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Re: new ProDOS ports [message #368612 is a reply to message #368545] Mon, 04 June 2018 16:33 Go to previous messageGo to next message
Anonymous
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Originally posted by: frank_o_rama

On Sunday, June 3, 2018 at 12:07:36 PM UTC-7, qkumba wrote:
> Today's 6502 port is Aquatron.
> Only 7 titles left to port!


awesome! thank you
f
Re: new ProDOS ports [message #368613 is a reply to message #368611] Mon, 04 June 2018 16:37 Go to previous messageGo to next message
Steve Nickolas is currently offline  Steve Nickolas
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On Mon, 4 Jun 2018, frank_o_rama@hotmail.com wrote:

> because I don't have a joystick connected to the game port. (both
> joystick buttons seem to be permanently on -- not 100% sure that's
> expected behavior

I think that's correct.

-uso.
Re: new ProDOS ports [message #368621 is a reply to message #368611] Mon, 04 June 2018 19:29 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> Hmmm Now there's an issue with the high score table. On ][+ some of the entries are scrambled and it hangs after entering a new high score. On my IIe there's no scramble and it goes back to the title screen once you press a button.
>
> It also hangs at the title screen my actual ][+

So the high-score problem shows up in emulation?
If so, then I'll need some more information, and perhaps a copy of the image that you were using, if it's not the .po that I uploaded.

> but i'm assuming that's because I don't have a joystick connected to the game port. (both joystick buttons seem to be permanently on

For the II+, a joystick is required.
For the IIe, the Open- and Closed-Apple function as expected for the flippers. The game doesn't require a joystick in that case.
Re: new ProDOS ports [message #368623 is a reply to message #368621] Mon, 04 June 2018 20:37 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

On Monday, June 4, 2018 at 4:29:14 PM UTC-7, qkumba wrote:
>
> So the high-score problem shows up in emulation?


It just kind of messes up the names and scores of the first couple entries (commas and numbers instead of blanks).

Seems to only show the behavior under Virtual ][ with a Thunderclock in slot 7. If it's removed it runs fine.

It runs fine under AppleWin (no slot clock).

f
Re: new ProDOS ports [message #368624 is a reply to message #368623] Mon, 04 June 2018 21:19 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> Seems to only show the behavior under Virtual ][ with a Thunderclock in slot 7. If it's removed it runs fine.

Right. The Thunderclock is responsible for the corruption, but it's not a bug.
ProDOS queries the Thunderclock state using the same buffer as what holds the high scores. It's the same issue that my ProDOS Karateka had previously.
I don't know how to avoid it in this case.
Re: new ProDOS ports [message #368633 is a reply to message #368624] Tue, 05 June 2018 01:21 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: John Brooks

On Monday, June 4, 2018 at 6:19:34 PM UTC-7, qkumba wrote:
>> Seems to only show the behavior under Virtual ][ with a Thunderclock in slot 7. If it's removed it runs fine.
>
> Right. The Thunderclock is responsible for the corruption, but it's not a bug.
> ProDOS queries the Thunderclock state using the same buffer as what holds the high scores. It's the same issue that my ProDOS Karateka had previously.
> I don't know how to avoid it in this case.

Is it possible to save $200-$212 to the stack before making ProDOS calls & restore $200-$212 after?

-JB
@JBrooksBSI
Re: new ProDOS ports [message #368637 is a reply to message #368633] Tue, 05 June 2018 02:26 Go to previous messageGo to next message
Anonymous
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Originally posted by: frank_o_rama

I think it uses $200 to $24F for the 10 names/scores, with an additional entry from $250 to $257 (pushed down from top 10?).

You could maybe also move the scores up to $280. looks like there are 4 different routines to update the high score list at $200...


$A656 etc - lda 200,y - push lower scores down

$A695 etc - sta $200,y - clear new high score area for name entry

$A79B etc - sta $200,x - store new name/score

$A8B5 etc - sta $200,x - ?????


not sure the routine where it's saving and loading "DAVIDS.MAGIC.2" though which would need to be changed to $280 also, and shortened to 128 bytes.


or disconnect the clock by patching the global JMP like Mike Mahon suggested? (I didn't look at how Karateka got fixed)

f
Re: new ProDOS ports [message #368638 is a reply to message #368624] Tue, 05 June 2018 02:55 Go to previous messageGo to next message
Michael J. Mahon is currently offline  Michael J. Mahon
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qkumba <peter.ferrie@gmail.com> wrote:
>> Seems to only show the behavior under Virtual ][ with a Thunderclock in
>> slot 7. If it's removed it runs fine.
>
> Right. The Thunderclock is responsible for the corruption, but it's not a bug.
> ProDOS queries the Thunderclock state using the same buffer as what holds
> the high scores. It's the same issue that my ProDOS Karateka had previously.
> I don't know how to avoid it in this case.
>

If the clock time is irrelevant to the game, just nuke the global page
clock vector, right?

