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Forums > CSDb Entries > Release id #240659 : Night Mission Pinball Extended
2024-03-24 12:57
Fungus

Registered: Sep 2002
Posts: 624
Release id #240659 : Night Mission Pinball Extended

Why was the original screenshots removed from this and replaced with ones with ugly speccy colors?
2024-03-24 14:21
iAN CooG

Registered: May 2002
Posts: 3136
From the log I can see
original gif by Grue, dimensions not conforming the rules shown while you upload the image (it's not hidden somewhere in the help pages, but nobody read anyway)

Removed by a mod because not conforming.
Then user "Mike" uploaded that gif with oversaturated palette

Grue now replaced it with more normal colors and 384x272 as by rules. All is well now.
2024-03-24 22:59
Fungus

Registered: Sep 2002
Posts: 624
Makes sense.

I thought gifs with palettes were removed to? There's lots of those.
2024-03-25 22:12
TheRyk

Registered: Mar 2009
Posts: 2076
Enjoying this tremendously,
however, is it a game (as currently flagged) or a crack in terms of CSDb categories?
2024-03-25 23:50
Moloch

Registered: Jan 2002
Posts: 2896
I believe there was a discussion about the category choice with the Nostalgia releases of Ghost'n Goblins and Commando.

I think the consensus was those games did get cracked but the wide range of changes/updates/additions would qualify them as "Game".
2024-03-26 00:55
Fungus

Registered: Sep 2002
Posts: 624
Since they are derivative works, I would call them "mods".
2024-03-26 12:55
Grue

Registered: Dec 2001
Posts: 147
The Modification would sound much better, as it's not a new game or a crack, either.

Then again, the first thing I did was crack the original game.
2024-03-26 14:58
TheRyk

Registered: Mar 2009
Posts: 2076
Quote: Since they are derivative works, I would call them "mods".

I remember having been beaten up some 15 years ago on Forums and in comments when I suggested the term "mod" in the scene (mostly because there ain't much to crack anymore in terms of removing non-existing protection, "mod, seriously, on 8 bit C=64 we don't use that term, you crazy 32bit PC bastard!") =D

However, if we handled GnG and Commando by N0S as Game, I'm fine with treating NMP Ext the same way.
2024-03-26 19:40
Fungus

Registered: Sep 2002
Posts: 624
Derivative works are clearly mods for me. As a modder on PC I am not offended by the term, as it's a proper term. No one was doing this type of thing back in the day other than replacing sprites in games, which is really a mod too.

Agree, there is no protections anymore, can't call things cracks. I just call them "releases".
2024-04-07 08:43
Hypnosis

Registered: Mar 2015
Posts: 36
Keyboard input doesn't work on the C128, probably because the input is read in 2 MHz without a NOP between STA $DC00 and LDA $DC01.

Very impressive mod! Such dedication! I'm going to have a go at it today.
2024-04-07 09:33
Trurl

Registered: Mar 2002
Posts: 59
Quote: Keyboard input doesn't work on the C128, probably because the input is read in 2 MHz without a NOP between STA $DC00 and LDA $DC01.

Very impressive mod! Such dedication! I'm going to have a go at it today.


That's strange, can you please elaborate? It works here on all my real c128s as well as Vice x128.
2024-04-07 12:44
Hypnosis

Registered: Mar 2015
Posts: 36
Quote: That's strange, can you please elaborate? It works here on all my real c128s as well as Vice x128.

Oh, that's surprising! I have noticed when I write my own programs that input doesn't work in there's not two cycles of delay between selecting keyboard column and reading if 2 MHz is turned on. I tested on a PAL C128DCR. I will test on an NTSC C128 as well now to see if the problem exists there.
2024-04-07 12:55
Hypnosis

Registered: Mar 2015
Posts: 36
I tested on my two flat C128's. One PAL and one NTSC. Keyboard input works on those. Intriguing. Anyone with a PAL C128DCR who can test? On my DCR, nothing happens if I press Q to insert a coin.
2024-04-07 13:43
Hypnosis

Registered: Mar 2015
Posts: 36
Hmm, I retested on the DCR again now, disconnecting all things and plugging everything in again and I can't reproduce this now. I have to do more testing. Sorry for the information noise.
2024-04-20 18:36
Hypnosis

Registered: Mar 2015
Posts: 36
I have some more data on the keyboard problem now. If I have a joystick in port 2, keyboard input doesn't work (pressing Q does nothing). I tried this on three different C128 with three different joysticks.

