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Forums > C64 Coding > IRQ-loader toolchain for KickAss/Windows?
2015-06-09 21:42
Shadow
Account closed

Registered: Apr 2002
Posts: 355
IRQ-loader toolchain for KickAss/Windows?

So, the one and only time I tried making an IRQ-loading demo I swore I would never, ever try that again.
Now I guess the memory has faded enough that I'm perhaps starting to reconsider! :)

Back then I used Dreamload and Exomizer, however putting it together was a complete pain in the ass.
I don't recall exactly what the trouble was, but I think it was the fact that the de-exomizer needed to point to the end of the packed data, which meant I had to compile the parts I wanted to load, exomize them, manually note the lengths, and then enter that length in another source where I had the general part-loader as indata to the deexomizer. Every little change meant redoing that procedure since the packed length always differed a bit.

Has anyone some more plug-and-play-ready solutions? I know there is lft's Spindle system, but that seems a bit too specific in the way you have to do things, and also kind of Linux-centric.

I would prefer working from Windows and using KickAssembler.
 
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2015-06-14 14:15
Burglar

Registered: Dec 2004
Posts: 1031
Quoting Pantaloon
my system only relink what has changed. takes about 2 seconds with compile + disk build. parallelizing this wouldnt make it that much faster :)
yay, buildsystem pissing contest \o/

I piss this far:

build includes: compiling, png to koala, compiling cc1541 fork, converting json level data to prg, exomizes everything, iffl-links and creates the d64.

build single threaded: 19.25 sec
build parallel: 6 sec

rebuild time depends on what changed of course. and yes, it's just a Makefile
2015-06-14 16:02
chatGPZ

Registered: Dec 2001
Posts: 11116
your buildsystem doesnt rebuild exomizer and VICE if needed? lame =)
2015-06-15 12:58
Flavioweb

Registered: Nov 2011
Posts: 447
Mine recompile also the kernel using "make oldconfig && configure && make && make modules && make mrproper".
...
Doh!
2015-06-15 18:56
Trap

Registered: Jul 2010
Posts: 222
I would love to see an example on how you do things in a bat/vbs file?
2017-10-04 14:20
Bacchus

Registered: Jan 2002
Posts: 154
I have started a more objective summary of the existing solutions out there.

Feel fee to contribute (you can comment - not edit) to prove how far you can piss.
2017-10-04 14:32
chatGPZ

Registered: Dec 2001
Posts: 11116
wasnt there a long thread that compares loaders (and had hard numbers) a year ago or so? :=)
2017-10-04 16:06
Shine

Registered: Jul 2012
Posts: 327
This:

Nucrunch 0.1

?

EDIT: Ah you talked about loaders, so i missunderstood ...
2017-10-04 20:46
Krill

Registered: Apr 2002
Posts: 2845
Bacchus: Hold your horses when testing my loader, please. New release soon, with massive performance improvements :)
2017-10-04 21:30
soci

Registered: Sep 2003
Posts: 473
If you have time please check which version of your loader was used in this release:
Dreamtime 2K17

I hope it's something ancient.

It was pure luck that I could show this without a crash at the compo. Spent more than a hour to try to master a version with a box of disks and several drives (in top condition) before I run out of time and gave up.

It was not possible, it always hang after a while or loaded garbage. Basically this version reached the point that it's only usable with an emulator.

Please add more tolerance for real hardware in the coming version if not already done so.

Thanks!
2017-10-04 23:11
Krill

Registered: Apr 2002
Posts: 2845
Ah, now we finally know who "Profi 1" really is. :)

Anyhow, i've peeked a bit at the linked prod and found following pieces of code offending the loader's API:
.C:0a2b   AD 00 DD   LDA $DD00
.C:0a2e   29 FC      AND #$FC
.C:0a30   09 03      ORA #$03
.C:0a32   8D 00 DD   STA $DD00

.C:2863   AD 00 DD   LDA $DD00
.C:2866   49 02      EOR #$02
.C:2868   8D 00 DD   STA $DD00
I know that documentation has not been the strong suit of that tool so far, but include/loader.inc has this revealing convenience macro:
    .macro SET_VIC_BANK bank
            lda #bank & 3
            sta CIA2_PRA
    .endmacro
That is, the upper 6 bits of the value written to $dd00 MUST always be 0.
The code above should look like this:
lda #$03
sta $dd00

lda $dd00
eor #$02
and #$03
sta $dd00
The rationale is that the user shall be allowed to write to $dd00 while loading at any time, and without visual glitches, calling a magic loader subroutine or resorting to semaphore-like locking. This is implemented by the loader reading from $dd00 to read bits from the serial bus, but writing to $dd02 ($dd00's corresponding data direction register) to write bits to the serial bus - which only works if the corresponding bits in $dd00 are 0.

Now, with code setting those non-VIC-bank bits to 1, i'd expect it to crash the loader sooner or later, not only on real hardware, but any emulator on VICE level as well.
So maybe you've managed to find a lucky timing co-incidence which is stable and reliable only in the emulator, or this is not the (only) cause of the problem.

That being said:

Quoting soci
I hope it's something ancient.
The version string in the install routine says "Krill's Loader, version 146" (Krill's Loader, repository version 146), which is (still) the latest official release. Although i've been giving out newer versions upon request, none of those has made it to official release status yet (but they're still the latest and greatest, until the version counter goes up).

Quoting soci
Please add more tolerance for real hardware in the coming version if not already done so.
You're the first person to report significant compatibility issues, and rest assured i _do_ test my shit on my sizeable stack o'drives. :)

So please check if above suggestions fix the problem, and if not, let's investigate further.
And always feel free to ask right away, should problems occur. I wonder if you'd have asked me if it wasn't for my teaser up there.

Oh, and i'm always grateful for more beta testers. :D
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