Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

great conversion! I noticed that you are using some instructions without A6 being set to DFF000: ex here: MOVE.W    #$4000,(154,A6) but A6 is garbage as this point so it has no effect except access fault! Found 2 occurrences of that in v1.2.

Thanks, will investigate. Is the 154 decimal so INTENA rather than SPR2DATA?  Were both occurrences to 154?

So, turns out the were a few missing # when using move.l #custom,A6. These were all for calls to the ptplayer routine, particularly all calls to play a sample. I'm surprised it didn't have a more profound effect, I think it mainly stopped the disabling of the music interrupt when queuing up a new sample to play. Have fixed them now, thanks for the heads up

that's great. I had written a whdload slave where they were fixed, but I'll update it, hoping it's the final version.