Modifying the game to not turn off 2 MHz in the border, makes it work again. Also, keeping 2 MHz on in the border, but adding a nop between stores to dc00 and reads from dc01 works. So either of the following modifications in memory makes keyboard input work:

Alt 1:

4332 lda #$00

Alt 2:

0100 ldy #$ff
0102 sty $dc00
0105 nop
0106 lda $dc00
0109 sta $16
010b lda $dc01
010e sta $17
0110 stx $dc00
0113 nop
0114 ldx $dc01
0117 sty $dc00
011a nop
011b ldy $dc00
011e lda $dc01
0121 sty $18
0123 sta $19
0125 and $18
0127 and $16
0129 and $17
012b eor #$ff
012d bne $0133
012f stx $16
0131 clc
0132 rts
0133 jmp $79d0
79a0 jmp $0100
2024-04-20 19:06
chatGPZ

Registered: Dec 2001
Posts: 11135
Yes, that NOP is required in practise... in theory the clock stretching should take care of it - but in practise the parasitic capacitance of the connected wires may slow down the signal change just enough for it to cause problems maybe perhaps sometimes :)
2024-04-21 08:51
Grue

Registered: Dec 2001
Posts: 147
Quote: I have some more data on the keyboard problem now. If I have a joystick in port 2, keyboard input doesn't work (pressing Q does nothing). I tried this on three different C128 with three different joysticks.

Modifying the game to not turn off 2 MHz in the border, makes it work again. Also, keeping 2 MHz on in the border, but adding a nop between stores to dc00 and reads from dc01 works. So either of the following modifications in memory makes keyboard input work:

Alt 1:

4332 lda #$00

Alt 2:

0100 ldy #$ff
0102 sty $dc00
0105 nop
0106 lda $dc00
0109 sta $16
010b lda $dc01
010e sta $17
0110 stx $dc00
0113 nop
0114 ldx $dc01
0117 sty $dc00
011a nop
011b ldy $dc00
011e lda $dc01
0121 sty $18
0123 sta $19
0125 and $18
0127 and $16
0129 and $17
012b eor #$ff
012d bne $0133
012f stx $16
0131 clc
0132 rts
0133 jmp $79d0
79a0 jmp $0100


Thanks for the tip, that routine you pasted is part of the original code the game uses for keyboard handling, its ignored during the gameplay and also, its not supposed to be run 2Mhz mode on.

2Mhz mode is activated when the ball enters the playfield.

Too bad I cannot remember all the details anymore, but that was the design idea.

Anyway, I have added nop's to the fast keyboard routine which you didn't seem to find yet, and also to this routine the original game base used.

I sent you a private message for the fixed build. I hope it works so I can release 1.1 version to the public, too.
2024-04-21 09:26
Hypnosis

Registered: Mar 2015
Posts: 36
Quote: Thanks for the tip, that routine you pasted is part of the original code the game uses for keyboard handling, its ignored during the gameplay and also, its not supposed to be run 2Mhz mode on.

2Mhz mode is activated when the ball enters the playfield.

Too bad I cannot remember all the details anymore, but that was the design idea.

Anyway, I have added nop's to the fast keyboard routine which you didn't seem to find yet, and also to this routine the original game base used.

I sent you a private message for the fixed build. I hope it works so I can release 1.1 version to the public, too.


I didn't look for fixes in all places, just enough to prove what the problem was. The fixed version plays fine so this puts and end to this problem. Very nice!
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