--
-michael - NadaNet 3.1 and AppleCrate II: http://michaeljmahon.com
Re: new ProDOS ports [message #368663 is a reply to message #368638] Tue, 05 June 2018 11:28 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Right, that might be the solution. I just don't know yet.
Re: new ProDOS ports [message #368777 is a reply to message #368663] Thu, 07 June 2018 11:42 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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It seems happy for me to disable the clock.
That will be the standard thing for my ports now, if a game uses $2xx and real ProDOS (as opposed to ProRWTS).
Re: new ProDOS ports [message #369903 is a reply to message #368777] Mon, 02 July 2018 01:36 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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The next thing that I should be checking is for games accessing $C020.
Apparently, on the IIc+, this causes unpleasant side-effects like program crashes or machine hangs.
So far, Castle Wolfenstein, Choplifter, and Snake Byte, have been confirmed to do that. I have patched the first two and uploaded to Asimov. The third requires more thought because the routine that does the access switches between $C020 and $C030, so I can't just NOP it or the game will become silent.
Re: new ProDOS ports [message #369978 is a reply to message #369903] Tue, 03 July 2018 02:46 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

6C2D:00? Can't really hear anything coming from the cassette on Snake Byte so that's basically a NOP with those LDA $C000,Y instructions.

I seem to recall a few games which asked if you wanted sound output to the speaker or the cassette port. I suppose if you were using a reel-to-reel tape deck as your storage medium you could have hit 'tape monitor' and piped the sound through your component stereo system. The unpatched Choplifter seems to mirror the sound to both outputs.

Hadn't thought of it before, but I guess you could do stereo audio output on older machines that have a cassette port since there are two outputs. Would require some cabling though.

f


On Sunday, July 1, 2018 at 10:36:22 PM UTC-7, qkumba wrote:
> The next thing that I should be checking is for games accessing $C020.
> Apparently, on the IIc+, this causes unpleasant side-effects like program crashes or machine hangs.
> So far, Castle Wolfenstein, Choplifter, and Snake Byte, have been confirmed to do that. I have patched the first two and uploaded to Asimov. The third requires more thought because the routine that does the access switches between $C020 and $C030, so I can't just NOP it or the game will become silent.
Re: new ProDOS ports [message #370025 is a reply to message #369978] Tue, 03 July 2018 12:27 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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I used #$30 so that the demo also makes regular sounds. I like it better that way.
Snake Byte played through the cassette output during demo, so it seemed silent without a speaker attached.
Castle Wolfenstein read from the port as a random seed.
Yes, Choplifter mirrored the sound to both outputs.
Re: new ProDOS ports [message #370178 is a reply to message #370025] Thu, 05 July 2018 15:46 Go to previous messageGo to next message
Antoine Vignau is currently offline  Antoine Vignau
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On Tuesday, July 3, 2018 at 6:27:07 PM UTC+2, qkumba wrote:
> I used #$30 so that the demo also makes regular sounds. I like it better that way.
> Snake Byte played through the cassette output during demo, so it seemed silent without a speaker attached.
> Castle Wolfenstein read from the port as a random seed.
> Yes, Choplifter mirrored the sound to both outputs.

L6BFB LDA #$14
STA L6C48
L6C00 LDA L6C46
BEQ L6C20
CMP #$80
BCS L6C20
DEC L6C47
BNE L6C20
LDY L6C49
LDA KBD,Y
INC L6C46
INC L6C46
LDA L6C46
STA L6C47
L6C20 LDA L6C46
CMP #$80
BCC L6C2C
LDA #$00
STA L6C46
L6C2C LDA #<TAPEOUT
STA L6C49
LDA $0302 ; fgDEMO/PLAY
BNE L6C40 ; demo
LDA L69C2 ; play
BNE L6C40
LDA #<SPKR
STA L6C49
L6C40 DEC L6C48
BNE L6C00
RTS

