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ProDOS port bug report

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qkumba

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Jan 23, 2019, 1:22:23 PM1/23/19
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I'm abandoning the old thread in order to create dedicated entries.
This one is intended for anyone to announce bugs or issues with ProDOS ports.

frank_...@hotmail.com

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Feb 11, 2019, 4:59:07 PM2/11/19
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Had some fun with these new double-hires titles over the weekend. Thanks for this latest crop! Unfortunately I wasn't able to get either Commando or Ikari Warriors working, on either my //c or Virtual II.

For Ikari, I traced it out to some code that gets executed on zero-page that includes a BRK (@ $72). The BRK vector sends PC to $86E9 where it loops forever. This happens on the first screen, just after the "skull" barracks. Sometimes it will show the first screen then hang immediately without drawing the characters.

Commando won't start up on //c (Hangs on the first screen), and shows some graphic artifacts under Virtual II but with normal character/enemy motion.

Kid Niki has graphic artifacts as well. Just on the first screen. Seems to clear up once you're past that (or if you die there). I think the 4am crack does the same thing. Feels very much like an unfinished game.

F

Melody Ayres-Griffiths

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Feb 11, 2019, 7:18:23 PM2/11/19
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Got to second screen in Ikari Warriors on microM8, and Commando works fine too... Kid Niki has a little rectangle of some kind of graphics corruption right where you first start but that's all I could find

Alex Lee

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Feb 11, 2019, 10:27:57 PM2/11/19
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I was going to do a more detailed bug report, but I can echo these
issues on a ROM03 IIGS with CFFA3000.

Commando and Ikari Warriors seem to take a while to start after
selecting 'J' for joystick. Commando has definite artefacts appearing
when scrolling. Ikari also crashes every time when a new object appears
from the top the right, after the skull looking dug-out.

Kid Niki has had minor graphic artefacts as well, but played fine as
far as I got with it.

Platoon and Robocop played absolutely perfectly. Heavy Barrel seemed to
work well, although I only got through the first level.

In Batman, I got to a screen where I went down a yellow ladder
(descending down in profile/side view) I then got to another screen,
but it looked like there was some graphics corruption, but I couldn't
see anything (was Batman surrounded in darkness?) I somehow died in
this state and the game had to start again.

I was going to reference the 4am cracks (and earlier cracks) to see if
these issues were apparent in those and not caused by the ProDOS
conversion, but out of time for now and thought it more important to
reiterate the same issues others are having.

- Alex

qkumba

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Feb 12, 2019, 3:08:34 PM2/12/19
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Kid Niki has an uninitialised something that causes the corruption.
It's not visible when launched from BASIC. I didn't investigate it.
I agree that it looks unfinished.

In Batman, the dark room is intentional. You're supposed to find in another room a source of light before you enter.

I'll check Commando and Ikari Warriors. Both were troublesome because of how they use memory (running from aux text screen, expecting the screen holes to be maintained across disk access, etc). I must have missed something.
Both are very slow to acknowledge the initial keypress.

qkumba

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Feb 18, 2019, 2:20:14 PM2/18/19
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Ikari Warriors is fixed and uploaded.
Commando runs now in Virtual II but has graphical glitches and the guard patterns are different.
It might be relying on uninitialised something. I'm looking for the cause, and then I'll fix it.

frank_...@hotmail.com

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Feb 28, 2019, 1:29:14 AM2/28/19
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The Games- Summer Edition: doesn't work from hard drive, only the .po image (crashes after photo intro and before "Epyx" logo). Seems to work otherwise.


Lancaster: doesn't work on real or emulated //gs (hangs after showing "Silicon Valley Systems" title).


Ikari Warriors: No visual artifacts now. Still hangs just before the first bridge on real hardware and emulation.


Commando: additionally, hangs at high score entry after game over.

qkumba

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Feb 28, 2019, 1:19:26 PM2/28/19
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> The Games- Summer Edition: doesn't work from hard drive, only the .po image (crashes after photo intro and before "Epyx" logo). Seems to work otherwise.

