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- Short: JOTD Startup for JF Fabre HD Installs
- Type: game/patch
- Author: jffabre@ensica.fr (Jean-François Fabre)
- Uploader: jffabre@ensica.fr (Jean-François Fabre)
-
-
- As you could notice, I created and uploaded many HD-Install & fix programs for
- non dos games, but all of them were standalone, and in case of an error in the
- general loader routines, I had to remake the loader (relink) and upload again.
-
- Bert Jahn had developped WHDLoad, which solves this problem because it allows to
- load small, game-specific loaders and run them using its own degrade/hd/dos code.
- This technique allows easy updates in case of bugs or new functionnalities.
-
- That's what I decided to do myself. JST was born from a 8-hour adaptation of
- my link library. It's an equivalent to WHDLoad but a bit more powerful
- , as the system can be called in the slave loader, messages can be printed,
- a gui can be opened, there are lots of cool functions, and much more.
- It also allows easier programming of loaders (but WHDLoad is still cool!)
-
- WHY THIS PROGRAM HERE:
-
- Alone, this program is useless. I uploaded it because it's needed but not included
- in my new installs and also Keith Krellwitz ones, because he uses my code.
- This allows to save space in the archives and avoids leaving old versions of JST
- around if a bug shows up.
-
- JOTD HD Startup is © 1995-1997 Jean-François FABRE
- JOTDStartup is © 1997 Jean-François FABRE
-
-
- JOTDStartup is SHAREWARE!
-
- From V0.3 I decided to ask a fee of US$10, 20DM, 7£ or 50FF to be able to become
- a registered user. However, I will register whoever I think he or she did something
- cool for me (already sent disks, money, sports cars, Sandra Bullock clones...).
- Lots of people are already on the list. If you think I forgot you, contact me.
-
- To register, send the money to:
-
- Jean-François Fabre
- 19 Rue Emile Duploye
- 34500 BEZIERS
-
- Specify your e-mail or send a blank disk with the money (for non-internet users),
- and I'll send you the registered version of JST (+the latest installs for the
- ones who sent a floppy)
-
-
- If you think this is too expensive, you can use the "limited" shareware version.
- It has no limitations compared to older free releases but the new features will
- be reserved to registered version. However, if I fix a bug, it will be fixed in
- both registered and shareware version of course.
- All the future loaders will be compatible with the limited version.
-
- I hope you understand JST and all the loaders were hard work for me, that's why
- I decided it.
- The money will be shared between me and the loaders programmers using JST
- (2 for the moment, including me).
-
-
- OPTIONS:
-
- You can select the options:
-
- - From the CLI by typing the arguments (JST ? for help)
- - From the WB by activating/disabling the tooltypes
-
- Some have effect only on loaders that support them. They will be noted are *OPTIONAL*
- Some have effect on all loaders. They're noted as *GENERAL*
-
- Here's a short description of the options.
-
- - OBJNAME="object": lets you specify an object name (icon launch).
-
- - NTSC (GENERAL): default for loader is PAL. NTSC changes this to NTSC (really?)
-
- - TRAINER (OPTIONAL): activates trainer when there is one. It can be infinite lives, time, etc...
-
- - QUIET (GENERAL): displays nothing and opens no window. No error messages, and no author message.
- Be sure that everything works OK before selecting this one.
-
- - NOCACHES (GENERAL): Sets CACR to 0. All caches are disabled. 68060 supported.
-
- - NOFAST (GENERAL): Always allocates extension memory
- from chip memory. If you got crap sprites, this could help. USeless in the case of 512K mem games.
-
- - HDLOAD (GENERAL): to save some memory, you can load from HD instead of caching all the files in RAM.
- It works for diskfiles and normal files.
- Useless in games with only 1 diskfile, use LOWMEM instead.
-
- - LOWMEM (OPTIONAL): will not cache diskfiles in memory. Read directly from disk. Useful if you've
- got a A1200/020/NoFast. With normal files, LOWMEM consumes even less memory than HDLOAD. Some
- loaders may bring up and error message or crash with an exception.
- In that case they don't support this option yet :)
-
- - NOOSSWAP (OPTIONAL): Disables in game HD loads/saves. Depending on the loaders, NOOSSWAP
- will try to access the floppy when you try to save/load a game, or will do nothing.
- If you don't select NOOSSWAP, if the game has some data to write, it will do it on your
- hard drive. It's rather safe (I've been using it for a while now) but you should avoid
- filesystems or disk caches that perform copyback caching (AFS, possible in Dynamicache).
- This is not generally harmful, except if you quit by a reset or the game locks. In that
- case, your hard drive can be unvalidated.
-
- - DELAY (GENERAL): Waits 1 second before starting the game. Useful if you've just saved the
- promotion prefs (JST opens an intuition screen) on a screen promoter like NewMode. You only
- have to save it once, but if you don't specify DELAY the first time you run JST.
