MaPa Posted November 6, 2014 Share Posted November 6, 2014 The first post in RGB - game with sources was updated with new files containing some minor tweaks and fixed the small bug. 2 Quote Link to comment Share on other sites More sharing options...
chinnyhill10 Posted November 6, 2014 Share Posted November 6, 2014 Had a lockup issue yesterday - stage 7 early on, just jumped a second time and everything halted. Quick check in debug showed it hit BRK at PC=0000 (I have stop on BRK disabled). That was only one issue of 2 during probably 10 hours overally gameplay - other issue is savestates don't resume properly in Altirra 2.40. A suggestion or 2 for improvement - sort of annoying having only Level 0 available initially. A level code system to unlock would be good (I know the Ctrl-L thing works just as well, albeit a bit slower). An official level code would be nice. Level skip feels like cheating :-) 1 Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 7, 2014 Share Posted November 7, 2014 High Score challenge - not sure if I've bettered it but just finished a game (died Level 5) with 246,100. I've found that level to be probably the hardest of them all. Had the lockup issue again yesterday - seems to get stuck in a BRK situation @ $0000, some flickering player data, probably the DLIs were still running. Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 7, 2014 Share Posted November 7, 2014 If you want make bigger score you should play on HARD mode then you will have much more even on the first easy levels only. For me the hardest level is probably level 6 as I didn't play it too much yet. Specially the second half of it. Level 5 is not that hard IMHO maybe try some different route And it's really strange with your lockups... I had never problem with Marbled and RGB and you have lockups etc. Was it after savestate load or clean XEX run? If you play it in Altirra, try to set Stop on BRK instruction (System - CPU options) and then we can see the history, from where it comes to BRK. Does anyone else observed similar problem? Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 7, 2014 Share Posted November 7, 2014 Savestates aren't working for me with RGB so everything has been off XEX load. First lockup might have been after using Ctrl-L to skip levels I'd already done. Second lockup was from a later game after loading then progressing through all the levels. Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 7, 2014 Share Posted November 7, 2014 I'm thinking about the lockups.. it's strange to me that it stops at $0000 (BRK). Yes, I have OS switched out, so the IRQ vector at $fffe probably points to $0000 in emulator, but I have IRQ disabled by SEI instruction, so it should not happen and BRK instruction should be disabled too I think? Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted November 7, 2014 Share Posted November 7, 2014 Lock ups? what lock ups.... playing on real hardware.... please don't jynx this awesome game.... I am going to be worried it's going to lock up on me and that won't be cool.... 1 Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 8, 2014 Share Posted November 8, 2014 Just got another one, had BRK trapped so got some info (didn't have CPU instruction tracking turned on) DLIs still being run, the program just stuck executing BRKs at 00 and 02. CPU: Illegal instruction hit: 0001 (214384: 83, 6) A=50 X=00 Y=0C S=F4 P=37 ( IZC) 0000: 00 00 BRK #$00 Memory dumps: 0000: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0010: 00 00 00 00 50 00 00 00-00 00 00 00 00 00 00 00 |....P...........