Hardware or emulation? How did you start it?
I can't reproduce it in MAME or AppleWin when launched from BASIC in a subdirectory, for example.

> Lancaster: doesn't work on real or emulated //gs (hangs after showing "Silicon Valley Systems" title).

This is a bug in the original game code. I will try to fix it.

> Ikari Warriors: No visual artifacts now. Still hangs just before the first bridge on real hardware and emulation.

Something about the screen holes is causing this. I'll check again what I did wrong.

> Commando: additionally, hangs at high score entry after game over.

Probably a similar cause to Ikari Warriors.

frank_...@hotmail.com

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Feb 28, 2019, 5:06:11 PM2/28/19
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The Games- Summer Edition: My bad. I had the older version from December. Re-downloaded from asimov and it's working fine now.

f

qkumba

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Mar 1, 2019, 10:39:04 AM3/1/19
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Great, thanks for letting me know.
I will try today to fix Lancaster, and then research the Quicksilver issues further.

frank_...@hotmail.com

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Mar 5, 2019, 4:58:19 PM3/5/19
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Spider.Raid - Doesn't run from hard drive. After InSoft logo it crashes with junk on hires screen, some ominous sounds, and then deletes itself (!). Removes both loader.sys and binary file from subdirectory. Disk version seems to work fine. Seems to maybe be some kind of ROM check, as it works on ][+ and older //e, but not on newer //e or //gs. I thought this one was good, but I must have only checked it on my ][+ (where it works fine).


I have a few reports for the //gs specifically, but I'm still working though what's going wrong and why.

Also, I've found a few games that require the "Alternate Display Mode" set on the //gs. I have a snippet of code I've added to those LOADER.SYSTEMs that sets the correct mode if it detects a //gs. Not sure if this matches your "porting philosophy" though.

f

Antoine Vignau

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Mar 5, 2019, 5:20:31 PM3/5/19
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38 20 1F FE B0 03 20 62 F9 ...

qkumba

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Mar 6, 2019, 1:17:42 PM3/6/19
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> I have a few reports for the //gs specifically, but I'm still working though what's going wrong and why.

I'll accept even reports that something just doesn't work.
I can try a GS emulator to reproduce the effect.

> Also, I've found a few games that require the "Alternate Display Mode" set on the //gs. I have a snippet of code I've added to those LOADER.SYSTEMs that sets the correct mode if it detects a //gs. Not sure if this matches your "porting philosophy" though.

Lots of Datasoft hit that one. As far as I remember, ROM1 can't do it properly, so I didn't add support for it. I can revisit that.

qkumba

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Mar 6, 2019, 1:18:03 PM3/6/19
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> 38 20 1F FE B0 03 20 62 F9 ...

Thanks Antoine, I'll try it.

Antoine Vignau

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Mar 6, 2019, 4:01:14 PM3/6/19
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On Wednesday, March 6, 2019 at 7:18:03 PM UTC+1, qkumba wrote:
> > 38 20 1F FE B0 03 20 62 F9 ...
>
> Thanks Antoine, I'll try it.

TEXT2COPY = $F962
IDROUTINE = $FE1F ; carry clear if IIgs

SEC
JSR IDROUTINE
BCS notIIgs
JSR TEXT2COPY
notIIgs ; * user's not using the best Apple II machine

;-)

frank_...@hotmail.com

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Mar 6, 2019, 4:39:35 PM3/6/19
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On Wednesday, March 6, 2019 at 10:17:42 AM UTC-8, qkumba wrote:
>
> Lots of Datasoft hit that one. As far as I remember, ROM1 can't do it properly, so I didn't add support for it. I can revisit that.


Yes. Goonies, Mr Do, and both Pacman versions (joystick calibration screen). Also, the lores intro animation in Pollywog uses page 2, as well as the text shown before Stellar 7 switches into hires mode.

Antoine, did setting Alt Display Mode the ROM1 also change the speed back to fast? I have a ROM3 now but seem to recall something different about ROM1. Reminded me of your comments how to properly set the speed and black background.

