Search found 53 matches

by gothmog
Sun Nov 12, 2017 1:47 pm
Forum: Chat forum [ENG]
Topic: Clone of Dungeon Master using widely portable FLTK graphical library?
Replies: 4
Views: 1357

Re: Clone of Dungeon Master using widely portable FLTK graphical library?

CSBwin is available on Windows/Linux and MacOS: http://dmweb.free.fr/?q=node/851 Anyway, if you want to port the game in any way, you may be interested by the source code in ReDMCSB: http://www.dungeon-master.com/forum/viewtopic.php?f=25&t=29805 There was an initiative to add DM into ScummVM (ht...
by gothmog
Sun Jun 04, 2017 2:04 pm
Forum: Chat forum [ENG]
Topic: German Atari Magazines
Replies: 21
Views: 9739

Re: German Atari Magazines

I agree, downloads are painfully slow and not user friendly.
The proper location would probably be at archive.org. They already host lots of computer magazine scans, look here: https://archive.org/details/computermag ... collection
by gothmog
Tue Jan 24, 2017 6:53 pm
Forum: C / PASCAL etc.
Topic: Megamax Laser C Development System manual
Replies: 7
Views: 7964

Re: Megamax Laser C Development System manual

I contacted Michael Bunnell (author of the Megamax C compiler) a few years ago but he did not remember which versions were released.
Anyway, thanks for your reply.
My quest to find this elusive version of the compiler continues...
by gothmog
Thu Jan 19, 2017 9:33 pm
Forum: C / PASCAL etc.
Topic: Megamax Laser C Development System manual
Replies: 7
Views: 7964

Re: Megamax Laser C Development System manual

Thank you, however I'm not looking for Laser C (that I already have) but specifically for a version of Megamax C with a higher version number than 1.1.
by gothmog
Thu Jan 19, 2017 6:25 pm
Forum: C / PASCAL etc.
Topic: Megamax Laser C Development System manual
Replies: 7
Views: 7964

Re: Megamax Laser C Development System manual

Does anyone have a copy of Megamax C compiler other than version 1.0 or 1.1? I think there was another version, maybe 1.2 or another number, and I have been looking for it for a long time with no success. I'm not talking about Laser C (the successor of Megamax C) which is a completely different beast.
by gothmog
Tue Jul 14, 2015 9:28 pm
Forum: Floppy Disk Preservation
Topic: AUFIT Program
Replies: 163
Views: 93745

Re: AUFIT Program

It fails too with the pdf in the same folder as the exe, but works fine with Aufit.pdf in the Resources subfolder.
Thanks!
by gothmog
Mon Jul 13, 2015 9:15 pm
Forum: Floppy Disk Preservation
Topic: AUFIT Program
Replies: 163
Views: 93745

Re: AUFIT Program

Aufit gets better and better, very good program.
A small bug report in the latest portable version above: when I click the ? button on the top right corner, Aufit crashes.
by gothmog
Sat Mar 15, 2014 1:11 pm
Forum: Development
Topic: Coming soon! Steem SSE 3.6
Replies: 239
Views: 78981

Re: Coming soon! Steem SSE 3.6

- Will a real ST shorten the names too? I cannot test as I don't have an Atari ST. - Will the project complete on a TOS1.02 ST? I tried, and it fails after compiling half of the versions (ok with the 9 FULL versions, fails with the first NOCP version). It tried with Hatari and TOS 1.02. It fails to...
by gothmog
Tue Mar 11, 2014 8:37 pm
Forum: Development
Topic: Coming soon! Steem SSE 3.6
Replies: 239
Views: 78981

Re: Coming soon! Steem SSE 3.6

I modified hte batch file so that the command line is shorter. I tried again and now it works perfectly fine.
Thanks again for fixing the issue!
by gothmog
Mon Mar 10, 2014 8:54 pm
Forum: Development
Topic: Coming soon! Steem SSE 3.6
Replies: 239
Views: 78981

Re: Coming soon! Steem SSE 3.6

I have tested compiling ReDMCSB with the beta. And now all the compilation works until the end. Great job! Many thanks for fixing this. Yet, there is one minor issue left: the last command line in SOURCE\MAKE\BUILDENG.BAT runs the linker which produces a .map file into the BUILD folder for each vers...
by gothmog
Fri Feb 28, 2014 9:48 pm
Forum: Development
Topic: Coming soon! Steem SSE 3.6
Replies: 239
Views: 78981

Re: Coming soon! Steem SSE 3.6

That final screenshot is not normal. The last program executed is the linker (MMLINK.TTP). It should produce some output on the screen, including the list of *.o modules loaded and the list of segments in the executable. As you can see on your screenshot, there is no output. If you want to make sure...
by gothmog
Fri Feb 28, 2014 8:36 pm
Forum: Development
Topic: Coming soon! Steem SSE 3.6
Replies: 239
Views: 78981

Re: Coming soon! Steem SSE 3.6

- (*) CPU: remove "intercept OS" on RTE: ReDMCSB Megamax C project I did not dare to ask you to look into this issue while I worked on ReDMCSB but I'm very glad you did it by yourself. However, I just tried to compile ReDMCSB with Steem 3.6.0 and it is still not fully working completely. ...
by gothmog
Sun Jan 26, 2014 10:20 pm
Forum: Floppy Disk Preservation
Topic: Ways how SW testing copy protection
Replies: 115
Views: 38438