- Once the prefs saved to disk properly, you can remove the DELAY option. You can also edit
- a program, change its name to HDStartup in the promoter window and save (NewMode).
- You should not promote the HDStartup screen. It's useless and can create problems. You won't be
- able to run a PAL game in multiscan anyway...
- This DELAY option can also be useful for low speed media. It allows the drive to stop.
-
- - SAVEDIR (OPTIONAL): allows the user to specify a directory where the game data like hiscores
- or savegames will be saved/loaded. Some loaders with HD saves don't support it yet.
- This function is only available to registered users.
-
- - DEADLY (GENERAL): "Clean" installs should run with DEADLY on, because it trashes ExecBase
- and redirects interrupt vectors to an error message, so no ROM code is called if an
- unexpected interrupt occurs. Leaving Execbase alive can be unreliable and can trigger 81000005
- GURUs in the case the loader still uses system routines such as AllocMem()
- (which is not recommended, but it's up to the programmer. I generally remove all system
- code in the game).
-
- Some options are here for debug and developpement purpose only:
-
- - DEBUG (GENERAL): useful only for bug reports. Makes a memory image on exit. Can be FULL or REGS
- - LEAVEVBR (GENERAL): useful only for debugging purposes, and with a debugger such as Action-Replay,
- HRTMon or ThrillKill. Don't select it unless you want to debug.
- - TEST (GENERAL): The loader will not start. Only the options selected will be displayed.
- - VERBOSE (GENERAL): The loader will display information while initializing (memory, files...)
- - DEADLY (GENERAL): Your loaders should all run with this one on
-
- Examples from CLI:
-
- JST MagicPocketsHD NOCACHES DELAY NTSC
- JST HookHD NOFAST HDLOAD SAVEDIR=ram: (registered users only can use SAVEDIR)
-
-
- PROBLEMS:
-
- Some error messages can occur before or after the game has started:
-
- - Object is not relocatable: the game-specific loader must not address variables in an
- absolute way (this error is more for programmers)
-
- - Invalid Object: someone tried to load non-loader objects or other files
-
- - Not enough memory: try to free some memory. Playing with NOFAST and HDLOAD and boot without
- startup-sequence can help too.
-
- - Unsupported version: some games exist in different versions. I try to support some of them,
- but if the program does not recognize the version, it can display this message (it can crash too!).
-
- - Exception: <cryptic message> : some illegal instruction was encountered while the game executes.
- Try NOCACHES and NOFAST to see if it helps. Else report me/patch author the error with accuracy.
-
- - Wrong virtual disk ID: patch error. Contact author.
-
- - Diskfile not found, Disk Read Error: in HDLOAD mode, a file is missing.
-
- - GetDiskPointer called while in LOWMEM mode: LOWMEM is not possible with this loader.
-
- - Not enough memory while you've got plenty: check the priority of your different
- memory expansion card, because JST uses MEMF_REVERSE, and maybe that's the cause. Use the
- VERBOSE option to see what's the problem.
-
- If the game simply hangs or resets, check that you don't have some MMU related program
- running (enforcer, VMM...) or low level patches like Fastexec. My patches are reported
- to work with softkicked amigas, though.
- Some versions of the 68060.library can bring up problems too (gfx errors)
-
- The game can crash if it finds an exception and there is not enough memory to restore the
- system and display the exception message. Buy some more mem :-)
-
- Some old versions of JST may be able to run a loader while the newest cannot. In that case,
- please report me the problem urgently.
-
- History: see the file 'history.readme' in the JST distribution
-
-
- STILL TO DO:
-
- - Fix a bug in memory allocation which prevents the use of fast memory in some cases
-
- - Prefetch diskfile data in memory to avoid too much os swaps in LOWMEM mode
- (Registered users only)
-
- - Some other secret cool features for registered version :)
-
- DISCLAIMER:
-
- I'm not responsible for any damage caused directly or indirectly by this piece
- of software.
-
- DISTRIBUTION:
-
- The shareware version of JST and my HD work can be distributed freely. However, I'd appreciate
- that you drop me a line if you include it in a coverdisk or PD collection.
- If you like (or you dislike) this piece of software, you can e-mail me.
-
- The registered version of JST should NOT be distributed.
-
- ME:
-
- Visit my patch page, where all my HD work is gathered, along with some other
- quality installers (all for original software), and some other interesting
- related freeware stuff:
-
- http://www.ensica.fr/~jffabre/patches.html
-
- And my home page (totally stupid stuff):
-
- http://www.ensica.fr/~jffabre/ (english)
- http://www.ensica.fr/~jffabre/index_fr.html (french)
-
- E-mail: jffabre@ensica.fr
-
-
- Jeff
-