| 0020: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0030: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0040: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0050: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0060: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0070: 92 82 00 1C 08 00 FF 1B-00 1B 00 00 00 00 00 00 |................| 0080: 10 9E 6E 9E C7 9E 6B B5-20 9F 80 B9 EB A1 88 10 |..n...k. .......| 0090: 04 08 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 00A0: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 00B0: 04 06 06 02 01 51 18 00-00 01 00 00 00 07 03 00 |.....Q..........| 00C0: 00 00 00 07 03 02 00 00-00 00 0E 36 09 00 00 03 |...........6....| 00D0: 00 A0 00 1B 9E A0 80 17-14 00 00 00 86 07 08 01 |................| 00E0: 17 00 13 2D 1E 07 01 19-13 02 90 00 00 5E 00 00 |...-.........^..| 00F0: 30 07 00 17 A7 79 0C 00-9A 4A E8 01 0C FF 0F 08 |0....y...J......| 0200: 5C 94 CD C0 CD C0 CD C0-19 FC 2C EB AD EA EC EA |\.........,.....| 0210: CD C0 CD C0 CD C0 30 C0-00 00 00 00 00 00 00 00 |......0.........| 0220: 00 00 E2 C0 8A C2 00 00-00 00 00 00 00 00 00 3F |...............?| 0230: 00 47 03 00 00 00 92 C0-6E C9 00 00 00 00 00 00 |.G......n.......| 0240: 00 00 00 00 00 00 A0 00-00 00 00 00 00 00 00 00 |................| 0250: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 0260: 00 00 00 00 00 00 00 00-00 00 00 CC 00 00 00 21 |...............!| 0270: E4 E4 E4 E4 E4 E4 E4 E4-07 0F 0F 0F 01 01 01 01 |................| 0280: 01 01 01 01 01 01 01 01-00 00 00 00 00 00 00 00 |................| 0290: 00 02 00 00 60 BF 00 00-00 00 00 00 00 00 01 00 |....`...........| 02A0: FF 00 00 01 01 01 01 01-01 01 01 01 01 01 01 01 |................| 02B0: 01 01 FF FF FF FF 00 00-00 00 00 00 00 00 40 18 |..............@.| 02C0: 04 28 88 B8 06 0E 68 EA-00 00 00 00 00 00 00 00 |.(....h.........| 02D0: 00 00 00 00 00 80 00 00-00 28 05 00 00 00 00 00 |.........(......| 02E0: 05 BF C0 E4 C0 1F BC 00-07 00 00 00 00 00 CC 05 |................| 02F0: 00 00 00 02 F4 00 00 00-00 00 80 00 FF 00 00 00 |................| 0300: 81 84 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0310: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0320: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0330: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0340: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0350: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0360: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0370: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0380: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 0390: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 03A0: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 03B0: 01 04 14 15 15 16 01 04-81 84 14 15 15 16 81 84 |................| 03C0: 01 04 14 15 15 16 01 04-00 00 00 00 00 00 00 00 |................| 03D0: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 03E0: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| 03F0: 00 00 00 00 00 00 00 00-00 00 00 00 00 00 00 00 |................| Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 8, 2014 Share Posted November 8, 2014 (edited) Hmm.. exactly the history would be interesting This does not give any useful info for me. Edited November 8, 2014 by MaPa Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 8, 2014 Share Posted November 8, 2014 I've turned the tracing stuff on now. Sort of thought the info mightn't be much use - really we need to catch the initial BRK and leadup conditions. BRK is actually sort of a 2 byte instruction, for whatever reason the docs all say implied instruction although I don't think the second byte gets read - it's up to the handler if required to grab the second byte. Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 8, 2014 Share Posted November 8, 2014 I just deleted my comment about the BRK in previous post as I found some info about it Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 8, 2014 Share Posted November 8, 2014 Suggestion - looks like you have IRQs disabled and just zero in the vector, maybe add a routine that spashes some ST style mushrooms and displays some CPU info. But still, this might just be some emulator based problem. Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 9, 2014 Share Posted November 9, 2014 Got another one - right near the end of Level 7. Not sure if this'll be helpful but more info than last time. Call Stack: 01F4: 0000* Debug History window: + 424878:266: 47 | A=00 X=04 Y=00 S=F7 P=B4 | 2270: 20 A9 28 JSR $28A9 + 424878:269: 99 | A=00 X=04 Y=00 S=F7 P=B4 | 2273: 20 DC 24 JSR $24DC + 424878:270: 4 | A=00 X=00 Y=00 S=F7 P=36 | 2276: 20 0A 2D JSR $2D0A + 424878:270: 98 | A=00 X=29 Y=08 S=F7 P=37 | 2279: 20 9B 27 JSR $279B + 424878:284: 7 | A=00 X=29 Y=FF S=F7 P=B5 | 227C: 20 31 28 JSR $2831 + 424878:287: 88 | A=01 X=FF Y=01 S=F7 P=B4 | 227F: 20 6F 29 JSR $296F + 424878:289: 68 | A=00 X=03 Y=0F S=F7 P=37 | 2282: 20 31 34 JSR $3431 + 424878:290: 56 | A=B3 X=02 Y=0F S=F7 P=B4 | 2285: 20 86 34 JSR $3486 + 424878:290: 94 | A=B2 X=01 Y=0F S=F7 P=B4 | 2288: 20 9A 34 JSR $349A + 424878:291: 62 | A=B1 X=00 Y=0F S=F7 P=B4 | 228B: 20 A7 32 JSR $32A7 + 424878:293: 44 | A=B7 X=FF Y=0F S=F7 P=B4 | 228E: 20 A5 33 JSR $33A5 + 424878:294: 59 | A=00 X=FF Y=0F S=F7 P=B4 | 2291: 20 FA 32 JSR $32FA 424878:295: 70 | A=00 X=FF Y=0F S=F7 P=B4 | 2294: A5 D8 LDA $D8 424878:295: 73 | A=0A X=FF Y=0F S=F7 P=34 | 2296: 30 02 BMI $229A 424878:295: 75 | A=0A X=FF Y=0F S=F7 P=34 | 2298: D0 0A BNE $22A4 424878:295: 78 | A=0A X=FF Y=0F S=F7 P=34 | 22A4: A6 E4 L22A4 LDX $E4 424878:295: 81 | A=0A X=1E Y=0F S=F7 P=34 | 22A6: BD 9D 5D LDA $5D9D,X ;$5DBB 424878:295: 85 | A=00 X=1E Y=0F S=F7 P=36 | 22A9: 8D E7 DC STA $DCE7 424878:295: 89 | A=00 X=1E Y=0F S=F7 P=36 | 22AC: 8D E8 DC STA $DCE8 424878:295: 93 | A=00 X=1E Y=0F S=F7 P=36 | 22AF: 8D E9 DC STA $DCE9 424878:295: 97 | A=00 X=1E Y=0F S=F7 P=36 | 22B2: 8D EA DC STA $DCEA 424878:295:101 | A=00 X=1E Y=0F S=F7 P=36 | 22B5: 8D EB DC STA $DCEB 424878:295:105 | A=00 X=1E Y=0F S=F7 P=36 | 22B8: A5 D8 LDA $D8 424878:295:108 | A=0A X=1E Y=0F S=F7 P=34 | 22BA: 18 CLC 424878:295:110 | A=0A X=1E Y=0F S=F7 P=34 | 22BB: 69 03 ADC #$03 424878:295:112 | A=0D X=1E Y=0F S=F7 P=34 | 22BD: 4A LSR 424878:296: 0 | A=06 X=1E Y=0F S=F7 P=35 | 22BE: 4A LSR 424878:296: 2 | A=03 X=1E Y=0F S=F7 P=34 | 22BF: AA TAX 424878:296: 4 | A=03 X=03 Y=0F S=F7 P=34 | 22C0: BD 97 5D LDA $5D97,X ;$5D9A 424878:296: 8 | A=1C X=03 Y=0F S=F7 P=34 | 22C3: 8D E0 DC STA $DCE0 424878:296: 12 | A=1C X=03 Y=0F S=F7 P=34 | 22C6: 8D E1 DC STA $DCE1 424878:296: 16 | A=1C X=03 Y=0F S=F7 P=34 | 22C9: 8D E2 DC STA $DCE2 424878:296: 20 | A=1C X=03 Y=0F S=F7 P=34 | 22CC: 8D E3 DC STA $DCE3 424878:296: 24 | A=1C X=03 Y=0F S=F7 P=34 | 22CF: 8D E4 DC STA $DCE4 424878:296: 30 | A=1C X=03 Y=0F S=F7 P=34 | 22D2: A6 EC LDX $EC 424878:296: 34 | A=1C X=00 Y=0F S=F7 P=36 | 22D4: BC 70 5D LDY $5D70,X ;$5D70 424878:296: 39 | A=1C X=00 Y=28 S=F7 P=34 | 22D7: A5 D9 LDA $D9 424878:296: 43 | A=00 X=00 Y=28 S=F7 P=36 | 22D9: F0 1D BEQ $22F8 424878:296: 47 | A=00 X=00 Y=28 S=F7 P=36 | 22F8: 8C C1 02 L22F8 STY PCOLR1 424878:296: 52 | A=00 X=00 Y=28 S=F7 P=36 | 22FB: AD 78 02 LDA STICK0 424878:296: 58 | A=07 X=00 Y=28 S=F7 P=34 | 22FE: 85 E5 STA $E5 424878:296: 61 | A=07 X=00 Y=28 S=F7 P=34 | 2300: A2 F0 LDX #$F0 424878:296: 63 | A=07 X=F0 Y=28 S=F7 P=B4 | 2302: A5 C4 LDA $C4 424878:296: 66 | A=03 X=F0 Y=28 S=F7 P=34 | 2304: 29 01 AND #$01 424878:296: 68 | A=01 X=F0 Y=28 S=F7 P=34 | 2306: F0 02 BEQ $230A 424878:296: 70 | A=01 X=F0 Y=28 S=F7 P=34 | 2308: A2 00 LDX #$00 424878:296: 72 | A=01 X=00 Y=28 S=F7 