From my disassembly of Snake Byte (Chuck Sommerville, Sirius Software, 1982)
av
Re: new ProDOS ports [message #370251 is a reply to message #370178] Fri, 06 July 2018 12:51 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Mario Bros. 14k file is in Asimov /incoming.
Re: new ProDOS ports [message #370985 is a reply to message #370251] Thu, 19 July 2018 22:49 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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D-Generation - the prototype version of the famous game on PC - is in Asimov /incoming!
Fully playable despite being preliminary. The end sequence is missing, and there are some bugs in the game, but load/save-game is fixed so you can complete it eventually.
Re: new ProDOS ports [message #371006 is a reply to message #370985] Fri, 20 July 2018 08:06 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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Wow great! I've been looking forward to seeing D-Generation for a while now. Too bad about the missing ending though. I wonder if someone could hack it in? What happens if you teach the end now? Does it just crash?
Re: new ProDOS ports [message #371012 is a reply to message #371006] Fri, 20 July 2018 10:16 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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I mean that no end sequence was included in that version.
I suppose that the final version has one, but we have never seen that version anywhere. Someone at The Software Toolworks or Mindscape might still have it, but I don't know.
Re: new ProDOS ports [message #371052 is a reply to message #371012] Sat, 21 July 2018 13:03 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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So what happens when you get to the end? Does it just hang at a black screen?

Dumb question: Where is the incoming folder so I can snag this? I went to the Asimov archive but I don't see the incoming folder.
Re: new ProDOS ports [message #371053 is a reply to message #371052] Sat, 21 July 2018 13:35 Go to previous messageGo to next message
mverpelli is currently offline  mverpelli
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> Dumb question: Where is the incoming folder so I can snag this? I went to the Asimov archive but I don't see the incoming folder.

You can not download from the incoming directory, you have to wait for the unknown sys-op to move it to unsorted or to its final destination /images/games/collections/san_inc_prodos/

Marco
Re: new ProDOS ports [message #371091 is a reply to message #371053] Sun, 22 July 2018 10:47 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Meanwhile,
pferrie.host22.com/misc/tmp/dgen.zip

The end is just a level that literally says "end" on the floor.
You can run around there but do nothing else.
Re: new ProDOS ports [message #371127 is a reply to message #371091] Sun, 22 July 2018 23:20 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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That's actually kind of funny, reminds me of some really early games that never had proper endings. Hopefully the finished version will turn up some day. Until then I can always view the end sequence for a different version online.
Re: new ProDOS ports [message #371195 is a reply to message #371127] Tue, 24 July 2018 15:02 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Night Stalker 22kb file is in Asimov /incoming.
Re: new ProDOS ports [message #371264 is a reply to message #371195] Thu, 26 July 2018 01:59 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Snack Attack 15kb file is in Asimov /incoming.
Re: new ProDOS ports [message #371414 is a reply to message #371264] Sat, 28 July 2018 21:01 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Head On 6kb file is in Asimov /incoming.
Re: new ProDOS ports [message #371420 is a reply to message #371414] Sat, 28 July 2018 23:11 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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I know this thread is about ProDos ports, but will the original disk images for D/Generation be released? I don't have a hard drive hooked up to my IIe anymore to try the .PO file you posted.
Re: new ProDOS ports [message #371428 is a reply to message #371420] Sun, 29 July 2018 12:08 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Asimov has .nibs of the original game, however they are copy-protected via RW18 format. Fortunately, since that's the only protection, it's possible to copy the nibs onto real disks.
However, the original game contains fatal bugs like saving doesn't work. I fixed the bugs in my release, but I won't be altering the originals.
I have no plans to crack the .nibs into a floppy version.
CFFA or Microdrive is the future!
Re: new ProDOS ports [message #371431 is a reply to message #371428] Sun, 29 July 2018 15:38 Go to previous messageGo to next message
Tempest is currently offline  Tempest
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On Sunday, July 29, 2018 at 12:08:42 PM UTC-4, qkumba wrote:
> Asimov has .nibs of the original game, however they are copy-protected via RW18 format. Fortunately, since that's the only protection, it's possible to copy the nibs onto real disks.
> However, the original game contains fatal bugs like saving doesn't work. I fixed the bugs in my release, but I won't be altering the originals.
> I have no plans to crack the .nibs into a floppy version.
> CFFA or Microdrive is the future!

Or a IIgs with a hard drive I guess. :)
Re: new ProDOS ports [message #371434 is a reply to message #371428] Sun, 29 July 2018 17:08 Go to previous messageGo to next message
Steve Nickolas is currently offline  Steve Nickolas
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dOn Sun, 29 Jul 2018, qkumba wrote:

> Asimov has .nibs of the original game, however they are copy-protected via RW18 format. Fortunately, since that's the only protection, it's possible to copy the nibs onto real disks.
> However, the original game contains fatal bugs like saving doesn't work. I fixed the bugs in my release, but I won't be altering the originals.
> I have no plans to crack the .nibs into a floppy version.
> CFFA or Microdrive is the future!
>

