Re: [hatari-devel] Reeking rubber analysis

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Am Mon, 9 Sep 2013 10:18:23 +0200
schrieb Thomas Huth <th.huth@xxxxxx>:

> Am Mon, 9 Sep 2013 10:00:55 +0200
> schrieb Thomas Huth <th.huth@xxxxxx>:
> 
> > Am Sun, 08 Sep 2013 23:33:01 +0200
> > schrieb Laurent Sallafranque <laurent.sallafranque@xxxxxxx>:
> > 
> > > Hi,
> > > 
> > > I've given a closer look at reeking rumber :
> > [...]
> > > 
> > > At least, the game runs under hatari except for this infinite
> > > loop that never finishs because of this d5 register.
> > > 
> > > May this gives some ideas to somebody.
> > 
> > As far as I can see, d5 is never set back to 0 in this loop ... that
> > could mean that it is supposed to be changed by an interrupt handler
> > instead. Have you checked the usual suspects? VBL? HBL? Timer-B?
> 
> Ah, never mind, I missed the "moveq #0,d5" at $07075c ... so the
> question is rather why the "cmp.l (a1)+,d3" never results in 0 ...
> maybe we need to do some masking for the palette register values to
> get rid of some unused bits in the registers?

Properly masking the palette registers did the job. Reeking Rubber
should now start properly. BTW, the game looks very promising, too bad
that Nature never finished this game...

 Thomas



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