Gah! Working somewhat in the dark here. Ok....sbadger wrote:hmmmmmmmmm. still seems to hang at the Nula screen


Gah! Working somewhat in the dark here. Ok....sbadger wrote:hmmmmmmmmm. still seems to hang at the Nula screen
It's a BBC Masterhoglet wrote:Most likely you have loaded the wrong build of MMFS for your system.sbadger wrote:it's like shaving yaks getting this working, I just tried to load MMFS into swram and *unplugged my smartspi rom, it just gives me 'Card?'
Which file did you load?
What model of BBC are you using?
Dave
Code: Select all
mmfs_1_36_20170422_1801.zip
Code: Select all
MAMMFS.rom
Ah, you want U/MAMMFS.rom (U is for User Port).sbadger wrote: It's a BBC Master
I used the zipfrom https://github.com/hoglet67/MMFS/releasesCode: Select all
mmfs_1_36_20170422_1801.zip
and the file from the M folderCode: Select all
MAMMFS.rom
thanks mate, just tried that one, i can't even get that to appear in the *roms list after an *srload and a crtl_brkhoglet wrote:Ah, you want U/MAMMFS.rom (U is for User Port).sbadger wrote: It's a BBC Master
I used the zipfrom https://github.com/hoglet67/MMFS/releasesCode: Select all
mmfs_1_36_20170422_1801.zip
and the file from the M folderCode: Select all
MAMMFS.rom
More details on the various builds here.
Dave
I was thinking more of modifying an existing game to make use of NuLA as it transitions levels, or making use of the extra palette entries gained by redefining the flashing colours. Just setting the palette before loading the game doesn't really add much.sydney wrote:You don't actually need to change any code in a game to get it to work. All you do is program the palette before loading the game and the colours will be changed.
sirbod wrote:I was thinking more of modifying an existing game to make use of NuLA as it transitions levels, or making use of the extra palette entries gained by redefining the flashing colours. Just setting the palette before loading the game doesn't really add much.sydney wrote:You don't actually need to change any code in a game to get it to work. All you do is program the palette before loading the game and the colours will be changed.
I'm sorry you are still having problems with this.sbadger wrote: thanks mate, just tried that one, i can't even get that to appear in the *roms list after an *srload and a crtl_brk
Thanks Dave,hoglet wrote:I'm sorry you are still having problems with this.sbadger wrote: thanks mate, just tried that one, i can't even get that to appear in the *roms list after an *srload and a crtl_brk
The U/MAMMFS.rom image is definitely the correct one, and I've just check it loads OK into BeebEm.
All I can think is it's somehow got corrupted on your SD card, or that for some reason SmartSPI is failing to load it correctly.
Do you have any way to program it onto an EPROM?
Dave
I think you just gave everything away!sbadger wrote:Yeah, without giving too much away i'm working on a native 16 colour version of Galaforce as we speak....
Rich Talbot-Watkins wrote:I think you just gave everything away!sbadger wrote:Yeah, without giving too much away i'm working on a native 16 colour version of Galaforce as we speak....
Excellent, and I completely agree about the palette change (it's interesting but doesn't add that much), could this be the dawn of a new era for 8 bit gaming, re-writing "all" the old games to take advantage of the extra colourssirbod wrote:I was thinking more of modifying an existing game to make use of NuLA as it transitions levels, or making use of the extra palette entries gained by redefining the flashing colours. Just setting the palette before loading the game doesn't really add much.sydney wrote:You don't actually need to change any code in a game to get it to work. All you do is program the palette before loading the game and the colours will be changed.
doh!Rich Talbot-Watkins wrote:I think you just gave everything away!sbadger wrote:Yeah, without giving too much away i'm working on a native 16 colour version of Galaforce as we speak....
Can't waitsbadger wrote:doh!Rich Talbot-Watkins wrote:I think you just gave everything away!sbadger wrote:Yeah, without giving too much away i'm working on a native 16 colour version of Galaforce as we speak....![]()
it's pretty close. will show it soon...
The plot thickens... it seems I cant get any SWRAM to work at the moment. Exile doesn't even ask me if it can use it.hoglet wrote: I'm sorry you are still having problems with this.
The U/MAMMFS.rom image is definitely the correct one, and I've just check it loads OK into BeebEm.
All I can think is it's somehow got corrupted on your SD card, or that for some reason SmartSPI is failing to load it correctly.
Do you have any way to program it onto an EPROM?
Dave
yes, it did. and the second time I tried it does nothing, somthing is intermittent/flaky. just checked links, 18 & 19 in the west positionhoglet wrote:Didn't you eariler in this thread manage to load M/MAMMFS.rom into sideways RAM?
IIRC, there are some jumpers (LK18 and LK19) on the Master that select between sideways RAM and spare EPROM sockets for slots 4,5,6 and 7. They should be in the west position to enable sideways RAM.
Maybe these changed, or fell off???
Dave
Looks lovely! This is what the Video NuLA was made for!sbadger wrote:here's a taster...
It's posted! Over on 8bit/Software: Games Classic (link)Rich Talbot-Watkins wrote:Looks lovely! This is what the Video NuLA was made for!sbadger wrote:here's a taster...
Sorry for not responding sooner but I've been at Legoland all day!sbadger wrote:its certainly odd, I just put my original ula back in and SW works again, replace the nula, SW works. couple of reboots later and SW doesn't work.
could it be something where a component is warming up? (also wonder I should start a new thread instead of hijacking this with HW problem)
check links making good connection, lk18 possibly wasn't but cleaned it up and checked with a meter for continuity and all good.
It's really strange.. I think the machine is unhappy....RobC wrote:Sorry for not responding sooner but I've been at Legoland all day!sbadger wrote:its certainly odd, I just put my original ula back in and SW works again, replace the nula, SW works. couple of reboots later and SW doesn't work.
could it be something where a component is warming up? (also wonder I should start a new thread instead of hijacking this with HW problem)
check links making good connection, lk18 possibly wasn't but cleaned it up and checked with a meter for continuity and all good.
Just to be clear, this is using the SWRAM on a Master 128?
Also, how does it fail? As hoglet suggests, could you check if all banks are unavailable?
I have a couple of Masters with VideoNuLA boards fitted but haven't seen this sort of issue. It might be worth checking the connections between the ULA socket and the PCB (particulary pins 4-7 and 28 as these output the various clocks). Happy to discuss in a separate thread or by e-mail.
The 16-colour Galaforce graphics look excellent
I *think* I've sorted this. I looks like it was the jumper on LK18 just decided to stop conducting every now and again. Even giving it a clean didn't make it work. (thrown out the garage door in disgust) a new one fitted and new cells for the cmos. It seems, touch wood, fine.sbadger wrote:yes, it did. and the second time I tried it does nothing, somthing is intermittent/flaky. just checked links, 18 & 19 in the west positionhoglet wrote:Didn't you eariler in this thread manage to load M/MAMMFS.rom into sideways RAM?
IIRC, there are some jumpers (LK18 and LK19) on the Master that select between sideways RAM and spare EPROM sockets for slots 4,5,6 and 7. They should be in the west position to enable sideways RAM.
Maybe these changed, or fell off???
Dave
Can you do *HELP and *ROMS and report back with the exact output? (a photo would be ideal).sbadger wrote: I still get Card? though)
I'm struggling to get the sotb demo to work unfortunately. The nula slideshow and the galaforce16 game work fine!RobC wrote:Here's a version of my "Shadow of the Beast" demo that uses one bank of sideways RAM rather than relying on shadow RAM in the Master.