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 Post subject: Problem with Bounty Bob
PostPosted: Fri Jul 29, 2005 2:54 am 
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Joined: Thu Feb 12, 2004 3:44 pm
Posts: 63
Location: France - Paris
Hi,

I tried to convert Bounty Bob but it does not work (at least under the emulator, I didn't try flashing it on a real cart).
I tried all combinations of -osb, -altptr and -reinit on the command line and none of them works.
I tried also to NOP all STA $D301 in the binary but it does not change anything !

I am stuck.

Any idea ?

Thank you,

Eric.


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 Post subject:
PostPosted: Sun Jul 31, 2005 5:40 am 
ERROR AT LINE 0
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Joined: Tue Aug 05, 2003 9:55 am
Posts: 1036
Location: Cleveland, Ohio
Hi Eric,

The problem with most of the Bounty Bob dumps out there is they are not completly cracked, there is still code running in them that tries to trigger extended memory banks and cartridge banks, at random.

Please try the fully fixed version here:

http://www.atarimax.com/flashcart/forum ... ght=bounty

Steve


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 Post subject:
PostPosted: Sun Jul 31, 2005 5:40 pm 
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Joined: Mon Jan 12, 2004 5:01 pm
Posts: 84
Location: Reading UK
I have looked at how the original cart image bank switches
and it maybe possible to rework this to a FlashCart image.
I got a little way into it with an XEGS image but the originals
banking method of selecting separate 4K blocks to $8000
and $9000 can't be simulated directly. With a FlashCart this
can be done by copying the required block each time one
is required, though it slows things down a little it shouldn't
detract the game too much. However, this requires tucking
in a little swap routine somewhere in memory that's unused
and that's what I'm yet to look into. I may get time in August.

Regards,
Mark


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 Post subject:
PostPosted: Thu Aug 04, 2005 4:50 pm 
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Joined: Mon Jan 12, 2004 5:01 pm
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Location: Reading UK
I'm making progress with the XEGS version but have come
to the conclusion that a Flash version would not be practical
as the swap-outs also occur during VBIs and so just wouldn't
work. Still, a 128KB XEGS version would be cool. Basically
I've identified that the $8000 and $9000 banks have 16
possible combinations but only 13 are in use. So 13*8K
is 104K, plus fixed 8K bank at $A000, plus another bank
for my replacement routines - leaves 1 blank - 16 in total.

A Work In Progess image is attached (along with sources)
Hopefully I'll be able to debug the rest of this on Sunday.
(But if anyone else can spot what nneds to be done
that would be nice :wink: )

Regards
Mark


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 Post subject:
PostPosted: Sat Aug 06, 2005 12:12 pm 
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Joined: Thu Feb 12, 2004 3:44 pm
Posts: 63
Location: France - Paris
Hi,

Steven, I tried your binary file and I have the same problem. I can not make it work under the emulator. Has anyone found a way to make it work ?

Wrathchild's work is very interesting but my goal is to put this game in a 8Mb cart and, of course, I prefer a small file (40K byte) instead of the 128K byte XEGS version.

Thank you,

Eric.


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 Post subject:
PostPosted: Sat Aug 06, 2005 3:54 pm 
ERROR AT LINE 0
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Location: Cleveland, Ohio
Looks like I missed one bank switch... I guess I never tried it on an 8mbit cart. :oops:

Try this one.

Steve


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 Post subject:
PostPosted: Mon Aug 08, 2005 8:49 pm 

Joined: Sun Aug 31, 2003 9:50 am
Posts: 52
Location: Lansing MI
classics wrote:
Looks like I missed one bank switch... I guess I never tried it on an 8mbit cart. :oops:

Try this one.

Steve


I tried your latest version on a multicart, both 1Mb and 8Mb, and neither work.

Let me rephrase that. On the actual cartridges, the game will not boot on my XEGS. It just dies after the loading screen. It won't boot on the 800 either, but I'm guessing that it requires 64k.

The game will, however, boot from the cart's .bin file in an emulator.
From what Wrathchild wrote, should I take it that an XEGS will not properly run BBSB?

Thanks,
Randy


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 Post subject:
PostPosted: Wed Aug 10, 2005 5:21 pm 
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Location: France - Paris
Steven, the patch you posted for BBSB is working for me on 800XL. Before you posted it, I tried to fix BBSB myself and I found the same patch after a couple of hours of debugging. The debugger of Atari800 lacks something like BreakOnWrite <FirstAddr> <LastAddr> so we could let the game run and be alerted when a write operation is done on a specified range of addresses.

So, Smeghead, you're probably right when you say it's a problem of RAM on the 800 but I don't know what is wrong on XEGS (I don't have one).

Hope it helps.

Eric.


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 Post subject:
PostPosted: Thu Aug 11, 2005 10:13 pm 

Joined: Sun Aug 31, 2003 9:50 am
Posts: 52
Location: Lansing MI
ebiguy wrote:
So, Smeghead, you're probably right when you say it's a problem of RAM on the 800 but I don't know what is wrong on XEGS (I don't have one).

