Fist of the North Star (JP) / Hokuto no Ken

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slivercr
core
Posts: 127

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#81 » Fri Nov 20, 2020 10:57 am



Testing.

So far so good, it entered attract mode without problems. Will play it throughout the day and report back.

Thanks for the hard work!

User avatar
megavolt85
Developer
Posts: 1858

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#82 » Fri Nov 20, 2020 11:09 am

I hope now it will work, in any case, my freezes are gone
if everything goes well, I will try to put these fixes into Blue Dolphin

User avatar
dxen1
fire
Posts: 70

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#83 » Fri Nov 20, 2020 11:20 am

megavolt85 wrote:I hope now it will work, in any case, my freezes are gone
if everything goes well, I will try to put these fixes into Blue Dolphin


Are these ram alloc hacks? Also great work as always

User avatar
yzb
Developer
Posts: 130

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#84 » Fri Nov 20, 2020 11:25 am

megavolt85 wrote:I hope now it will work, in any case, my freezes are gone
if everything goes well, I will try to put these fixes into Blue Dolphin




The main code is changed, maybe I will also follow to modify mine :mrgreen:

slivercr
core
Posts: 127

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#85 » Fri Nov 20, 2020 11:37 am

megavolt85 wrote:I hope now it will work, in any case, my freezes are gone
if everything goes well, I will try to put these fixes into Blue Dolphin


Maybe you should link the fix in the first post (or update the download folder)? Just to get people testing the newest version and not the old one.

Excited to see if this also works for Dolphin Blue!

User avatar
megavolt85
Developer
Posts: 1858

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#86 » Fri Nov 20, 2020 11:43 am

yzb wrote:The main code is changed, maybe I will also follow to modify mine :mrgreen:


added function DMA_abort, look DMA_abort_real

Code: Select all

read_dir_record: ! 8c16c3ec
   tst      r6,r6
   bt      .ret_dir
   mov      r6,r7
   mov      r5,r6
   
   mov      #0,r5
   shll2   r7
   shll2   r7
   shll2   r7
   
   shll2   r6
   shll2   r6
   shll2   r6
   bra      DmaRead
   nop
.ret_dir:
   rts
   mov      #0,r0


DmaRead:
   sts.l   pr, @-r15
   mov.l   r8, @-r15
   mov.l   r9, @-r15
   add      #-0x14,r15
   mov      r4,r9
   mov.l   r5,@(12,r15)
   mov.l   r6,@(0,r15)
   mov.l   r7,@(4,r15)
   mov.l   r7,@(16,r15)
   mov.l   .bioscall, r8
   mov      #-1,r0
   
   mov.l   .dmaenabled, r2
   mov.l   @r2,r3
   tst      r3,r3
   bf      .ret
   mov.l   @(4,r2),r3
   tst      r3,r3
   bf      .ret   
   
   mov.l   .prepbuf, r0
   jsr      @r0
   mov      r7,r5
   
   mov.l   @(4,r15),r1
   mov.l   .readlen,r0
   mov.l   r1,@r0
   shlr8   r1
   shlr2   r1
   shlr   r1
   add      #1,r1
   
   mov.l   r1,@(4,r15)
   
   mov.l   .baselba,r4
   mov.l   @(12,r15),r0
   tst      r0,r0
   bt      .skip2
   add      #1,r4
.skip2:
   mov.l   @r15,r1
   
   shlr8   r1
   shlr2   r1
   shlr   r1
   add      r4,r1
   mov.l   r1,@r15
   
   mov      #28,r4
   mov      r15, r5
   mov.l   @r8,r0
   jsr      @r0
   mov      #0,r7
   
   mov.l   r0, @(0x2c,r8)
   
   bra      .next_dr
   nop


.org 0x7e
   .word   0xFF0F
   
.next_dr:   
   
   mov.l   .readlen,r1
   mov      #1,r2
   mov.l   r2,@r1
   
.wait_cmd:
   mov.l   @r8,r0
   jsr      @r0
   mov      #2,r7
   
   mov.l   @(0x2c,r8),r4
   mov      r15, r5
   mov.l   @r8,r0
   jsr      @r0
   mov      #1,r7
   
   cmp/eq   #3,r0
   bf      .wait_cmd
   
   mov.l   @(0x2c,r8),r4
   mov      r15, r5
   mov.l   r9,@r5
   mov.l   @(16,r15),r2
   mov.l   r2,@(4,r15)
   bra      .next_dr2
   mov.l   @r8,r0
   