That's a slightly more extreme version of the reasoning why I started
porting games to ProDOS... =p

-uso.
Re: new ProDOS ports [message #371799 is a reply to message #371434] Mon, 06 August 2018 19:46 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Blister Balls 4kb file and Mad Bomber 3kb file (and fixed crashing bug in the original) are in Asimov /incoming.
Enjoy Rodney McAuley's works before Wavy Navy. He re-used the explosion animations from Blister Ball.
Re: new ProDOS ports [message #372003 is a reply to message #371799] Sat, 11 August 2018 01:41 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Karateka two-player version is in Asimov /incoming.
No intro, no joystick, straight to the fighting.
Re: new ProDOS ports [message #372087 is a reply to message #372003] Mon, 13 August 2018 01:17 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Montezuma's Revenge 22kb file is in Asimov /incoming.
I loved this game as a child. Now I find it frustratingly difficult beyond belief.
Re: new ProDOS ports [message #372143 is a reply to message #372087] Mon, 13 August 2018 15:57 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Serpentine 18k file is in Asimov /incoming.
If the "serpentine.hi" is not locked then it will save high scores...
like the original did, and which option the pirates removed.

Also press ESC then '!' then '$' for an extra life.
Re: new ProDOS ports [message #372149 is a reply to message #372143] Mon, 13 August 2018 19:11 Go to previous messageGo to next message
sicklittlemonkey is currently offline  sicklittlemonkey
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On Tuesday, 14 August 2018 07:57:46 UTC+12, qkumba wrote:
> Serpentine 18k file is in Asimov /incoming.
> If the "serpentine.hi" is not locked then it will save high scores...
> like the original did, and which option the pirates removed.
>
> Also press ESC then '!' then '$' for an extra life.

Awesome, thanks! This game is a work of art.

Cheers,
Nick.
Re: new ProDOS ports [message #372169 is a reply to message #372149] Mon, 13 August 2018 21:32 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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Yes, it's the same David from David's Midnight Magic (which you can see in my ProDOS port because the full graphics screen is shown, instead of the mixed mode which cut off his name).
A fine programmer indeed.
Re: new ProDOS ports [message #372936 is a reply to message #367463] Tue, 28 August 2018 02:18 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: frank_o_rama

Just noticed that Plasmania crashes after a while (5 minutes?) on the demo screen. It seems fine on the 4am version however.
f


On Wednesday, May 9, 2018 at 3:11:31 PM UTC-7, qkumba wrote:
> Today's batch of 6502 ports:
>
> donkey kong
> jungle hunt
> lady tut
> mr. cool
> nightmare gallery
> paperboy
> pie-man
> plasmania
Re: new ProDOS ports [message #372965 is a reply to message #372936] Tue, 28 August 2018 14:39 Go to previous messageGo to next message
qkumba is currently offline  qkumba
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> Just noticed that Plasmania crashes after a while (5 minutes?) on the demo screen. It seems fine on the 4am version however.

OMG WTF ROFL. I missed a delayed protection.
There's a JSR to $BFF3, which triggers after some rounds of the demo.
I didn't put anything there, so it faults.
Thanks, I will fix that.
Re: new ProDOS ports [message #373194 is a reply to message #372965] Sat, 01 September 2018 12:13 Go to previous messageGo to next message
Anonymous
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Originally posted by: frank_o_rama

seems good. thanks!!
Re: new ProDOS ports [message #373239 is a reply to message #372087] Mon, 03 September 2018 10:29 Go to previous messageGo to next message
Anonymous
Karma:
Originally posted by: Gankosakae

qkumba於 2018年8月13日星期一 UTC+8下午1時17分16秒寫道:
> Montezuma's Revenge 22kb file is in Asimov /incoming.
> I loved this game as a child. Now I find it frustratingly difficult beyond belief.

Montezuma's Revenge for ProDOS seems to be incompatible with the real-time-clock.
When I install no-slot clock driver and the game won't work.
Re: new ProDOS ports [message #373241 is a reply to message #373239] Mon, 03 September 2018 11:47 Go to previous messageGo to previous message
Steve Nickolas is currently offline  Steve Nickolas
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On Mon, 3 Sep 2018, Gankosakae wrote:

> qkumba於 2018年8月13日星期一 UTC+8下午1時17分16秒寫道:
>> Montezuma's Revenge 22kb file is in Asimov /incoming.
>> I loved this game as a child. Now I find it frustratingly difficult beyond belief.
>
> Montezuma's Revenge for ProDOS seems to be incompatible with the real-time-clock.
> When I install no-slot clock driver and the game won't work.
>

Probably a RAM conflict with the driver.

-uso.
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