Hope it helps.

Eric.


Yeah, it's tough, not having all the different Atari machines. I used to have an XL, but I sold it a couple years ago.

I wouldn't have guessed that there was much of any diference between the XEGS and the XL, but Atari certainly did have a knack of changing things just enough to cause the occasional problem.

Thanks for the help and input!
Randy


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 Post subject:
PostPosted: Sat Aug 13, 2005 12:37 pm 
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Joined: Mon Jan 12, 2004 5:01 pm
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Location: Reading UK
ebiguy wrote:
The debugger of Atari800 lacks something like BreakOnWrite <FirstAddr> <LastAddr> so we could let the game run and be alerted when a write operation is done on a specified range of addresses.

Which version are you using? The current one does have a
great range of new feature, type "B ?" at the prompt.

What you want is something like:
B write>=8FF6 write<=8ff9

Regards,
Mark


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 Post subject:
PostPosted: Thu Sep 13, 2007 7:41 pm 
ERROR AT LINE 0
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Joined: Tue Aug 05, 2003 9:55 am
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Location: Cleveland, Ohio
There was still some code enabling extended ram and the internal missile command ROM on the XEGS.

Give this version a try if you are having problems.

Steve


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 Post subject:
PostPosted: Sun Sep 16, 2007 12:03 pm 
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Joined: Sun Aug 10, 2003 11:51 am
Posts: 68
Location: The Netherlands
From the discussion I understand you try to convert the cart version of BBSB for use with the flash cart.

Attached is the version of BBSB that was released in the Netherlands on tape by Aackosoft (note the licensed to Aackosoft in the title screen).
I converted it from tape to boot disk a few years ago by replacing the tape loading routines to disk sector loading routines. No further changes.

Since this was an official tape release I suppose they got a tape version from the author without any cart specific things in it. So this version might be better suited to convert to flash cart than a cracked cart conversion.

Robert

----

Edit/update:
I tried the binary file posted earlier by Steve and noticed that this one was also based on the Aackosoft release. So it seems they hacked the cart version to tape without removing some cart specific code :(
So my version might probably not help :(


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 Post subject:
PostPosted: Sun Sep 16, 2007 2:52 pm 
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Joined: Mon Jan 12, 2004 5:01 pm
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Location: Reading UK
I will knock together a version based on the US Gold tape version
(which is probably similar to yours). In order to have produced this
they would have to have re-built the sources removing a lot of the
protection built into the ROM version which, mentioned above and
on an AtariAge thread I think, I gave up on as the timings on the
bank switches are critical on the original cart. The reason I had gone
down that method was to try and make a Flash version which would
still run in <48K and so not confined to 64K machines which would
have been the case if I just went ahead and ported the tape version
to Cart. But as there seems to be a call for it I 'll just do it anyway ;)
Also, Steve's bbfix3 image above seems to have resolved the issue
for most users already.

Regards,
Mark


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 Post subject:
PostPosted: Mon Sep 17, 2007 12:00 pm 
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Joined: Mon Jan 12, 2004 5:01 pm
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Location: Reading UK
Hi,

The protection on the U.S. Gold version was interesting,
3 * "ROL $D500,X" instructions were in the code, one
at $70DB (during the title screen) and two more together
at $8AC1 and $8AC4. The later two kick in when viewing
the high-score entry screen. All were replaced with NOPs.

Then, just after a letter is dropped to the high-score name,
a routine $970A-$9735 uses tables to indirectly set some
memory locations and some of these happen to be in $D5xx.
To disable these I saw that some of the game's loading code
still resided untouched at Page 6 and so by changing the
two $D5 bytes at $98BB to $06 instead this avoids access
to the cartridge.

I'm not sure the binary I've built works from a Cart as
my 'Perl' is screwy (I use Cygwin) and I get errors
when trying to use -EXEPACKER. Can someone please
try this and feedback if its OK?

The exe I constructed has 5 segments:

$0100-$011F - 'Hook' code for patching memory.
$0360-$03D2 - Code executed post cassette load.
$0500-$0EFF - Part of the tape loading screen/code.
$1E00-$BBFF - Game data/code
$02E0-$02E1 - 'run' address = $372

Post loading, some of the upper memory in the game
data section is copied under the OS using an XOR
mask ($FF) in the process. When loaded from cassette,
address $3D0 has an RTS instruction which gets the
game entry point from the stack, so I replaced that
with a JMP to $100 where the patches are applied and
then that code jumps to the correct entry point at $672F.


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 Post subject:
PostPosted: Tue Sep 18, 2007 7:23 pm 
ERROR AT LINE 0
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Location: Cleveland, Ohio
Doesn't seem to work for me. I figured it was the $100 and $500 segments, but I also can't get it to load via the load-exe menu option in Atari800Win 3.1.

Steve


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