   .org 0xa8
DmaRead_real:   ! 8c16c494   
   bra      DmaRead
   nop
   
.next_dr2:
   jsr      @r0
   mov      #6,r7
   
.ret_suc:   
   mov      #0,r0
.ret:
   add      #0x14,r15
   mov.l   @r15+,r9
   mov.l   @r15+,r8
   lds.l   @r15+,pr
   rts
   nop
   
DMA_abort:
   mov.l   .bioscall,r8
   mov.l   @r8,r8
   jsr      @r8
   mov      #3,r7
   
   mov      #0x18,r4
   mov      #0, r5
   jsr      @r8
   mov      #0,r7
   
   mov.l   r0,@(0x10,r15)
   tst      r0,r0
   bt      .dma_abort_ret
   
.loop:
   jsr      @r8
   mov      #2,r7
   
   mov.l   @(0x10,r15),r4
   mov      r15,r5
   jsr      @r8
   mov      #1,r7
   
   cmp/eq   #0,r0
   bf      .loop
.dma_abort_ret:
   mov.l   .dmaenabled,r1
   mov      #0,r0
   mov.l   r0,@r1
   
   add       #0x14,r15
   lds.l   @r15+, pr
   mov.l   @r15+, r9
   rts
   mov.l   @r15+, r8
   
   .align 2
.dmaenabled:
   .long   0x8c1f87d8
.baselba:
   .long   45450
.bioscall:
   .long   0x8c0000c0
.prepbuf:
   .long   0x8c16892e
.readlen:
   .long   0x8c182838
   
   .org 0x158
DMA_abort_real:
   mov.l   r8, @-r15
   mov.l   r9, @-r15
   sts.l   pr, @-r15
   bra      DMA_abort
   add      #-0x14,r15


image in first post updated

User avatar
yzb
Developer
Posts: 130

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#87 » Fri Nov 20, 2020 11:56 am

megavolt85 wrote:
yzb wrote:The main code is changed, maybe I will also follow to modify mine :mrgreen:


added function DMA_abort, look DMA_abort_real

image in first post updated






Thanks, add this code in the next game
Hope the previously released games will not freeze :mrgreen:

slivercr
core
Posts: 127

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#88 » Fri Nov 20, 2020 12:09 pm

megavolt85 wrote:
added function DMA_abort, look DMA_abort_real

image in first post updated


Do you think this could also be used for kofxi / ngbc?

User avatar
pentarou
rebel
Posts: 16

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#89 » Fri Nov 20, 2020 12:25 pm

megavolt85 wrote:I hope now it will work, in any case, my freezes are gone
if everything goes well, I will try to put these fixes into Blue Dolphin


gdemu clone With the latest fix test. The game works fine on 3 stages, but has the same problem since stage 4 when I do the super move (as I mentioned before), freeze and repeating the character's voice

User avatar
dxen1
fire
Posts: 70

Re: Fist of the North Star (JP) / Hokuto no Ken

Post#90 » Fri Nov 20, 2020 12:35 pm

pentarou wrote:
megavolt85 wrote:I hope now it will work, in any case, my freezes are gone
if everything goes well, I will try to put these fixes into Blue Dolphin


gdemu clone With the latest fix test. The game works fine on 3 stages, but has the same problem since stage 4 when I do the super move (as I mentioned before), freeze and repeating the character's voice


try to make a save state in demul if you can, when to execute and show the bug. the performance/bugs should be the exact same as the ones on real hardware to make it easy to fix.

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