"It is not safe to play with bits 4-7 of $C034 (CLOCKDATA) and bit 7 change of $C036 (CYAREG) can be simplified:

SETGS
LDA #$0F
TRB CLOCKDATA
LDA #$80
TRB CYAREG
RTS"

Antoine Vignau

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Mar 6, 2019, 5:23:23 PM3/6/19
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The code above will set the IIgs to 1 MHz.

TEXT2COPY info:
*
* Due to limited space, differentiation between Gyro
* and gs can't insert here, thus move TEXT2COPY to
* TEXT2COPYFF. Entry point must be maintained.
*
* This routine installs a heartbeat task
* that copies text page 2 to bank E0 for
* the Mega // to display on every VBL.
*
* This is a toggle (enable/disable) routine.
* If auto text copy is on, on entry, it is disabled on exit.
* If auto text copy is off, on entry, it is enabled on exit.
*

and
*
* This routine installs a heartbeat task
* that copies text page 2 to bank E0 for
* the Mega // to display on every VBL.
*
* This is a toggle (enable/disable) routine.
* If auto text copy is on, on entry, it is disabled on exit.
* If auto text copy is off, on entry, it is enabled on exit.
*
* For Gyro, no heart beat task is required.
* Toggle hardware bit5 of shadow register, $c035
* is equivalent to software copying.
*
* This routine can be invoked from Classic Desk Accessory
* or mainside entry point $f962. In the case of CDA, an
* interrupt occurred and the enviroments are stored and restored
* during in and out of the CDA, this includes store and restore of
* SHADOW reg, therefore it is necessay to update IRQ_SHADOW to
* reflect the most current states of shadowing. When exits, then
* restoring of SHADOW reg from IRQ_SHADOW would show the users'
* preference states.

and
* A routine to set text page2 shadowing register ($c035, bit5)
* probably for original //gs and new machine
* For gs, when exit 'c'=0 else 'c'=1

; SEG $FF
SETTEXT2REG EQU *
; SEG $00
PHB ; Save data bank
JSR DBTOE1 ;Set to $e1 bank
LDA |KEYUCVER ;Get keyucver #
CMP #$06 ;If > $06, then using new CYA chip
BCC @2 ;Bra if not, old FPI chip
LDA |TP2MODE ;Chk for already on/off
BNE @2 ;Bra if already off
LDA #$20 ;Else it is on, need to turn off
TSB SHADOW ;Set off
BRA @3 ;Bra to end

@2 EQU *
LDA #$20 ;Previous on is off, set on now
TRB SHADOW ;Set on, no effect for gs board
@3 PLB ;Restore data bank
RTS ;Return to caller

To answer your question: I do not know but it is possible that the "original" speed be restored. If so, code can be written as:

CLOCKDATA = $c034
CYAREG = $c036
TEXT2COPY = $f962
IDROUTINE = $fe1f

SEC
JSR IDROUTINE
BCS notIIgs
JSR TEXT2COPY
LDA #$0f
TRB CLOCKDATA
LDA #$80
TRB CYAREG
notIIgs ...

frank_...@hotmail.com

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Mar 7, 2019, 11:23:27 AM3/7/19
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On Wednesday, March 6, 2019 at 10:17:42 AM UTC-8, qkumba wrote:
> As far as I remember, ROM1 can't do it properly


I tried it using Pollywog and it seems to work similarly on both ROM revisions. I don't have an actual ROM1 to test with though.

qkumba

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Mar 7, 2019, 1:43:45 PM3/7/19
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Lancaster, Command, and Ikari Warriors, seem to be fixed now.

frank_...@hotmail.com

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Mar 8, 2019, 3:49:58 PM3/8/19
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Lancaster and Ikari appear to be working well.

Commando - the ".dsk" seems to work. the ".do" still has visual artifacts under Virtual II. the ".do" works on real //e and //gs, however. I haven't tested the ".dsk" on hard drive yet (wasn't sure the difference between the two. 128 vs 48k?). It seems like the title screen got shifted to the left a bit on both, though.

frank_...@hotmail.com

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Mar 26, 2019, 5:22:15 PM3/26/19
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Sorry nevermind, i just looked at Commando again and the title is off-center on the original as well.