P=36 | 230A: 8E 03 BC STX $BC03 424878:296: 76 | A=01 X=00 Y=28 S=F7 P=36 | 230D: A5 C4 LDA $C4 424878:296: 79 | A=03 X=00 Y=28 S=F7 P=34 | 230F: 29 02 AND #$02 424878:296: 81 | A=02 X=00 Y=28 S=F7 P=34 | 2311: F0 12 BEQ $2325 424878:296: 83 | A=02 X=00 Y=28 S=F7 P=34 | 2313: A4 C7 LDY $C7 424878:296: 86 | A=02 X=00 Y=00 S=F7 P=36 | 2315: F0 05 BEQ $231C 424878:296: 89 | A=02 X=00 Y=00 S=F7 P=36 | 231C: A4 C6 L231C LDY $C6 424878:296: 92 | A=02 X=00 Y=00 S=F7 P=36 | 231E: F0 05 BEQ $2325 424878:296: 95 | A=02 X=00 Y=00 S=F7 P=36 | 2325: A9 00 L2325 LDA #$00 424878:296: 97 | A=00 X=00 Y=00 S=F7 P=36 | 2327: 85 C7 STA $C7 424878:296:100 | A=00 X=00 Y=00 S=F7 P=36 | 2329: 85 C6 STA $C6 + 424878:296:103 | A=00 X=00 Y=00 S=F7 P=36 | 232B: 20 1C 46 JSR $461C 424878:310: 46 | A=01 X=00 Y=1C S=F7 P=35 | 232E: A9 53 LDA #$53 424878:310: 48 | A=53 X=00 Y=1C S=F7 P=35 | 2330: 8D 51 47 STA $4751 424878:310: 54 | A=53 X=00 Y=1C S=F7 P=35 | 2333: A9 47 LDA #$47 424878:310: 56 | A=47 X=00 Y=1C S=F7 P=35 | 2335: 8D 52 47 STA $4752 424878:310: 61 | A=47 X=00 Y=1C S=F7 P=35 | 2338: AD 1F D0 LDA CONSOL 424878:310: 65 | A=07 X=00 Y=1C S=F7 P=35 | 233B: 29 02 AND #$02 424878:310: 67 | A=02 X=00 Y=1C S=F7 P=35 | 233D: D0 1C BNE $235B 424878:310: 70 | A=02 X=00 Y=1C S=F7 P=35 | 235B: 85 C5 L235B STA $C5 424878:310: 73 | A=02 X=00 Y=1C S=F7 P=35 | 235D: A5 BC LDA $BC 424878:310: 76 | A=00 X=00 Y=1C S=F7 P=37 | 235F: F0 0E BEQ $236F 424878:310: 79 | A=00 X=00 Y=1C S=F7 P=37 | 236F: A5 C9 L236F LDA $C9 424878:310: 82 | A=00 X=00 Y=1C S=F7 P=37 | 2371: D0 6F BNE $23E2 424878:310: 84 | A=00 X=00 Y=1C S=F7 P=37 | 2373: A5 D7 LDA $D7 424878:310: 87 | A=01 X=00 Y=1C S=F7 P=35 | 2375: F0 6B BEQ $23E2 424878:310: 89 | A=01 X=00 Y=1C S=F7 P=35 | 2377: AD 0F D2 LDA SKSTAT 424878:310: 93 | A=BF X=00 Y=1C S=F7 P=B5 | 237A: 29 04 AND #$04 424878:310: 95 | A=04 X=00 Y=1C S=F7 P=35 | 237C: F0 05 BEQ $2383 424878:310: 97 | A=04 X=00 Y=1C S=F7 P=35 | 237E: 85 B0 STA $B0 424878:310:100 | A=04 X=00 Y=1C S=F7 P=35 | 2380: 4C 36 22 JMP $2236 424878:310:103 | A=04 X=00 Y=1C S=F7 P=35 | 2236: A5 14 L2236 LDA RTCLOK+2 424878:310:106 | A=AE X=00 Y=1C S=F7 P=B5 | 2238: C5 14 L2238 CMP RTCLOK+2 424878:310:109 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 + Last 2 insns repeated 350 times 424879: 23: 10 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + NMI interrupt (DLI) 424879: 26:110 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 26:113 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 38 times + NMI interrupt (DLI) 424879: 33: 82 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 33: 88 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 50 times + NMI interrupt (DLI) 424879: 45: 22 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 45: 32 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 16 times + NMI interrupt (DLI) 424879: 49: 80 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 49: 86 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 50 times + NMI interrupt (DLI) 424879: 57: 80 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 57: 86 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 50 times + NMI interrupt (DLI) 424879: 65: 98 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 65:104 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 49 times + NMI interrupt (DLI) 424879: 74:110 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 74:113 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 28 times - IRQ interrupt 424879: 78: 14 | A=AE X=00 Y=1C S=F4 P=37 | 0000: 00 00 L0000 BRK #$00 Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 9, 2014 Share Posted November 9, 2014 Seems Hard level does score somewhat higher - died barely after the start of Level 5, this time 434,600. