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Bamu® Account closed
Registered: May 2005 Posts: 1332 |
Dreamload question
Hi!
Does anyone know how to 'convert' ide64 fixed games to dreamload?
I saw that there exists an ide64 version of 'Rick Dangerous 2'. How do I add the new loader?
It should run with the MMC64... |
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TNT Account closed
Registered: Oct 2004 Posts: 189 |
Quoting cadaverWell you still can't save on MMC64
Says who? ;) There are at least three people who have managed to write FAT16 files onto MMC64, but AFAIK only Oliver has released it in public (D64 reader).
Bad news is that because of lack of RAM in MMC64 kernal patch compatibility will always suffer badly unless you have RR or some other extra memory. Read-only support from file container like DFI can't be done in much less than 512 bytes (without any buffering, bleuch!), real FAT16 file system support takes about twice that much and we are still taking about read-only files. Even if routines are put into MMC64 BIOS each open file needs several bytes for housekeeping, and couple more bytes are needed to redirect kernal calls. |
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cadaver
Registered: Feb 2002 Posts: 1154 |
Ah sorry, I meant saving with Dreamload-MMC64 onto its special images (which the heavy RPGs suggested would require) |
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Ninja
Registered: Jan 2002 Posts: 407 |
Well, Doc Bacardi is usually in contact with crackers. NosDos contains code derived from DreamLoad, for example. But I don't think discussions about MMC have been made yet. It is still a completely different issue.
Krill: We also had an idea to have more than 1 drive on the bus. But as we wanted to support 2Mhz-drives sending data a lot faster than the 1541, it got spoiled :( |
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MagerValp
Registered: Dec 2001 Posts: 1060 |
Saving to a fixed size save file should be easy with the MMC64. You just find out which sector(s) the file is using when the program starts, then write data straight to the sector when saving.
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TNT Account closed
Registered: Oct 2004 Posts: 189 |
Yes, that it easy, but when you need to do everything associated with creating new file you get plenty of additional code. PETSCII->ASCII conversion, checking for exisiting file/dir with same name, deleting (or overwriting + adjusting size of) old file if found, creating new directory entry with long file names... In the end finding free clusters and allocating them is the easiest part.
Things get a bit easier if you use file container with fixed size, especially with D64 - lots of code from 1541 ROM available :) |
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