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Forums > C64 Coding > Replacing games loader ...
2018-06-20 01:03
Bacchus

Registered: Jan 2002
Posts: 154
Replacing games loader ...

OK, this on cracking but still highly related to coding.

Most games I fiddled with over the year call the loader using a parameter that was the index of the file. Using the same parameter as index for my IFFL or converting it to a two byte string starting the file name has worked well for me in most cases.

I am now facing two games that are not distributed yet (old, but no scene version is out) where there is a lot of data stored directly on the disk and the game then loads it using direct track and sector. Think of it like action adventures. The game loads strings or other really small things by loading T/S and then exctacting the needed part. It's hence not really "files" most of it and there are so many that a file per string is plainly not within reach.

I can think of a few approaches;
1) Keep it as data on disk. Allocate the sectors used and then store the files on the unallocated sectors. You can't compress it - it does take a full disk side any way you look at it. It does work, looks rather neat but cannot be counted as a firstie.

2) Make a big chunk of the data to a file and push it to a REU the first thing you do. The game become ever so much more playable and fast. And the file can be compressed efficiently. You do need a REU (or simply enable it in your emulator or Ultimate Cart) but it's also still not counted as a firstie.

3) Make a big file which you then need to scan as the original 256 byte sectors are now 254, so a sector that was a full page is by necessity spread over two sectors in a file based option. I guess you can also compress the sectors individually and think of the sectors as files in an IFFL. One IFFL file equals a sector. This is an ugly bitch but could be counted as a firstie.

Any other thought on this technical challenge? I must admit I am growing fond of the REU option, and the firstie restriction is the only thing that holds me back. The Tink games we just released had been perfect in REU version. Would have saved SO much work, loading would have been near instant and it would have been a release of two neat files.

Am I missing any options or can someone provide some lateral thinking, that opens up new options by finding approaches I have missed?
 
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2018-06-20 15:09
Bacchus

Registered: Jan 2002
Posts: 154
@Danzig - Who are we doing it for? For ourselves and the fun of it, for the first release points or for the people interested in playing it?

The focus on firsties and the associated rules undermine the strive for quality.
2018-06-20 15:37
MagerValp

Registered: Dec 2001
Posts: 1055
If you like points hunting, digging up unreleased oldies, racing the boards, then the first release scene is for you. If you want to take your time and make the release the best it can be, it's not going to make much sense being in the first release race. Sometimes these paths intersect, sometimes they go in opposite directions.
2018-06-20 16:11
Bacchus

Registered: Jan 2002
Posts: 154
@MagerValp: My conflicting interest is that I try to do both. Dig up the old stuff and making really good work on them, and still capture the points. Given that the points are only awarded for the firsties today, the rules for this have a reach for anyone wanting to be doing competitive work on games. This is where an alternative mechanism for point scoring (like Gamer's Guide once was) is much needed.
2018-06-20 16:29
Martin Piper

Registered: Nov 2007
Posts: 631
@Bacchus I would not rely on pre-written IFFL routines. You'd need to find around <2K for the lookup table for all sectors.
2018-06-20 16:56
Knight Rider

Registered: Mar 2005
Posts: 114
@Bacchus Regarding points : when I was in the "scene" in the 80's, I was too young to know about this. Now I am simply too old to care.

But this is my recommendation:

1) Make a .d64 with KERNAL loader and have files names tr-se to get your points.

in parallel

2) Make the best release (instant loading CRT/REU) and get satisfaction and appreciation from other old gits like us
2018-06-20 17:34
Raistlin

Registered: Mar 2007
Posts: 549
Re: "Firsties" / "Besties".. why not release a title twice? If it's an old title that it's unlikely for someone to release while you're working away at it, wait and release both at the same time ... if it's a new title, race for a firstie and then race for a bestie right after?

G*P in the 80s/90s would often release a game twice .. cracking it once so that people can play the new game ASAP ... and releasing it later with cheats, improved load times etc etc.
2018-06-20 17:43
chatGPZ

Registered: Dec 2001
Posts: 11101
giving any useful answer really needs some hard numbers here... depending on the number of "files" and their size... the solution is quite obvious :) so what is the problem exactly that needs to be solved?
2018-06-20 18:27
Bacchus

Registered: Jan 2002
Posts: 154
@Knight rider: That's how I did the Tink series. But that also only works up until 144 files (where the boot and docs file would take from that same pool). The Tink series loading was rather painful. Dir scanning to the last sector of track 18 and then load a file that was under a block. Painful!

@groepaz I do well understand that there are different scenarios. Under 128 files IFFLs and file loaders are OK, under 142 files IFFLS are sort of our unless you do funky stuff clustering and you can only do files. After 142 you need to do funky stuff.

The discussion gets really interesting only while the IFFL and standard file loaders are sort of out of scope.

For the sake of argument; let's assume five files of 20 blocks and then 400 "256 byte pages". That makes a total of 500 blocks.
2018-06-20 18:53
Knight Rider

Registered: Mar 2005
Posts: 114
is .d81 out of scope for points ??
2018-06-20 19:37
Bacchus

Registered: Jan 2002
Posts: 154
Points are only awarded for stuff that runs on stock 64.
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