On Friday, March 8, 2019 at 12:49:58 PM UTC-8, frank_...@hotmail.com wrote:
>
> Commando - It seems like the title screen got shifted to the left a bit on both, though.
>
>

Alex Lee

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Apr 2, 2019, 6:29:56 AM4/2/19
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I'm still trying to play all the way through Captain Goodnight for a
complete bug test. I came very close to finishing it in the last week,
probably a screen away from the Doomsday Device.

Some advice on anyone trying to finish the game:

On Doom Island, go down the elevator to N3 and get off there – forget
getting off at N1 and N2 – they’ll simply waste your time.

When you get to the second group of elevator shafts, go directly to S3
– skip S1 and S2, as they’re time wasters again.

- Alex

I am Rob

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Apr 2, 2019, 1:27:47 PM4/2/19
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Approximately how much time out of your life was wasted spent on finding out that N1 and N2, and, S1 and S2 were a waste of time?

Michael 'AppleWin Debugger Dev'

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Apr 2, 2019, 9:20:00 PM4/2/19
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LOL, nice meta reference Rob!

qkumba

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Jul 21, 2019, 10:45:53 AM7/21/19
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Zaxxon would crash when restarting a game. This is now fixed.

qkumba

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Aug 24, 2019, 2:09:52 PM8/24/19
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I finally tracked down the graphical issues with Commando and Virtual II. It's specific to SmartPort (i.e. 3.5" or hard disk) access, and the result of my bad advice to Gerard.
It turns out that real SCSI firmware behaves exactly like Virtual II used to do, so Virtual II was correct at the time, and now it's wrong. I've asked him to change it back.

Alex Lee

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Aug 31, 2019, 10:19:17 PM8/31/19
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Knights of Legend doesn't seem to work on my ROM3 IIGS with CFFA3000.

Launching the game from GS/OS or directly from ProDOS 8 v2.0.3, the
screen fills up with the letter "P" and continues to draw the screen
with "P" infinitely until forcing a restart. This is when the 32meg
ProDOS volume was mounted 6th after other volumes.

Knowing that however, and that ProDOS 8 isn't always good at
recognising drives beyond 4 partitions, I made it run from a second
position from the CFFA3000. This time it displays:

MICRODOS (C) 1989 BY
TOOD MITCHELL PORTER

but progresses no further.

The third thing I tried was running it directly from the disk image
uploaded to Asimov with ProDOS 8 v1.2. This time it gets to:

MICRODOS (C) 1989 BY
TOOD MITCHELL PORTER

but then returns to the ProDOS 8 v1.2 screen and loops endlessly between them.

It's an exciting prospect to run all these later advanced RPGs without
disk swapping though!

Alex

Tempest

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Aug 31, 2019, 10:33:22 PM8/31/19
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Did you add KoL to your hard drive image then? I can try it in my IIgs and IIe setups and see if it works.

Alex Lee

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Aug 31, 2019, 10:40:44 PM8/31/19
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On 2019-09-01 02:33:21 +0000, Tempest said:

> Did you add KoL to your hard drive image then? I can try it in my IIgs
> and IIe setups and see if it works.

I'd only added it to my 8-bit games collection locally so far. I don't
include new ProDOS conversions on the downloadable version from
WITA2GS? until I know they work (well enough).

Alex

Frank M.

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Aug 31, 2019, 10:48:00 PM8/31/19
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Can confirm problems. Just reboots on Virtual II, after the "Micro Dos" screen (both hard drive image and disk image). Haven't tried it on actual hardware yet.



Frank M.

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Sep 1, 2019, 8:31:53 PM9/1/19
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works on real ][+. Doesn't work on real //e.
f

qkumba

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Sep 3, 2019, 2:51:52 AM9/3/19
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It's profiling the hardware and misbehaves if it finds a SCSI card, which I didn't test.
I've disabled that part and re-uploaded.

