
Re: ProDOS port bug report [message #385297 is a reply to message #382675] Sun, 21 July 2019 10:45 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Zaxxon would crash when restarting a game. This is now fixed.
Re: ProDOS port bug report [message #386299 is a reply to message #385297] Sat, 24 August 2019 14:09 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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I finally tracked down the graphical issues with Commando and Virtual II. It's specific to SmartPort (i.e. 3.5" or hard disk) access, and the result of my bad advice to Gerard.
It turns out that real SCSI firmware behaves exactly like Virtual II used to do, so Virtual II was correct at the time, and now it's wrong. I've asked him to change it back.
Re: ProDOS port bug report [message #386599 is a reply to message #380006] Sat, 31 August 2019 22:19 Go to previous messageGo to next message
Alex Lee is currently offline  Alex Lee
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Knights of Legend doesn't seem to work on my ROM3 IIGS with CFFA3000.

Launching the game from GS/OS or directly from ProDOS 8 v2.0.3, the
screen fills up with the letter "P" and continues to draw the screen
with "P" infinitely until forcing a restart. This is when the 32meg
ProDOS volume was mounted 6th after other volumes.

Knowing that however, and that ProDOS 8 isn't always good at
recognising drives beyond 4 partitions, I made it run from a second
position from the CFFA3000. This time it displays:

MICRODOS (C) 1989 BY
TOOD MITCHELL PORTER

but progresses no further.

The third thing I tried was running it directly from the disk image
uploaded to Asimov with ProDOS 8 v1.2. This time it gets to:

MICRODOS (C) 1989 BY
TOOD MITCHELL PORTER

but then returns to the ProDOS 8 v1.2 screen and loops endlessly between them.

It's an exciting prospect to run all these later advanced RPGs without
disk swapping though!

Alex
Re: ProDOS port bug report [message #386600 is a reply to message #386599] Sat, 31 August 2019 22:33 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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Did you add KoL to your hard drive image then? I can try it in my IIgs and IIe setups and see if it works.
Re: ProDOS port bug report [message #386601 is a reply to message #386600] Sat, 31 August 2019 22:40 Go to previous messageGo to next message
Alex Lee is currently offline  Alex Lee
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On 2019-09-01 02:33:21 +0000, Tempest said:

> Did you add KoL to your hard drive image then? I can try it in my IIgs
> and IIe setups and see if it works.

I'd only added it to my 8-bit games collection locally so far. I don't
include new ProDOS conversions on the downloadable version from
WITA2GS? until I know they work (well enough).

Alex
Re: ProDOS port bug report [message #386602 is a reply to message #386601] Sat, 31 August 2019 22:47 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Frank M.

On Saturday, August 31, 2019 at 7:40:44 PM UTC-7, Alex Lee wrote:
> On 2019-09-01 02:33:21 +0000, Tempest said:
>
>> Did you add KoL to your hard drive image then? I can try it in my IIgs
>> and IIe setups and see if it works.
>
> I'd only added it to my 8-bit games collection locally so far. I don't
> include new ProDOS conversions on the downloadable version from
> WITA2GS? until I know they work (well enough).
>
> Alex


Can confirm problems. Just reboots on Virtual II, after the "Micro Dos" screen (both hard drive image and disk image). Haven't tried it on actual hardware yet.
Re: ProDOS port bug report [message #386623 is a reply to message #386602] Sun, 01 September 2019 20:31 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Frank M.

On Saturday, August 31, 2019 at 7:48:00 PM UTC-7, Frank M. wrote:
> On Saturday, August 31, 2019 at 7:40:44 PM UTC-7, Alex Lee wrote:
>> On 2019-09-01 02:33:21 +0000, Tempest said:
>>
>>> Did you add KoL to your hard drive image then? I can try it in my IIgs
>>> and IIe setups and see if it works.
>>
>> I'd only added it to my 8-bit games collection locally so far. I don't
>> include new ProDOS conversions on the downloadable version from
>> WITA2GS? until I know they work (well enough).
>>
>> Alex
>
>
> Can confirm problems. Just reboots on Virtual II, after the "Micro Dos" screen (both hard drive image and disk image). Haven't tried it on actual hardware yet.

works on real ][+. Doesn't work on real //e.
f
Re: ProDOS port bug report [message #386649 is a reply to message #386623] Tue, 03 September 2019 02:51 Go to previous message
qkumba is currently offline  qkumba
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It's profiling the hardware and misbehaves if it finds a SCSI card, which I didn't test.
I've disabled that part and re-uploaded.
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