Moving from disk-format to megarom - page 0 not switchable?

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By thegeps

Paladin (863)

thegeps의 아바타

02-05-2021, 01:10

Well, due to my recent experience, I think there are no more such issues even on SD card mappers. I made a lot of changes in Freedom Fighter code recently and now it calls ingame routines from other pages. And during prologue sequences has swap pages to run a routine hooked in H.TIMI and that routine is in non current page: so as a workaround I hooked a routine in page1 that change page2, call the routine in that page, swap back to previous page. Well I was afraid that it might not work properly on SD mapper with sofarun but, instead, it works like a charm, without slowdowns like the flashed version

By gdx

Enlighted (4695)

gdx의 아바타

02-05-2021, 02:20

It depends on the games, there are sometime slowdowns when using the memory mapper instead of a Rom mapper. Louthrax did a great job but there are hardware limits which are sometimes difficult to overcome. There are also games that don't work. The best is to have the hardware that matches.

By Bengalack

Champion (405)

Bengalack의 아바타

02-05-2021, 09:01

Daemos wrote:

Perhaps you can lighten up how you like to use the rom in page0 (purpose, what kind of operation etc.), then we can think along.

Well, drawing this certainly makes things clearer. And now, working with the slots/subslots, I just realised that switching from boxes with dotted lines in the drawing (ROM) and think, solid (RAM) at runtime in a page, it NOT instant. It will of course involve slot and subslot-swapping-code. It will not change things too much, but for page 2 this matters and some changes is likely needed.

By Bengalack

Champion (405)

Bengalack의 아바타

02-05-2021, 20:31

Thanks everyone for all the input on the matter.

By Bengalack

Champion (405)

Bengalack의 아바타

09-05-2021, 21:18

And finally it's converted from a "stressful" disk-based version, to a supersnappy megarom! Gone are memory-mappers, and I can reduce the requirements down to the standard, minimum MSX2-ram amount again: 64kB. Yay! And switching between segments are faster as well, which is sweet. And it doesn't stop there: earlier dos was loitering around in memory up around D800/D900, so that was max. Now; in cozy cartridge-land, we enjoy ram all up 'till HIMEM, which often is F380 (and sometimes a little lower on some funky(?) machines :-) ). That is quite a lot more ram, and just what my code needs to rise and prosper Smile

(Unless I'm overlooking something, that is)

But, it is like ... phew ... though. --I took me one month of work to get it done. First some reading up on this (thanks msx.org!), and then *a lot* of refactoring. And did I say tools? More stuff have been moved from the game and out in tools. Currently counting more than 30 .bat and .py-files, hahaha Smile

By thegeps

Paladin (863)

thegeps의 아바타

10-05-2021, 00:29

LoL!
No pain, no gain! XD

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