Re: new ProDOS ports [message #329763 is a reply to message #329756] |
Thu, 06 October 2016 02:02 |
qkumba
Messages: 1584 Registered: March 2013
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> These, I take it, all run under Prodos?
Yes, they are all hard-disk installable file sets.
Some of them require ProDOS in order to run, but all of them are being shared on ProDOS-format disk images. I've stopped doing the equivalent on DOS.
> When you finally call it quits, can you upload a hard drive volume with all your work?
That might been quite some time from now. In the meantime, there is a single directory on Asimov (/images/games/collections/san_inc_prodos/) that holds them all.
> Having said that, I believe each file contains self-extracting code? And if so, can the files be made even smaller and be selected from a single program selector that has the extractor?
Each of the "xk file" samples are directly-executable binaries. They are the complete product, not self-extracting archives.
That is, where possible, I have combined all of the loaded code into a single executable. That includes the multiple title screens, etc - whatever was displayed on the original.
For the samples that for whatever reason can't be combined into a single file, the multiple files have similar names for easy grouping. You can put those into a directory and run from there.
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Re: new ProDOS ports [message #329778 is a reply to message #329777] |
Thu, 06 October 2016 16:10 |
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Originally posted by: John Brooks
On Thursday, October 6, 2016 at 1:06:00 PM UTC-7, qkumba wrote:
> Tomahawk 33k file (yes, just one file) is in Asimov /incoming.
Can you do a single-file ProDOS version of Tomahawk GS too?
-JB
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Re: new ProDOS ports [message #329783 is a reply to message #329763] |
Thu, 06 October 2016 19:03 |
sicklittlemonkey
Messages: 570 Registered: October 2012
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On Thursday, 6 October 2016 19:02:42 UTC+13, qkumba wrote:
> In the meantime, there is a single directory on Asimov (/images/games/collections/san_inc_prodos/) that holds them all.
Hooray, finally. I started writing a script the other day to curl them. ;-)
BTW, I reckon the flip disk message in Lady Tut should be removed in the file versions. It makes sense for whole-disk preservation cracks, but not files.
My brother thanks you for enabling him to "finally complete first game from my childhood ;)". After I replied to his email about flipping the disk!
Cheers,
Nick.
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Re: new ProDOS ports [message #329784 is a reply to message #329783] |
Thu, 06 October 2016 19:17 |
qkumba
Messages: 1584 Registered: March 2013
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>> In the meantime, there is a single directory on Asimov (/images/games/collections/san_inc_prodos/) that holds them all.
>
> Hooray, finally. I started writing a script the other day to curl them. ;-)
>
> BTW, I reckon the flip disk message in Lady Tut should be removed in the file versions. It makes sense for whole-disk preservation cracks, but not files.
No-one reads the documentation, apparently. :-)
There's a text file that matches the dsk filename, which explains the prompt. It also tells you how to jump straight to the end.
> My brother thanks you for enabling him to "finally complete first game from my childhood ;)". After I replied to his email about flipping the disk!
Good for him.
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Re: new ProDOS ports [message #329787 is a reply to message #329778] |
Thu, 06 October 2016 19:19 |
qkumba
Messages: 1584 Registered: March 2013
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>> Tomahawk 33k file (yes, just one file) is in Asimov /incoming.
>
> Can you do a single-file ProDOS version of Tomahawk GS too?
First I'd like a clean crack. The French one has flickering on the wing during the intro sequence, and if the intro is left to run for long enough in MAME, it hangs. No idea if MAME is at fault or the crack is.
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Re: new ProDOS ports [message #329788 is a reply to message #329784] |
Thu, 06 October 2016 21:02 |
sicklittlemonkey
Messages: 570 Registered: October 2012
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On Friday, 7 October 2016 12:17:22 UTC+13, qkumba wrote:
> No-one reads the documentation, apparently. :-)
> There's a text file that matches the dsk filename, which explains the prompt. It also tells you how to jump straight to the end.
It was a 140k disk compilation of some of your cracks.
I didn't put the text file on there, obviously.
Of course, I'm surprised he didn't just press a key, but he is a Mac guy. ; - )
Many thanks for all the ports.
Cheers,
Nick.
