New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[bug][Aquarius] On real hardware 3 out of 5 of my Aquarius games are broken #2064
Comments
What's interesting here is that the binary sizes of faulty programs are quite different, 8k and 16k so it's not a simple "program too big issue" You can play around with the stack point by using
The default on the aquarius is |
Maybe it is related to CONIO/VT100. |
Are you able to do a memory test on your Aquarius? Maybe it could have bad ram somewhere in the address space. Also doesn't the Aquarius have only 4K or ram by default? So for games that are 8k or 16k you'd need a ram expansion or put them on rom (at 0xc000 and up perhaps) I think. |
@pjshumphreys I am not running the tests myself. Some else has done the test on his machines. His computers work fine. The problem is in Z88DK. |
@zx70 this issue may be related to CONIO as a problem with it is also mentioned in the Z88DK documentation. |
@Fabrizio-Caruso Did this one get sorted? |
I need someone with the real hardware to tell us... @suborb My guess is still that CONIO is broken on real hardware. In Cross-Lib I have implemented several ways to do graphics. For this target I can choose between CONIO, z88dk sprites (mono and low res) and "memory mapped" (same resolution and colors as CONIO but implemented with POKE's onto screen ram). I am assuming that if I built my games with "memory mapped" graphics, they would work on the real hardware. |
All conio does is poking as well, so it's weird if it doesn't work.
|
I thought CONIO was relying on rom routines and the issue observed by @LoudScotsBloke on the real machines was related to the issue mentioned in the doc for this platform: |
The code I pulled was meant to deal with tape formats |
@LoudScotsBloke, this is the opien topic I was referring to. |
@zx70
possibly without using CONIO. |
In the attached zip file you will find:
in 2 versions:
In particular I use Cross-Lib makefile: With Cross-Lib scripts these binaries are build by the following commands:
P.S.: These binaries are working under AquaLite (which is the most accurate Aquarius emulator I am aware of) |
I understand the problem is not related to the ROM version because the loader would otherwise fail, but I'm pasting the link to an interesting article just not to loose it again |
Roy Templeman (@LoudScotsBloke) has tested recent versions of my Cross-Lib games
(compiled with ZCC v19435-c8d2246b6-20220311) on his real Mattel Aquarius (S2 release).
3 out of 5 either don't load or misbehave (random characters on the screen):
The very same .caq files are correctly loaded and run inside both Virtual Aquarius and Aqualite emulators.
Needless to say, the game code cannot be the culprit as these games run fine on all other targets including the native PC.
I am suspecting a stack issue. What should I do?
I am attaching some of the .caq files.
XBomber_random_chars_when_fire.zip
XSnake_does_not_load_on_real_hardware.zip
The text was updated successfully, but these errors were encountered: