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Forums > C64 Coding > Krill loader not working
2014-10-19 20:28
Chesoner

Registered: Apr 2013
Posts: 29
Krill loader not working

Hi There,

We are still strungling with the Krill loader, I have to say that we have progressed a lot but we get the following problem :

If we use the following command :

Make prg INSTALL=4000 RESIDENT=9000 zp=10

The install is working good at 4000 but the loader is still located at 0400. if we forced it to load at 9000 it ain't working.

Are we doing something wrong here ?
 
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2014-12-05 13:38
doynax
Account closed

Registered: Oct 2004
Posts: 212
Chesoner: Sorry about all of the off-topic discussion. My bad.

Now then, to further compound my sins..

Krill: Good to know, thanks. I see you're testing $42 (seek target) instead of $22 (current track), thereby avoiding avoiding any problems if the drive should start-up on a misaligned directory track. I really should have taken a close look at all of these subtle details when rearranging your code into a loader of my own ;)

Did you ever notice the track slipping between motor stops? There's a big warning sign in the VICE sources which Groepaz linked to about the coils are being demagnetized while the motor is off, presumably to avoid overheating the coils. I suppose it might be safest to at least avoid parking the head too close to track 35.
2014-12-05 14:46
Krill

Registered: Apr 2002
Posts: 2980
Quoting doynax
Did you ever notice the track slipping between motor stops? There's a big warning sign in the VICE sources which Groepaz linked to about the coils are being demagnetized while the motor is off, presumably to avoid overheating the coils. I suppose it might be safest to at least avoid parking the head too close to track 35.
No, i never noticed. The motor is turned off long after the stepper has settled, and switching off the current coil presumably would not move the head.
Why track 35? Because you might end up in the woods (track 35.5) on a standard-format disk and wouldn't find your way out?
2014-12-05 15:22
chatGPZ

Registered: Dec 2001
Posts: 11386
btw: there are original games that step by toggling the motor off/on
2014-12-05 15:25
Krill

Registered: Apr 2002
Posts: 2980
Quoting Groepaz
btw: there are original games that step by toggling the motor off/on
Without touching the stepper bits? How would they control in which direction to step?
2014-12-05 15:27
chatGPZ

Registered: Dec 2001
Posts: 11386
of course the coil bits are changed as well, else nothing moves :) but the motor is started and stopped in between, and coils changed several times when motor is off (to obscure what really happens)
2014-12-05 15:57
Krill

Registered: Apr 2002
Posts: 2980
Okay, obfuscation, i see. But as long no stepping happens by simply turning on and off the motor, no problem. Then no code is required to handle that, as doynax feared.
2014-12-05 16:06
doynax
Account closed

Registered: Oct 2004
Posts: 212
Quoting Krill
No, i never noticed. The motor is turned off long after the stepper has settled, and switching off the current coil presumably would not move the head.
That's comforting to hear. Probably means that there's enough inertia not to have to care much about it, especially not in demos.

Quoting Krill
Why track 35? Because you might end up in the woods (track 35.5) on a standard-format disk and wouldn't find your way out?
Precisely. A loader which reads the tracks of the sectors flying by can adjust to unexpected movements as long as it stays in the formatted area, but drifting beyond the edge of the map would require harder (i.e. more RAM-consuming) to recover from.

Actually my old D64 loader couldn't do this but I imagine you'd need to be decoding the sector headers anyway for out-of-order reading to work.
2014-12-06 18:24
Chesoner

Registered: Apr 2013
Posts: 29
After we get the loader working in winvice 2.4 we tested it in winvice 2.2. it is also working good in winvice 2.2 so we tested it out on a real c64 and after the part is loaded and decrunched the part freezes.

What is the difference between winvice 2.x and a real c64 ?
2014-12-06 19:33
Burglar

Registered: Dec 2004
Posts: 1101
what exactly did you have to do to get it working?
2014-12-07 10:10
Chesoner

Registered: Apr 2013
Posts: 29
Quote: what exactly did you have to do to get it working?

I got it working if I put all the files on a .d64 file and start the .d64 file.

If I compile the coding with kickassembler and start it with the .d64 file attached we have the same problem the the part what is loaded freezes after decrunching.
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