Post by jmpff3d on Dec 10, 2018 6:19:42 GMT
A MIND FOREVER VOYAGING 101%
Scene Release Date :: December 10, 2018
Available at : csdb.dk/release/?id=172295
A MIND FOREVER VOYAGING: Infocom's 17th game !
Original Game Release Date :: Release 77: August 14, 1985
Designer :: Steve Meretzky.
en.wikipedia.org/wiki/A_Mind_Forever_Voyaging
* FASTMODE FIX / VIC-II CLEAN-UP.
As with the Trinity game, the original 'A Mind Forever Voyaging' never engages 2 MHz fast-mode despite being a 100% VDC game. It also starts up with on-screen byte-dump to VIC-II display. This release activates fast-mode via the function call at $77B3 and cleans up the VIC-II display while providing a notice prompting the user to switch to 80 columns.
NOTE: The directories might look like crap or give no info when you read them. That's fine, the disk images are not corrupt. The game uses a C-128ism known by some as "sequential serial load" from Bootblock on up, and this is initiated by autoboot/boot handling from the C128 kernal.
NOTE: This game was tested (and works) on Z64K and VICE emulators.
Other "fixed" C128 Infocom games, thread references:
c-128.freeforums.net/thread/680/trinity-infocom-2mhz-fix
c-128.freeforums.net/thread/682/bureaucracy-infocom-2-mhz-fix
c-128.freeforums.net/thread/681/zork-infocom-mhz-d011-blanking
Scene Release Date :: December 10, 2018
Available at : csdb.dk/release/?id=172295
A MIND FOREVER VOYAGING: Infocom's 17th game !
Original Game Release Date :: Release 77: August 14, 1985
Designer :: Steve Meretzky.
en.wikipedia.org/wiki/A_Mind_Forever_Voyaging
* FASTMODE FIX / VIC-II CLEAN-UP.
As with the Trinity game, the original 'A Mind Forever Voyaging' never engages 2 MHz fast-mode despite being a 100% VDC game. It also starts up with on-screen byte-dump to VIC-II display. This release activates fast-mode via the function call at $77B3 and cleans up the VIC-II display while providing a notice prompting the user to switch to 80 columns.
NOTE: The directories might look like crap or give no info when you read them. That's fine, the disk images are not corrupt. The game uses a C-128ism known by some as "sequential serial load" from Bootblock on up, and this is initiated by autoboot/boot handling from the C128 kernal.
NOTE: This game was tested (and works) on Z64K and VICE emulators.
Changes from original image @ BootBlock
0009 A5 D7 LDA $D7
000B C9 80 CMP #$80
000D F0 03 BEQ $0012
000F 20 5F FF JSR $FF5F
0012 A2 0B LDX #$0B ; background/border colors
0014 8E 21 D0 STX $D021 ; for 80 column notice
0017 E8 INX
0018 8E 20 D0 STX $D020
001B 20 7D FF JSR $FF7D ; call JPRIMM/PRIMM for text output via kernal
<text block + 00 byte> ; 80 column notice and release date/tags
0050 A5 A1 LDA $A1 ; poll jiffy clock $zip to set up short jiffyclock delay
0052 C5 A1 CMP $A1
0054 F0 FC BEQ $0052
0056 20 B3 77 JSR $77B3 ; call fast mode routine in rom
0059 A9 05 LDA #$05
005B 8D 06 D5 STA $D506
005E A9 4E LDA #$4E
0060 8D 00 FF STA $FF00
0063 4C 00 0C JMP $0C00
Other "fixed" C128 Infocom games, thread references:
c-128.freeforums.net/thread/680/trinity-infocom-2mhz-fix
c-128.freeforums.net/thread/682/bureaucracy-infocom-2-mhz-fix
c-128.freeforums.net/thread/681/zork-infocom-mhz-d011-blanking