Re: WHDLOAD Kick Off 2 CV 1.01
Posted: Mon Dec 28, 2009 11:15 pm
Hard disk users should know that there's a new patch available that supports KO2CV Version 1.03. You can get it from http://www.whdload.de .
Home of the Kick Off Association
http://www.ko-gathering.com/forum/
alkis21 wrote:I sent him a copy of my game as a minimum token of appreciation for his hard work.
alkis21 wrote:To be precise, what he said to me yesterday was "I now just look for the code sequence that has to be patched instead of using hardcoded offsets (which will change with every update)". In any case, I told him what you said and I am waiting for his comment on it.
Steve Camber wrote:Not sure why this has to be disabled though!
Stainy wrote:I also see StingRay is fixing up Player Manager 2 !! hehe god knows why... it`s an aweful game... but some people seem to like it... he`s fixing bugs in the game as he goes... so I guess thats good in one way!
Steve Camber wrote:I don't think it will work for all future versions - as the executable grows and hits the next 512byte barrier, the bootblock will change, so the checksum will change and the adf will no longer be recognised. In theory anyway!
Code: Select all
; - simplified the patch for the Competition version,
; code searches for the cache stuff and skips it,
; should now support any future version automagically
; as long as the bootblock is not changed
Code: Select all
MAX_PATCHSIZE = 20480 ; 20480 bytes for any patches (needs to be a multiple of 512)
...
move.l #GAMESIZE+MAX_PATCHSIZE,$24(a1) ; load game + "buffer"
...
Steve Camber wrote:It's just a search for the A1200 "disable cpu cache" code which removes the need for a boot disk, and will vary in position as KO2CV grows. Not sure why this has to be disabled though!
Steve Camber wrote:I've also taken the palette and copperlist fixes WHDload applies and imported them directly into KO2CV. No idea what effect that will have as I'm no amiga expert. I was never sure how the palette stuff was working anyway as it made no sense before... maybe just a bit of Dino luck.
alkis21 wrote:Because WHDLoad won't work with the Cache disabled, and in any case there is no need for every game to do a software degrade as it's all done internally.
StingRay wrote:However, a possible solution would be that you just load "number of bytes required for game + some more bytes", some more bytes being a value that would leave enough room for any future updates, that way I'd never have to update the WHDLoad slave again when a new Competition version is released.
f.e.:Code: Select all
MAX_PATCHSIZE = 20480 ; 20480 bytes for any patches (needs to be a multiple of 512)
...
move.l #GAMESIZE+MAX_PATCHSIZE,$24(a1) ; load game + "buffer"
...
This should solve the "problem" nicely. Let me know what you think.
StingRay wrote:Steve Camber wrote:I've also taken the palette and copperlist fixes WHDload applies and imported them directly into KO2CV. No idea what effect that will have as I'm no amiga expert. I was never sure how the palette stuff was working anyway as it made no sense before... maybe just a bit of Dino luck.
The palette fix is required because the game has a serious bug, it writes palette values to "random" memory locations (really stupid code!), I can't remember why the Copperlist fix was required but it was definitely because of another bug in the game (unfortunately bugs are quite common in Dino Dini games, Goal! has lots of them too f.e.).
Steve Camber wrote:The "some more bytes" option is not a permanent solution here, more of a "delaying of the inevitable". Have you seen the size of the wishlist!?
However, I can place an agreed identifier in the bootblock, even including the exact address of the cache disabling code which would signify it as a WHDLoad-friendly KO2CV adf.
How does that sound for a solution?