mypinballs
Professional
well, I tried the roms out but its a black screen scenario right now 

I’ve realised now the issue, I have run out of space for 1meg roms like I thought before not by much but enough so it’s 2mb roms for the futureon the smash tv updates, I checked the actual rom files and the code still fits inside a 1mb rom. last address is at 1F945h so I've no idea why its complaining about not enough space. all this stuff is a real labour of love, grrrrr
floor_code
move @f_skew,a2,w ; skew the ground ?
jreq kib9 ; no
mmtm sp,a3,a14
move @skew_scroll,a9,l
move *a9,a9,l
move @skew_oc,a10,l
sub a9,a10
move a10,@skew_oc,l ; scroll "OFF CENTER" indicator !!
FLOORORG 0 ff800000 000006f0
shadorg callr shad0
move @p2_obj,a8,l
pull b7
shad0 move *a8(oflags2),a0,w
btst b_shadow,a0 ; shadow ?
jreq shad9 ; no
move *a8(oimg),a9,l ; a9 ---> multipart ram
move *a8(oypos),a13,w
move *a8(oxpos),a0,w
MKDISP.OBJ /* IMAGE HANDLER */
BAKGND.OBJ /* background handlers */
BGNDPAL.OBJ /* BACKGROUND TABLES */
BGNDTBL.OBJ /* BACKGROUND PALETTES */
pall.obj /* PALETTE ROUTINES */
mproc.obj /* MULTI-TASKER */ /* fucks up ram area from ram.obj.. */
UTIL.OBJ /* UTILITIES */
MKINIT.OBJ /* INITIALIZATION AND INTERRUPTS*/
ram.obj /* MEMORY */ /* .bss needs to be before mproc somehow */
/* Don't know below link order! */
/* stuff is misaligned because we edited it! */
MAIN.OBJ /* this looks to be in the right place? */
GROUP:
{
unzip: {}
.BSS: {}
.bss: {}
} > SCRATCH
rc_byte
movb *a7,a0
andi byte_mask,a0
rets
wc_byte
.if tunit
movb a0,@wp_unlock ;unlock cmos for a one shot write
.endif
movb a0,*a7 ;write out the byte
rets ;and return
**************************************************************************
* *
* rc_bytei *
* *
* read byte pointed to by a7...increment pointer to *
* "next" byte. *
* *
**************************************************************************
rc_bytei
callr rc_byte
addi c_byte_size,a7 ;words separate cmos bytes.
move a0,a0 ;return flags accordingly
rets
rc_word
mmtm sp,a1,a7 ;use a1 to combine bytes
callr rc_bytei ;get a byte
move a0,a1 ;save in a1
andi byte_mask,a1 ;mask only byte
sll 8,a1 ;shift to high byte
callr rc_byte ;get the 2nd byte
andi byte_mask,a0
or a1,a0 ;a0 has the word
mmfm sp,a1,a7
rets
rc_wordi
callr rc_word
addi c_word_size,a7 ;long separate cmos words.
move a0,a0 ;return flags accordingly
rets
duxpal:
.word 10
.word >0,>7c00,>6739,>1f,>35ad,>77a0,>741a,>3a0
.word >0,>10
FF88BFF0: MMTM SP,A7
FF88C010: MOVI 4h,A4
FF88C030: CLR A1
FF88C040: CALLA 10B7F90h
010B7F90: DW 0000h
010B7FA0: DW 0000h
010B7FB0: DW 0000h
010B7FC0: DW 0000h
010B7FD0: DW 0000h
010B7FE0: DW 0000h
010B7FF0: DW 0000h
010B8000: DW 0000h
010B8010: DW 0000h
010B8020: DW 0000h
NiceI didn't plan this, but it seems it was the 30th anniversary of Mortal Kombat series, and the pieces fell together this morning!
View: https://www.youtube.com/watch?v=CsX8jGhBHgo
What a great day to have the first working compile of the MK2 source code!
View: https://youtu.be/yJdMN1bP3Z4
Yep, when you don't know what you don't know, you have to try things to get it moved forward and compiled!! i think without trying these things we would be still working out the linker issues. haha
Fully agree, i wouldn't have gotten here at all if it didn't somewhat run or there was nothing to compare to. Now to work out why it crashes on the select screen, and why projectiles are not working.Yep, when you don't know what you don't know, you have to try things to get it moved forward and compiled!! i think without trying these things we would be still working out the linker issues. haha
This is certainly a fun project. I hope everyone following along is having a good time to, We are 'wild westing' all this shit!! hahaFully agree, i wouldn't have gotten here at all if it didn't somewhat run or there was nothing to compare to. Now to work out why it crashes on the select screen, and why projectiles are not working.
form_aud_cksum_and_store
mmtm sp,a1,a2 ;save a1!
callr form_aud_cksum
-> move @bad_aud,a2,w ;get the "fudge" word
xor a2,a1 ;make cksum bad if audit is bad
callr store_aud_cksum
mmfm sp,a1,a2
rets
I will certainly take a look, I need to update my builds now we got passed the earlier issues. I have a fork of yours so will update form thereGame crashing is probably because it fails to create a process. This was changed in main.asm. audit_game_starts.
It uses the CREATE macro to do this.
I'm thinking we need to redo the DIAG* / CMOS stuff as this was the problem when we first started.
pid_secbust, secbust_proc.. on_hstd those things were all 'off' and causing compilation problems at first.
It seems audit stuff is also wrong or misconfigured, maybe we got a WIP build when they were changing this for, i'm not sure.
The game crashes wanting to audit the game start.
Might be related to the problem with continues in Smash TV / Carnage, as these probably also audit 'continues taken'. Not sure.
I need more time, but now i need to do real work and prepare for a weekend away, so progress will halt from here unless @mypinballs picks up from here![]()