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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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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. |
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Krill
Registered: Apr 2002 Posts: 2980 |
Quoting doynaxDid 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? |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
btw: there are original games that step by toggling the motor off/on |
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Krill
Registered: Apr 2002 Posts: 2980 |
Quoting Groepazbtw: 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? |
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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) |
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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. |
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doynax Account closed
Registered: Oct 2004 Posts: 212 |
Quoting KrillNo, 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 KrillWhy 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. |
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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 ? |
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Burglar
Registered: Dec 2004 Posts: 1101 |
what exactly did you have to do to get it working? |
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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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