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Re: new ProDOS ports [message #329790 is a reply to message #329787] |
Thu, 06 October 2016 22:11 |
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Originally posted by: John Brooks
On Thursday, October 6, 2016 at 4:19:28 PM UTC-7, qkumba wrote:
>>> Tomahawk 33k file (yes, just one file) is in Asimov /incoming.
>>
>> Can you do a single-file ProDOS version of Tomahawk GS too?
>
> First I'd like a clean crack. The French one has flickering on the wing during the intro sequence, and if the intro is left to run for long enough in MAME, it hangs. No idea if MAME is at fault or the crack is.
I'm not sure this is a clean one. Part of the problem is that it used custom disk read routines and had about 920k of data stored on the disk. Hopefully with your handy compression routines it would fit on an 800k disk, but not sure.
I've got TomGS on 3.5" floppy and could make a fEDD-up image, but I don't know of any way to use those yet.
Thoughts?
-JB
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Re: new ProDOS ports [message #329998 is a reply to message #329370] |
Wed, 12 October 2016 08:17 |
Aaron Daughtry
Messages: 226 Registered: July 2013
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On 2016-09-28 16:55:31 +0000, qkumba said:
>>
>> I might have spoken too soon!
>>
>> If the attract mode runs for a period, then pressing the fire button to
>> start a game seems to freeze Airheart. If you start a game almost
>> immediately after the program has loaded, no problem.
>
> I can actually reproduce that one! Now to think about how to fix it...
>
>> I'd also like to test playing through out the entire game (especially
>> when you free the Prince, as that requires additional disk access on
>> the original.
>>
>> Actually, just dying displays the 'THE END' message, but the game then
>> freezes again. Something to do with disk access for a third time after
>> the game has been loaded?
>
> I can reproduce that one, too. Same cause, so both might be solved at once.
> Thanks for testing it.
qkumba has done it! Airheart is now fully working on my ROM01 IIGS with
CFFA3000! With full high score support!
I've been adding all recent ProDOS conversions by qkumba, uso and
others in my 32meg collection of 8-bit games. If you haven’t already
checked it out, download the disk image at the end of the article.
http://whatisthe2gs.apple2.org.za/time-out-for-some-8-bit-fu n-iigs-style/
- Alex
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Re: new ProDOS ports [message #330890 is a reply to message #330582] |
Tue, 25 October 2016 14:19 |
qkumba
Messages: 1584 Registered: March 2013
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Word Munchers is in Asimov /incoming.
Powered by ProRWTS.
Yes, it's a very ugly port, and really not the proper way to do it, so consider it to be a PoC for now.
At least it works.
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Re: new ProDOS ports [message #334195 is a reply to message #330890] |
Tue, 13 December 2016 16:04 |
qkumba
Messages: 1584 Registered: March 2013
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Lost Tomb 18k file is in Asimov /incoming.
The game has a breaking bug right after the ending screen. It's supposed to restart the game but it crashes instead. At least you get to see the end first.
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Re: new ProDOS ports [message #335950 is a reply to message #295590] |
Tue, 17 January 2017 12:43 |
leandro.polimeno
Messages: 80 Registered: December 2012
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Hi all,
What part of the LOADER.SYS file present on every convertions makes it incompatible with ][ pluses ?!
Asking that because I have an ][+ clone with a Titan accelerator card, and when it´s on, 65c02 on place, I can play every game, those didn´t use DHGR of course. But with it disable, means native on-board 6502 taking place nothing works.
Regards,
Polimeno
Em terça-feira, 14 de julho de 2015 17:55:23 UTC-3, qkumba escreveu:
> New life for old games.
>
> Conan (also fits on one side of a floppy now)
> Jungle Hunt
> Karateka
> Swashbuckler
> Mr. Do (in Asimov incoming, the currently available version is not compatible with all hardware)
>
> For Virtual ][ users, remove the clock card first from slot 7.
> For Sweet16 users, the issue with Karateka is still unsolved.
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Re: new ProDOS ports [message #335952 is a reply to message #335950] |
Tue, 17 January 2017 13:46 |
qkumba
Messages: 1584 Registered: March 2013
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> What part of the LOADER.SYS file present on every convertions makes it incompatible with ][ pluses ?!