Re: Ways how SW testing copy protection

I have fully reverse engineered Dungeon Master and Chaos Strikes Back for Atari ST. I have studied and documented the copy protection, cleverly mixed in the program.
Have a look here to download the source code: http://www.dungeon-master.com/forum/vie ... 25&t=29805
by gothmog
Sat Jan 11, 2014 5:15 pm
Forum: Coding
Topic: Assembler for Atari ST with raw binary output
Replies: 14
Views: 5212

Re: Assembler for Atari ST with raw binary output

Thanks for your proposition, that is very kind, but I will solve this by myself.
I did not want to write a custom tool if a solution was already existing, but now I think this is the only way.
by gothmog
Sat Jan 11, 2014 2:58 pm
Forum: Coding
Topic: Assembler for Atari ST with raw binary output
Replies: 14
Views: 5212

Re: Assembler for Atari ST with raw binary output

Thank you for your help, I agree that your method would work, but I was hoping to find a direct way of getting the machine code without having to extract the needed machine code from an executable or object file. Given that someone else replied with a similar indirect method, I suspect there is no e...
by gothmog
Sat Jan 11, 2014 2:39 pm
Forum: Coding
Topic: Assembler for Atari ST with raw binary output
Replies: 14
Views: 5212

Re: Assembler for Atari ST with raw binary output

No, I also would like to code other routines. I do have a boot sector, but that's not the only routine I need to assemble.
by gothmog
Sat Jan 11, 2014 10:36 am
Forum: Coding
Topic: Assembler for Atari ST with raw binary output
Replies: 14
Views: 5212

Re: Assembler for Atari ST with raw binary output

Thank you for your replies @Hippy Dave: your method would work but I would prefer to run a command line that would directly build the binary output, without having to manually open a hex editor, find and and extract my code @mfro: GCC gas would certainly work, but unless I'm mistaken, this program d...
by gothmog
Thu Jan 09, 2014 11:02 pm
Forum: Coding
Topic: Assembler for Atari ST with raw binary output
Replies: 14
Views: 5212

Assembler for Atari ST with raw binary output

I'm looking for a 68000 assembler program that would run on Atari ST and be able to produce raw binary machine code. For example to code a boot sector. All the assemblers running on Atari ST that I have found can only output various flavors of executable file formats (.prg, .tos, .ttp ...) or object...
by gothmog
Sun Aug 04, 2013 1:40 pm
Forum: Coding
Topic: Palette register address in Dungeon Master and CSB
Replies: 16
Views: 4923

Re: Palette register address in Dungeon Master and CSB

What I wrote applies to all known original versions of DM and CSB, available as PASTI images here:
http://dmweb.free.fr/files/DM-Game-AtariST-PASTI.rar
http://dmweb.free.fr/files/CSB-Game-AtariST-PASTI.rar
by gothmog
Sun Aug 04, 2013 12:49 pm
Forum: Coding
Topic: Palette register address in Dungeon Master and CSB
Replies: 16
Views: 4923

Re: Palette register address in Dungeon Master and CSB

Direct FDC use: When you save the game, the save function contains code to check copy protection sector #7 containing the fuzzy bits (it is not sector 6). In DM, this check is performed by reading the sector twice with XBIOS calls to floprd. In CSB, this check is performed by using custom code, it d...
by gothmog
Sun Aug 04, 2013 10:42 am
Forum: Coding
Topic: Palette register address in Dungeon Master and CSB
Replies: 16
Views: 4923

Re: Palette register address in Dungeon Master and CSB

You're right Dio, DM & CSB use both XBIOS calls (Floprd) and direct FDC access for the copy protection checks. Such direct FDC access is even found in code hidden as a graphic in the graphics.dat file. As a conclusion, it seems that using 0x00FF8240 or 0xFFFF8240 makes no difference at as both a...
by gothmog
Fri Aug 02, 2013 5:06 pm
Forum: Coding
Topic: Palette register address in Dungeon Master and CSB
Replies: 16
Views: 4923

Re: Palette register address in Dungeon Master and CSB

PMMU will map $FF8240 correctly (after TOS started) What does "After TOS started" mean? Going to the desktop? DM and CSB start from a bootable floppy disk and the desktop is never seen. They even use some memory usually reserved by GEM to store as much data as possible in RAM. Has "T...
by gothmog
Fri Aug 02, 2013 4:51 am
Forum: Coding
Topic: Palette register address in Dungeon Master and CSB
Replies: 16
Views: 4923

Re: Palette register address in Dungeon Master and CSB

Thanks for your replies In fact both games load the palette data into the 8 data registers and then use a movem.l instruction: movem.l D0-D7,0x00FF8240 (DM) movem.l D0-D7,0xFFFF8240 (CSB) so they did not make this change for the performance reason you mention. If both addresses are equivalent, then ...
by gothmog
Thu Aug 01, 2013 7:52 pm
Forum: Coding
Topic: Palette register address in Dungeon Master and CSB
Replies: 16
Views: 4923

Palette register address in Dungeon Master and CSB

I have a technical question for Atari gurus regarding the address of the color palette registers used in Dungeon Master and its sequel Chaos Strikes Back. First some background. Both games use a trick to use more than 16 colors on screen: the top and the bottom of the screen are drawn with one color...
by gothmog
Tue Aug 07, 2012 8:48 am
Forum: C / PASCAL etc.
Topic: Megamax C oddness
Replies: 23
Views: 5338

Re: Megamax C oddness

By any chance, do you have Megamax C version 1.2 ? I've been looking for it for a long time! I only have versions 1.0 and 1.1 ...

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