Andrew Roughan

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Nov 8, 2019, 8:46:11 AM11/8/19
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Reports from archive.org review of TR.
Agent USA - When boarding on train to next destination, the game will force
to return to main title.

Lady Tut - Lady Tut initializes a nasty tone through the micromodem II
internal modem speaker (only when installed in slot 3?) both when playing
the game or if it comes up in attract mode.

qkumba

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Nov 9, 2019, 12:04:46 PM11/9/19
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> Agent USA - When boarding on train to next destination, the game will force
> to return to main title.

This is fixed in v3.

> Lady Tut - Lady Tut initializes a nasty tone through the micromodem II
> internal modem speaker (only when installed in slot 3?) both when playing
> the game or if it comes up in attract mode.

Might not be my fault, but I'll see if I can identify the cause.

qkumba

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Dec 14, 2019, 3:35:24 PM12/14/19
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> TEXT2COPY = $F962

Is there a way to turn it off again?
According to the firmware documentation, you're supposed to just call it again, but when stepping through the ROM, the required code appears to be unreachable.
It's causing trouble with Mockingboard games because it works by registering a VBL interrupt, and pre-GS games weren't expecting another interrupt source, so they leave the interrupt hanging.

Frank M.

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Dec 14, 2019, 6:08:54 PM12/14/19
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It's supposed to toggle, but you can't detect if it's on or off.

Easier may be to just include it in the prelaunch file for the 6 titles that have problems with page 2 (Goonies, Mr Do, Pacman, Pollywog, Stellar.7, Centipede). I don't think it would affect anything else.

qkumba

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Sep 16, 2021, 8:57:18 PM9/16/21
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Regarding Pool of Radiance and the black squares, in retrospect I should have created an empty save disk.
I can't be sure that the test character on the disk is actually good quality.
I suggest instead to create a new character and see if the problem shows up again.

alup...@gmail.com

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Sep 16, 2021, 10:14:00 PM9/16/21
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Indeed. I have actually created a new one to play but could not find that training area. Heck, it even took me a while to figure out how to delete a character :-D

Anyways. I will play with it more and let you know my finding later. Might need a few days to do that.

BTW, in case anyone here is also into AD&D, the ultimate goal for me is to create something like this for AppleWin: http://gbc.zorbus.net/ If only I had had something like that long long time ago *sigh*

qkumba

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Sep 17, 2021, 7:13:21 PM9/17/21
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Thanks, I look forward to the report.
We're getting closer to a collection. Curse of the Azure Bonds boots. I'm just working to remove the prompts.

qkumba

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Sep 17, 2021, 7:13:36 PM9/17/21
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alup...@gmail.com

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Sep 20, 2021, 8:04:14 AM9/20/21
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On Saturday, September 18, 2021 at 7:13:21 AM UTC+8, qkumba wrote:
> Thanks, I look forward to the report.
> We're getting closer to a collection. Curse of the Azure Bonds boots. I'm just working to remove the prompts.

Awesome!

As for PoR, I now believe it has something to do with the ProDOS version:
1. I am using AppleWin v1.30.4.0. No command-line parameters.
2. If I just boot from your .po disk everything seems alright (see reproduction steps below).
3. However, if I transfer the full content to my 2nd HD (S7/D2) and boot from my 1st HD (ProDOS v2.0.3), I can now reliably reproduce the problem.
4. I see you are using v1.8. I got the same problem with v1.9. However, there seems no problems with JB's v2.4.2

Reproduction steps:
1. After the game is fully loaded (run loader.system, Y for sound, N for joystick, Y for fast mode (my ApplWin is running at 3MHz)), choose "Play Game"
2. Choose "Load Saved Game" -> "Yes", and then "Begin Adventuring"
3. The first item "MOVE" in the bottom is now selected. Press return to use "I,J,K,M" to move.
4. In the middle you can see your direction which is W(est) now. Hit J twice to see the door and use I to exit.
5. K to face S(outh), I to move forward to (0:15 6,1), J to face E(ast) and I to enter.
6. This is the dueling ground. Just follow the prompt to get TEST into a duel.

