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PostPosted: Fri Jul 07, 2006 5:30 pm 
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Posts: 1
Hello,

my name is Adam, i'm new in this Forum.

Last week i bought a MMC64 and a RR after i red in this Forum about the possibility to play DFI games.
I Tested it a litle bit now and there are the results:
On my C64g everything works fine.

But on my C64c the newest dfi plug in and the "dfiplgin, ebster release" doesn't work. When i chose the kernel mode and try to load a game with "LOAD "*",8" then i get the error message: ?FILE NOT FOUND ERROR
Sometimes the C64c begins to load for a view seconds but then i get the same error messege.
Now i figured out, that the "dfiplugin, creatures edition" work with the C64c. Also the D64 mout plugin work fine with the C64c.

So, thats all for now

greetings

Adam


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PostPosted: Fri Jul 07, 2006 9:48 pm 
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Joined: Thu Jan 12, 2006 9:10 am
Posts: 177
@Doc: did you change the bank switch code after creatures edition? Jens suggested reading back bank register after change, so I ended up with this:
Code:
.1  lda #somevalue
    sta $de00
    eor $de00
    and #$18
    bne .1

As you can't read back the real state of /GAME & /EXROM, I use $3A for C64 RAM, so switch to RR Bank0 can be detected.


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PostPosted: Sun Jul 09, 2006 9:54 pm 
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Posts: 72
Location: LittleDreamLand
tnt/beyond force wrote:
@Doc: did you change the bank switch code after creatures edition?


Yes, I cut down the delay a bit. Now I'm using your routine and it works like a charm: fast and reliable! Thanks a lot for the tip!

Here's the patched plugin, I only changed the switcher routines: http://rrforum.ath.cx/viewtopic.php?p=725#725

Btw: When I first read the bugreports I feared to get the same problems I had with DreaMon (port of the scpu freezer monitor). It uses really a lot bankswitching and was either slow and safe with a looong delay or fast and unstable for some users. Maybe the new switcher routine does the trick here too! :)


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PostPosted: Sun Jul 09, 2006 10:06 pm 
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Just forgot, I modified your routine a bit. I'm using 2 different configs besides plain c64: reading from buffer runs with $de00=$20, buffer refill with $23. I'm too lazy to think of some clever values which fit for all my switches. I just toggle banking bit 15:

Code:
        lda $de00
        and #$80
        eor #($80 | value)
        tax
retry:
        txa
        sta $de00
        eor $de00
        and #$98
        bne retry


Hmm, it would sure be nice to have some vcs here besides the forum. This would be fun!


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PostPosted: Sun Jul 09, 2006 10:39 pm 
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Posts: 177
I'm glad I could help. Debugging problems which never happen with your own hardware is hell, and my systems seem to be problem-free except for MMC64 read errors with sprites enabled. I haven't decided yet whether I should be happy because everything works fine, or unhappy because debugging is damn hard with hexdumps.

Doc Bacardi wrote:
Just forgot, I modified your routine a bit. I'm using 2 different configs besides plain c64: reading from buffer runs with $de00=$20, buffer refill with $23.

Thanks - that made me realize that the check is moot when it changes only /GAME & /EXROM. Not too big change to my code tho.

Old:
Code:
B0  = $20 ; RAM bank 0, normal mode
B0u = $23 ; RAM bank 0, Ultimax mode
B1  = $28 ; RAM bank 1, normal mode
B1u = $2b ; RAM bank 1, Ultimax mode

New:
Code:
B0  = $20 ; RAM bank 0, normal mode
B0u = $a3 ; RAM bank 0, Ultimax mode
B1  = $28 ; RAM bank 1, normal mode
B1u = $ab ; RAM bank 1, Ultimax mode

+ ANDing with #$98 instead of #$18, and this only required changing one macro.


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PostPosted: Mon Jul 24, 2006 1:37 pm 
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Posts: 9
Just to note that I got my retro replay today, and now dreamload works like a charm! good job.

_________________
I can make it crash!


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 Post subject: still alive
PostPosted: Sun Nov 05, 2006 10:41 pm 
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Location: LittleDreamLand
Oops, I did it again: several months without one single sign of life. Sorry! Of course most of the time I was just lazy, but there has been some development on the dfi plugin and related tools.

