Re: [hatari-devel] Reeking rubber analysis |
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Hi, 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 ? Regards Laurent 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>: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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