Search found 53 matches

by Dbug
Sat Oct 24, 2020 9:43 am
Forum: MiST
Topic: Oric Atmos core for MiST / MiSTica loading TAPES !!!
Replies: 66
Views: 8149

Re: Oric Atmos core for MiST / MiSTica loading TAPES !!!

And to add to what Symon said, there are also multiple Oric disk systems, so you can have a DSK file that is designed to run on Microdisc / Cumana systems, you can have one which is designed to run specifically on a Microdisc using the Telestrat operating system (will not work on an Atmos), and you ...
by Dbug
Sat Dec 07, 2019 7:36 am
Forum: MiST
Topic: Oric Atmos core for MiST / MiSTica loading TAPES !!!
Replies: 66
Views: 8149

Re: Oric Atmos core for MiST / MiSTica loading TAPES !!!

Cool :)

I think I recognize a few of these ;)
by Dbug
Fri Nov 29, 2019 4:42 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Not bad :)

Which reminded me that I forgot to post my blog post about the whole thing: http://blog.defence-force.org/index.php ... &ref=ART62 (not that this adds anything to the current thread, it's just a summary)
by Dbug
Thu Oct 17, 2019 8:43 am
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

One thing I'm wondering: Is there a way to detect that some labels are actually the same address? Looking at the disassembly I see that you have different equates for hardware register addresses that were expressed as .w and .l, so we end up with these two sets of different values, some being correc...
by Dbug
Thu Oct 17, 2019 6:25 am
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

I've not started anything, just looked at the existing disassembly :)
by Dbug
Wed Oct 16, 2019 6:33 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

@swapd0: Do you think you could make your disassembler generate the ":" at the end of labels, it's optional, but when searching in the code that makes it easier to find where the routine is actually located :)
by Dbug
Tue Oct 15, 2019 6:51 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Gosh, apparently the coder does not like the (an)+ addressing mode: l001807 move.w 2(a0),8(a1) move.w 4(a0),16(a1) move.w 6(a0),24(a1) move.w 8(a0),32(a1) move.w 10(a0),40(a1) move.w 12(a0),48(a1) move.w 14(a0),56(a1) move.w 16(a0),64(a1) move.w 18(a0),72(a1) move.w 20(a0),80(a1) move.w 22(a0),88(a1...
by Dbug
Tue Oct 15, 2019 4:00 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Cool that you wrote one :)
Is it a disassembler running on PC or on the Atari itself?
by Dbug
Tue Oct 15, 2019 3:40 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Interesting, I've never seen this "d1234567/a0123456" syntax for movem, I've been used to things like:
- movem.l d0/d1/d2/a3/a6
- movem.l d0-d4/a0-a5
by Dbug
Tue Oct 15, 2019 6:40 am
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Well, if you look at one of my pictures, there are parts of the code that make absolutely no sense in the context of "I have the source code, I'm writing code, I made a mistake here, let's fix it". The routine I showed looked like it was patched over an existing binary, nobody sane would do a JSR to...
by Dbug
Mon Oct 14, 2019 6:13 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Yeah, the code has jump tables all over the place, the main ones are identifiable with the "jsr (a4) / rts" and the other one is in the timer_b interrupt. Considering the game does not run at 50hz, it means the timer_b slow code is actually running more than once per frame, so there's a some perform...
by Dbug
Sun Oct 13, 2019 1:14 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

I started from this one: http://ftp.pigwa.net/stuff/collections/ATARI_ST_WINSTON_MEGAGAMES.-.Eselkult/Discs/Medway/med_087.st The data is compressed with "Ice!" Packer, the source I attached is a modified "beast.prg" (you don't need MENU87.PRG), the Eldritch the Cat intro is in "INTRO" and the game ...
by Dbug
Sat Oct 12, 2019 5:47 pm
Forum: Games - General
Topic: shadow of the beast ST (Mark mc cubbin here)
Replies: 105
Views: 51789

Re: shadow of the beast ST (Mark mc cubbin here)

Ok, since I don't like to bash things without poking at them thoroughly, I decided to look seriously inside the code of Shadow of the Beast on the ST. I got myself the original STX (Pasti) files, the DBUG "hdd/falcon compatible" version, as well as two "filed" versions (one from Automation and one f...
by Dbug
Sat Oct 12, 2019 10:27 am
Forum: Hatari
Topic: Hatari 2.2.1 has been released
Replies: 52
Views: 23542