The project is now hosted by BerliOS, so you can always check the SVN if there's something going on. The dfi plugin, dreamon and all the other suff is not in the repository yet. Even so there is already something to download for you as Uncle Tom released the first version of CBMImager, a comfortable GUI tool for D64 and DFI images. There's a windows and a linux version available. It would be great if you could test it and give us some feedback/bugreports. Please note that CBMImager is still under development and should be considered beta, so you better work with backup images only.

http://developer.berlios.de/projects/rrtools/


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PostPosted: Mon Nov 06, 2006 2:14 am 
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Joined: Wed Jan 11, 2006 11:22 am
Posts: 874
Nice!
Looking forward to some action then :D


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PostPosted: Mon Nov 20, 2006 12:27 am 
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RaveGuru wrote:
Looking forward to some action then :D


Hah, there's always action! At least the summary page at BerliOS says we were 95.394% active last week. Don't know how they made up this number but sonds impressive anyway. :)

Sooo what's up for now:
* dreamass was updated to wip 20061112
* cbmimager v0.1.1 was released
* dload was uploaded to svn
* the device independant dirbrowser "mylene" was uploaded to svn
* the mmc-plugins were uploaded to svn including some unreleased demos and one fix released, thanx to iopop for the bugreport.

Notes:
The d64 and lnx demos for mmc-plugin were released on DiParty early this year, but it never reached the outer world. So we consider these as unreleased. Bah! :(

d64plugin is a file extractor for d64 images. Hit 'Return' on a .d64 image, select files with Space and hit Enter to write all selected files to drive 8. Yes, there's still a lot to do. :)

lnxplugin will depack a Lynx archive to drive 8, no matter what contents an no matter what drive 8 might be. There's even more to do here. :(

Please ignore the .fun plugin. It's crap!


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 Post subject: Cats on mars
PostPosted: Mon Nov 20, 2006 12:38 am 
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Uh, just forgot: Besides these boring uploads there's also a new dfi plugin in svn. I'm currently working on the banksplit, and load/save is already working. The cmd channel is still buggy, but I'll fix this in the next days (yes, this will be calendar week 47).


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PostPosted: Mon Nov 20, 2006 12:02 pm 
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Joined: Wed Jan 11, 2006 11:22 am
Posts: 874
Great news!

That D64 extractor sounds really cool, and a new dfi plugin sounds interesting of course. Good work and Keep it up, Doc! :D


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 Post subject: Re: Cats on mars
PostPosted: Mon Nov 20, 2006 8:39 pm 
Doc Bacardi wrote:
Uh, just forgot: Besides these boring uploads there's also a new dfi plugin in svn. I'm currently working on the banksplit, and load/save is already working. The cmd channel is still buggy, but I'll fix this in the next days (yes, this will be calendar week 47).


You mean load/save works for the real Dreamload? (I guess it's only for the Kernal mode)


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 Post subject: Re: Cats on mars
PostPosted: Sat Nov 25, 2006 11:45 am 
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Nata wrote:
You mean load/save works for the real Dreamload? (I guess it's only for the Kernal mode)


No, it's not for the 'real' DreamLoad. This has no save support at all, even not on common drives like the 1541. The Kernal mode has experimental save support for some time now (about Jun).


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 Post subject: Re: Cats on mars
PostPosted: Sun Nov 26, 2006 12:15 pm 
Doc Bacardi wrote:
Nata wrote:
You mean load/save works for the real Dreamload? (I guess it's only for the Kernal mode)


No, it's not for the 'real' DreamLoad. This has no save support at all, even not on common drives like the 1541. The Kernal mode has experimental save support for some time now (about Jun).


Will be there multiload games (Demos... or whatever) that are fixed with the 'real' Dreamload?


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 Post subject: Re: Cats on mars
PostPosted: Sun Nov 26, 2006 2:35 pm 
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Nata wrote:
Will be there multiload games (Demos... or whatever) that are fixed with the 'real' Dreamload?


Yes, there will be some games for DreamLoad. I guess GiJoe might be the first 'real' Game release after the SlySpy example. If you are looking for Demos, try the DFI version of 'Error23' (DL somewhere on CSDB).


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