It's not the LOADER.SYS that's responsible, it's the game itself that I compressed and used a 65C02-based decompressor to restore it.
> Asking that because I have an ][+ clone with a Titan accelerator card, and when it´s on, 65c02 on place, I can play every game, those didn´t use DHGR of course. But with it disable, means native on-board 6502 taking place nothing works.
Depending on the game, I can switch to a 6502-based decompressor, but in some cases, I don't have enough memory available for it. In that case, I could make a version that isn't compressed, but the disk space required will be much larger.
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Re: new ProDOS ports [message #335968 is a reply to message #335952] |
Tue, 17 January 2017 17:20 |
leandro.polimeno
Messages: 80 Registered: December 2012
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Qkumba,
Hummm . I see, tks for your clarification.
Can you make some compilations to test ??
Regards,
Polimeno
Em terça-feira, 17 de janeiro de 2017 16:46:02 UTC-2, qkumba escreveu:
>> What part of the LOADER.SYS file present on every convertions makes it incompatible with ][ pluses ?!
>
> It's not the LOADER.SYS that's responsible, it's the game itself that I compressed and used a 65C02-based decompressor to restore it.
>
>> Asking that because I have an ][+ clone with a Titan accelerator card, and when it´s on, 65c02 on place, I can play every game, those didn´t use DHGR of course. But with it disable, means native on-board 6502 taking place nothing works.
>
> Depending on the game, I can switch to a 6502-based decompressor, but in some cases, I don't have enough memory available for it. In that case, I could make a version that isn't compressed, but the disk space required will be much larger.
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Re: new ProDOS ports [message #335976 is a reply to message #335968] |
Tue, 17 January 2017 19:30 |
qkumba
Messages: 1584 Registered: March 2013
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> Can you make some compilations to test ??
Depending on the game, I can switch to a 6502-based decompressor, but I'm not going to convert all of them. Do you have specific requests?
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Re: new ProDOS ports [message #343546 is a reply to message #295590] |
Fri, 19 May 2017 04:19 |
Polymorph
Messages: 206 Registered: October 2012
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Has anyone tried these ports on an Apple IIc via the SmartPort?
I have a 32Mb Prodos image that I created for my Apple IIe full of these ports and it works wonderfully (thanks for all your hard work on these!) but I have tried using the same image on my IIc using my new UNISDisk Air C, but none of the games will execute properly so far. Most start to load show a screen and then hang/crash (but in different ways).
I get the same results if I use one of the 800kb images - e.g. "airheart PRODOS (san inc crack).po"
Here is a video of AirHeart booting:
https://vimeo.com/218121059
My //c is a ROM 01 machine.
Could the problem be with the IIc SmartPort implementation? A problem with the UNISDisk Air firmware? Something else?
I haven't done extensive testing of the UNISDisk Air yet, but as I already had the games image for the //e, I thought I'd try using it and was a bit bummed when it didn't work. The ProDOS ports in .dsk images work fine, presumably because they are not going via the SmartPort.
Thoughts? Have other's successfully used these images on a //c via SmartPort?
Any help is most welcome.
Cheers,
Mike
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Re: new ProDOS ports [message #343552 is a reply to message #343546] |
Fri, 19 May 2017 13:18 |
qkumba
Messages: 1584 Registered: March 2013
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> Has anyone tried these ports on an Apple IIc via the SmartPort?
>
> I have a 32Mb Prodos image that I created for my Apple IIe full of these ports and it works wonderfully (thanks for all your hard work on these!) but I have tried using the same image on my IIc using my new UNISDisk Air C, but none of the games will execute properly so far. Most start to load show a screen and then hang/crash (but in different ways).
That's interesting. I have no idea about SmartPort behaviour on the IIc, but I've heard only success on IIGS.
> Could the problem be with the IIc SmartPort implementation? A problem with the UNISDisk Air firmware? Something else?
Yes. It would be any one of those. If you are willing to help me debug it - because I would dearly like to know what's going on - then let's take this private and report back if we can answer it definitively.