Re: Hatari 2.2.1 has been released

There's no timer involved, basically Time Slices is the equivalent of a fullscreen demo, it just syncs once on the top and then the entire code is sync locked with the display until the last line :) That being said, since it's a STe demo, I'm using the blitter to do the 16 color changes, by preloadi...
by Dbug
Sat Oct 12, 2019 9:59 am
Forum: Hatari
Topic: Hatari 2.2.1 has been released
Replies: 52
Views: 23542

Re: Hatari 2.2.1 has been released

Hi, just wanted to signal that there was couple of issues in Monochrom mode. If you compare https://youtu.be/RlpP7JVImGA?t=78 (real hardware) and https://youtu.be/ahjYceQGjKM?t=61 (Hatari 2.2.1) there are a number of issues: - The vertical scroll in the main part is not visible: This is achieves by ...
by Dbug
Fri Oct 11, 2019 4:37 pm
Forum: 680x0
Topic: Setting an absolute address in Easy Rider
Replies: 0
Views: 4464

Setting an absolute address in Easy Rider

Hi, I've used Easy Rider for a very long time, but it was always on either relative code, or on actual executable with relocation information. I'm trying to disassemble a file which contains some executable code supposed to be loaded at a fixed address (in this case $40000). Easy Rider has a "Virtua...
by Dbug
Sat Aug 17, 2019 11:26 am
Forum: News & Announcements
Topic: Good bye
Replies: 69
Views: 22818

Re: Good bye

Havok: So basically you took a decision to do or not to do something based on somebody's arguments that you think are valid but that you are not willing to share. That's going to make the discussion difficult :) Well, guess that's where I take my hat and go back doing more interesting things that in...
by Dbug
Sat Aug 17, 2019 11:05 am
Forum: News & Announcements
Topic: Good bye
Replies: 69
Views: 22818

Re: Good bye

And in the case of the tarot card reader, Lotek convincingly argued why it should be on the site
What were the actual arguments from Lotek? (They may have been posted earlier, in which case I missed them).
by Dbug
Sat Aug 17, 2019 10:29 am
Forum: News & Announcements
Topic: Good bye
Replies: 69
Views: 22818

Re: Good bye

So tell me please, what exactly is a "demoscene production" or "demoscene stuff" or as Rajah liked to put it "the demoscene realm"? It's obviously very contextual, I would not carve any rules in some holy tablets to define what is or is not demoscene related. I'm an active scener, I've done demos, ...
by Dbug
Sat Aug 17, 2019 7:59 am
Forum: News & Announcements
Topic: Good bye
Replies: 69
Views: 22818

Re: Good bye

People can't force us to delete links to freeware software indeed. I think that's the core of the issue: This is not a demoscene product, if the author does not want it there, just remove any reference to it. I don't even see why there should be a discussion about that. What is suggested is that Ra...
by Dbug
Thu Aug 15, 2019 6:56 pm
Forum: News & Announcements
Topic: Good bye
Replies: 69
Views: 22818

Re: Good bye

But if they refuse, all I can imagine is posting a message like "guys, watch out, those individuals are very hard to reason with, avoid them!" and not anger on the whole atari community, based on some virtual "rights". It's the french way: When the government does not listen, you just block the cou...
by Dbug
Thu Aug 15, 2019 5:06 pm
Forum: News & Announcements
Topic: Good bye
Replies: 69
Views: 22818

Re: Good bye

I for one totally agree with Rajah on that one. "As I said to you in other thread, as an individual you have very few rights on the Internet, and taking down your freeware apps certainly isn't one of them." Maybe not, but a minimum of consideration and understanding would not hurt, would it? Having ...
by Dbug
Thu Jan 07, 2016 11:36 am
Forum: Coding
Topic: ATARI HDD low level info
Replies: 47
Views: 20355

Re: ATARI HDD low level info

Well, if you want to make a compatible game, yes.
If you want to take advantage of all the ste hardware, nobody sane would go through the system functions to read the keyboard, mouse or set video parameters :)
by Dbug
Thu Jan 07, 2016 9:01 am
Forum: Coding
Topic: ATARI HDD low level info
Replies: 47
Views: 20355

Re: ATARI HDD low level info

As far as I know, the reason for using our own FDC routines instead of TOS was just that it made it much more practical to write fast loaders that can also do stable animation on the disk. The fact that you got more memory was more of a bonus :)
by Dbug
Thu Jan 07, 2016 8:03 am
Forum: Coding
Topic: ATARI HDD low level info
Replies: 47
Views: 20355

Re: ATARI HDD low level info

Earlier somebody asked for legitimate reasons for wanting to write low in memory, one of the perfectly valid reasons is that if allows you to use short absolute addressing. I don't really remember which of my demos used that, but basically during development I had a 32k buffer where I copied all the...

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