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Re: Total Replay Problems [message #386422 is a reply to message #386421] Tue, 27 August 2019 11:42 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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> So yes, your joystick was not detected.
> Can you confirm that your joystick works if you boot, say, Choplifter manually? If so, then we have a detection issue that we need to fix.

Next time I have my hard drive hooked up to my IIgs I'll give it a try. It's possible the joystick had come partially unplugged with all the moving I was doing. Since no one else has reported that problem I'm guessing that's what it was.
Re: Total Replay Problems [message #386481 is a reply to message #386421] Wed, 28 August 2019 06:48 Go to previous messageGo to next message
Anonymous
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Originally posted by: Anthony Adverse

> The two things that reduce the count of available games are joystick present or not, and 128kb vs 64kb.
> It's 203 games with both joystick and 128kb.
> It's 183 games with joystick but only 64kb.
> It's 152 games with no joystick but 128kb.
> It's 139 games with no joystick and only 64kb.

I would guess in this day and age it would be unusual, but there might be a case for detecting 48k too... My original II+ only had 48k I could never find a language card for it back then.

A
Re: Total Replay Problems [message #386512 is a reply to message #386481] Wed, 28 August 2019 12:43 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Our only detection for 48kb would be in order to reject the machine.
We can't run in 48kb. The interface requires 64kb in order to live in the LC and allow 48kb demos to run and exit to the interface without a reboot.
Re: Total Replay Problems [message #386716 is a reply to message #385786] Thu, 05 September 2019 21:08 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> I can do more testing tomorrow for you. The only thing I've noticed not
> working in Total Replay are the screenshots for the 128K DHRG games like
> Airheart. When you get to one of those games the screenshot area is empty
> and I think it says something like "Press Tab for more Screenshots", but if
> you do it either hangs or crashes.

This should be fixed now. It was specific to SCSI cards, where I missed a soft-switch.
Re: Total Replay Problems [message #386718 is a reply to message #386716] Thu, 05 September 2019 22:37 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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Great! Is the new version available somewhere? Will this also fix Pitch Dark/Darker?
Re: Total Replay Problems [message #386719 is a reply to message #386718] Fri, 06 September 2019 01:42 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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One thing at a time. A new release is getting ready.
I haven't checked Pitch Dark yet.
Re: Total Replay Problems [message #386729 is a reply to message #386719] Fri, 06 September 2019 12:09 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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Sorry, I didn't mean to rush you. Can you give a little more detail on the issue? I'm curious.
Re: Total Replay Problems [message #386734 is a reply to message #386729] Fri, 06 September 2019 13:18 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> Sorry, I didn't mean to rush you.

:-) It's fine.

> Can you give a little more detail on the issue? I'm curious.

For the SCSI thing, when reading into aux memory, both aux read and write must be active, otherwise the SCSI BIOS will crash. It happens because the BIOS writes a RTS to a screen hole and then tries to run it, so that the return address is saved on the stack, and then the BIOS can work out which slot it's in. If aux read isn't enabled at the time, then the RTS isn't seen by the CPU and it runs garbage instead.
All of my game ports should do the right thing. I cut a softswitch to save space for screenshots (we had run out of code space at the time), which introduced the bug. We refactored just before release so that I didn't need to save the space anymore, but the bug remained.
CFFA doesn't use that technique to know its slot, which is why the bug wasn't reported more widely.
Re: Total Replay Problems [message #386738 is a reply to message #386734] Fri, 06 September 2019 19:59 Go to previous messageGo to next message
Steve Nickolas is currently offline  Steve Nickolas
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On Fri, 6 Sep 2019, qkumba wrote:

> For the SCSI thing, when reading into aux memory, both aux read and
> write must be active, otherwise the SCSI BIOS will crash. It happens
> because the BIOS writes a RTS to a screen hole and then tries to run it,
> so that the return address is saved on the stack, and then the BIOS can
> work out which slot it's in. If aux read isn't enabled at the time,
> then the RTS isn't seen by the CPU and it runs garbage instead.

You'd think it'd just use JSR $FF58.

-uso.
Re: Total Replay Problems [message #386743 is a reply to message #386738] Fri, 06 September 2019 23:39 Go to previous messageGo to next message
Anonymous
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Originally posted by: fadden

On Friday, September 6, 2019 at 4:59:30 PM UTC-7, Steve Nickolas wrote:
> You'd think it'd just use JSR $FF58.

Or if the LC state is unknown, stick the RTS at the very bottom of the stack ($100)... if you're so close to running out of stack that the return address tramples your RTS, bad things will probably happen right after you re-enable interrupts, so you might as well give up anyway. :-)
Re: Total Replay Problems [message #386757 is a reply to message #386743] Sat, 07 September 2019 12:42 Go to previous message
qkumba is currently offline  qkumba
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The PROM does it during startup, too. I suppose that they copied it to the general routine because it works.
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