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Re: new ProDOS ports [message #343555 is a reply to message #343546] |
Fri, 19 May 2017 16:07 |
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Originally posted by: James Davis
On Friday, May 19, 2017 at 1:19:56 AM UTC-7, Polymorph wrote:
> Has anyone tried these ports on an Apple IIc via the SmartPort?
>
> I have a 32Mb Prodos image that I created for my Apple IIe full of these ports and it works wonderfully (thanks for all your hard work on these!) but I have tried using the same image on my IIc using my new UNISDisk Air C, but none of the games will execute properly so far. Most start to load show a screen and then hang/crash (but in different ways).
>
> I get the same results if I use one of the 800kb images - e.g. "airheart PRODOS (san inc crack).po"
>
> Here is a video of AirHeart booting:
> https://vimeo.com/218121059
>
> My //c is a ROM 01 machine.
>
> Could the problem be with the IIc SmartPort implementation? A problem with the UNISDisk Air firmware? Something else?
>
> I haven't done extensive testing of the UNISDisk Air yet, but as I already had the games image for the //e, I thought I'd try using it and was a bit bummed when it didn't work. The ProDOS ports in .dsk images work fine, presumably because they are not going via the SmartPort.
>
> Thoughts? Have other's successfully used these images on a //c via SmartPort?
>
> Any help is most welcome.
>
> Cheers,
> Mike
Just an idea, but could these failures have anything to do with the disk image's ProDOS volume name? Even if the games have been cracked, maybe the volume name is not quite right.
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Re: new ProDOS ports [message #343557 is a reply to message #343555] |
Fri, 19 May 2017 18:49 |
qkumba
Messages: 1584 Registered: March 2013
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> Just an idea, but could these failures have anything to do with the disk image's ProDOS volume name? Even if the games have been cracked, maybe the volume name is not quite right.
No, because the images work correctly in a IIGS environment, which suggests some kind of incompatibility with the SmartPort interface only on the IIc.
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Re: new ProDOS ports [message #343593 is a reply to message #343557] |
Sun, 21 May 2017 18:08 |
qkumba
Messages: 1584 Registered: March 2013
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Anyone who has played H.E.R.O. probably remembers the awful flickering that occurs when the sprites are moving quickly. It turns out that the flickering is caused by a bug in the code. On the IIe, where there is a VBL status, the game has support so that the draws are timed properly... but there's a bug in the detection.
Instead of
LDA $FBC0
CMP #$E0
we have
LDA $FBC0
CMP $E0
See the difference?
A fixed version is in Asimov /incoming and it plays nicely.
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Re: new ProDOS ports [message #343633 is a reply to message #343552] |
Wed, 24 May 2017 18:39 |
datawiz
Messages: 55 Registered: December 2012
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On Friday, May 19, 2017 at 1:18:52 PM UTC-4, qkumba wrote:
>> Has anyone tried these ports on an Apple IIc via the SmartPort?
>>
>> I have a 32Mb Prodos image that I created for my Apple IIe full of these ports and it works wonderfully (thanks for all your hard work on these!) but I have tried using the same image on my IIc using my new UNISDisk Air C, but none of the games will execute properly so far. Most start to load show a screen and then hang/crash (but in different ways).
>
> That's interesting. I have no idea about SmartPort behaviour on the IIc, but I've heard only success on IIGS.
>
>> Could the problem be with the IIc SmartPort implementation? A problem with the UNISDisk Air firmware? Something else?
>
> Yes. It would be any one of those. If you are willing to help me debug it - because I would dearly like to know what's going on - then let's take this private and report back if we can answer it definitively.
I can verify that there's some strangeness with some ProDOS conversions with a Unidisk Air 19 and a //c+, using the 8-bit games (32meg) hd image from What is the Apple IIgs site (http://www.whatisthe2gs.apple2.org.za/files/8-bit_Games.zip). Most of the games seem to work fine, but here are the ones I have found so far that do not: Airheart, Deathsword, Impossible Mission. Airheart shows the title screen 2-3 times, then locks up.
Deathsword locks up with the text GLU in the center of the screen, and when you hit Control+Reset it shows an HGR version (not DHGR) of the title screen and beeps then crashes.
Impossible Mission loads the title screen then locks up.
I'll try out some more later tonight and add any more pertinent details.
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