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted November 9, 2014 Share Posted November 9, 2014 Still failed to beat level 6 on easy... had fun trying though will beat it next session Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 9, 2014 Share Posted November 9, 2014 I still find Level 5 the hardest for some reason. The key to success is knowing where to run the gauntlet and where to just use energy on colour changes. My downfall is usually that I take the gauntlet route, plus I tend to rush a bit. I think I've run out of time maybe 2 or 3 occasions ever, it's always getting shot or falling that kills me off. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted November 9, 2014 Share Posted November 9, 2014 I like that you have a choice of routes and can find new places to jump down to to save taking a hit on energy. The game should have an optimal route/maximum score too so this will give replay value Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 9, 2014 Share Posted November 9, 2014 It can come down to deciding if to divert to grab a bonus and there are strategic times to shoot some of the enemies due to what they leave behind, especially if it's a colour changer. As for getting the absolute maximum score, I don't think I've even been able to get past Level 5 starting from scratch so still a lot of work left there. Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 9, 2014 Share Posted November 9, 2014 424879: 74:110 | A=AE X=00 Y=1C S=F7 P=37 | 223A: F0 FC BEQ $2238 424879: 74:113 | A=AE X=00 Y=1C S=F7 P=37 | 2238: C5 14 L2238 CMP RTCLOK+2 + Last 2 insns repeated 28 times - IRQ interrupt 424879: 78: 14 | A=AE X=00 Y=1C S=F4 P=37 | 0000: 00 00 L0000 BRK #$00 How can there be an IRQ when they are disabled by SEI? The I bit in status register is set (P=$37) when IRQ occurs and is processed. Looks to me like some emulator bug. Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 9, 2014 Share Posted November 9, 2014 Btw. I didn't finish it in one go on HARD yet. Once died in the last level with score over 900k. Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 10, 2014 Share Posted November 10, 2014 Rybags: what version of Altirra do you have? Maybe it's time for update. Or fix it in source code for yourself by setting $fffe/f to some of the RTI in the source and recompile so you will not have lockups anymore hopefully. Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 10, 2014 Share Posted November 10, 2014 Still on old 2.40. I suppose I could just patch it live to point to an RTI. Might give it a go. Quote Link to comment Share on other sites More sharing options...
flashjazzcat Posted November 10, 2014 Share Posted November 10, 2014 How can there be an IRQ when they are disabled by SEI? The I bit in status register is set (P=$37) when IRQ occurs and is processed. Looks to me like some emulator bug. Surely the IRQ is a BRK instruction? Quote Link to comment Share on other sites More sharing options...
MaPa Posted November 10, 2014 Share Posted November 10, 2014 (edited) You mean that the IRQ was caused by BRK? The history shows something different... the code is in a loop CMP RTCLOCK and BEQ to compare, waiting for new frame when it jumps into IRQ, so no BRK instruction between. Edited November 10, 2014 by MaPa Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 10, 2014 Share Posted November 10, 2014 I should have unfolded that last bit... the BRK is probably inconsequential, there's an IRQ that has caused the system to execute at PC=0000. So the mystery is why was an IRQ generated in the first place? Quote Link to comment Share on other sites More sharing options...
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