Expected results: you can see your character in full with a black square background. If you hit return on MOVE and use the "3" key you can move it to its opponent on the right.

Problem encountered: with ProDOS v1.9 & v2.0.3 you can only see a black square, Nor can you see your opponent in full.

qkumba

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Sep 20, 2021, 1:57:36 PM9/20/21
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That is a superb bug report! Unfortunately, I still can't reproduce the effect using v1.9.
I suspect an uninitialised memory location, based on that description.
Could you share with me a save-state before accepting the duel, and the hard-disk image?
I want to do a side-by-side debugging with my working version to see where they differ.

alup...@gmail.com

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Sep 20, 2021, 10:28:48 PM9/20/21
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I can do that, but need your help finding a place to upload my save-state file.

Also, I am able to trim down the SW env further to reproduce this issue:
1. S6/D1: the ProDOS v1.9 (my disk is "525-Apple II System Utilities v3.2 (ProDOS8 v1.9 1990).dsk", probably from https://mirrors.apple2.org.za/ftp.apple.asimov.net/images/masters/prodos/Apple%20II%20System%20Utilities%20v3.2%20%28ProDOS8%20v1.9%201990%29.dsk )
2. S7/D1: your .po image

Since you disk is bootable, I need to do Ctrl-F2 during power on to interrupt it and boot the floppy. I also did a comparison using the same method and can confirm JB's v2.4.2 does NOT have this problem.

qkumba

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Sep 21, 2021, 12:52:19 PM9/21/21
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Yes! I see it now. Thanks, I will fix it.

qkumba

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Sep 21, 2021, 1:44:32 PM9/21/21
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It's uninitialised memory that happens to be zero when booted from floppy, but sometimes non-zero when booted from ProDOS.

qkumba

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Sep 21, 2021, 1:51:12 PM9/21/21
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alup...@gmail.com

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Sep 22, 2021, 2:00:52 AM9/22/21
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On Wednesday, September 22, 2021 at 1:51:12 AM UTC+8, qkumba wrote:
> Fixed.
> http://pferrie.epizy.com/misc/tmp/pool%20of%20radiance%20PRODOS%20(san%20inc%20crack).zip

YES!! It works :-) :-)

Thanks a million, qkumba. You are just so awesome in many ways.

I will keep playing it and wait for your next ports. Meanwhile, I am also gathering the necessary information to see how I can do a GBC-like companion for AppleWin. Might also need your help later ;-)

alup...@gmail.com

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Sep 22, 2021, 3:44:54 AM9/22/21
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BTW, for sure you know this will come up soon: I remember later AD&D games allow importing characters/parties from the previous games, so if possible please do your magic and make this feature work in your ports. Not sure how complicated it will be (a separate file for characters/parties/save games?) but like I said your magic is all it takes :-D

Tempest

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Sep 22, 2021, 11:08:02 AM9/22/21
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On Wednesday, September 22, 2021 at 3:44:54 AM UTC-4, A. Lupin wrote:
> BTW, for sure you know this will come up soon: I remember later AD&D games allow importing characters/parties from the previous games, so if possible please do your magic and make this feature work in your ports. Not sure how complicated it will be (a separate file for characters/parties/save games?) but like I said your magic is all it takes :-D
I think the only time that would be used in is Curse of the Azure Bonds. None of the other Forgotten Realms games were released on the Apple and only the first Dragonlance game was released. I always wondered if it would be possible to port the missing games because they mostly use the same engines (at least Secret of the Silver Blades, Death Knights of Krynn, and Gateway to the Savage Frontier). The C64 got those.

qkumba

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Sep 22, 2021, 12:43:26 PM9/22/21
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> YES!! It works :-) :-)

Great. :-)

> Thanks a million, qkumba. You are just so awesome in many ways.

Blush. Thanks.

> I will keep playing it and wait for your next ports. Meanwhile, I am also gathering the necessary information to see how I can do a GBC-like companion for AppleWin. Might also need your help later ;-)

Okay, I will wait for that. :-)

qkumba

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Sep 22, 2021, 12:43:41 PM9/22/21