Re: [hatari-devel] Reeking rubber analysis

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I wanted to do the same patch tonight, but as you've done it, it's perfect.
I'm happy this game works under hatari now.

By the way, while having a look at the videl code, I saw that many registers should be set to 0 on certain bits (like for the falcon palette).

For example : in the StColorRegsWrite, a $fff mask should be applied to the colors

The same for the registers that don't use all the bits.

Do you agree with that ?



Le 09/09/2013 20:49, Thomas Huth a écrit :
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>:


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...


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