THIS PACKAGE COMES WITH ABSOLUTELY NO WARRANTY OF ANY KIND, EITHER EXPRESS OR
IMPLIED, STATUTORY OR OTHERWISE. THE ENTIRE RISK AS TO USE, RESULTS AND
PERFORMANCE OF THE PACKAGE IS ASSUMED BY YOU AND IF THE PACKAGE SHOULD PROVE
TO BE DEFECTIVE, YOU ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING,
REPAIR OR OTHER REMEDIATION.
UNDER NO CIRCUMSTANCES, CAN THE AUTHOR BE HELD RESPONSIBLE FOR ANY DAMAGE
CAUSED IN ANY USUAL, SPECIAL, OR ACCIDENTAL WAY, ALSO IF THE OWNER OR A THIRD
PARTY HAS BEEN POINTED AT SUCH POSSIBILITIES OF DAMAGE.
This install applies to "Euro Soccer" © 1992 Flair.
This install requires WHDLoad and RawDIC to be in the path.
These programs can be found in the WHDLoad package.
To install from a different drive than DF0: select installation mode Expert.
The installed game requires 1.0 MB ChipMem (+1.8 MB for preload).
It can be quit by pressing F10 (key can be changed with Tooltype "QuitKey=").
- Full load from HD
- Protection removed (manual check, MFM)
- Memory detection fixed
- ColdCapture patching disabled
- Bplcon0 color bit fixes (x13)
- Blitter waits added (x108, skipped on 68000, see below)
- DMA wait in replayers fixed (x8)
- Sample players fixed (x2)
- Access fault fixed
- Sprite problems fixed
- DiwStrt in credits copperlist fixed
- Custom1 can be used to skip intro/credits (see below)
- Custom2=1 enables hidden "5 minute" tune
- Custom3/4 can be used to disable/force blitter waits, see below
- Decruncher (ByteKiller) relocated to fast memory and error check added
- Interrupt problems fixed
- Source code included as usual
- 2 NewIcons (created by me)
- Quit option that works on 68000 machines (default key is 'F10')
This game had quite a few problems! The code is not what I'd call good.
The extension memory check was extremely bad, there were no blitter
waits at all, sprite DMA was enabled in all copperlists causing glitches,
when the screen scrolled down a nice access fault happened, interrupts
relied on correct OS settings, the copperlist used for the credits screen
had a wrong DiwStrt value thus the upper part of the vertical scroll looked
bad and I could go on and on. That there are 3 different versions of the
binary, 1 for 512k chip/512k fake fast at $c00000, 1 for 512k chip/512k fast
at $200000 and 1 for 1MB chip machines, because someone was unable to code
a relocation routine is just the icing on the cake.
The access fault happened because the coder didn't correctly clip a byte
value, he used and.l #$ffff,dx which was incredibly useless because
the multiplication instruction that followed uses words only anyway.
What he wanted to do was to clip the value should it be negative.
Would have worked if only he had used and.w #$00ff,dx. There are many
small problems like this in the game, I don't think it was well tested.
There are no blitter waits at all in the game, since the blitter is used
a lot in the game I coded a routine to patch all blitter waits automagically
as doing it manually would have taken ages! The added blitter waits will
slow the game down, nothing I can do about it. However, I added some options
for you to try. These are:
Custom3=1: this will disable all blitter wait patches
Custom4=1: this will force the blitter waits even on 68000 machines, normally
the blitter waits are only added on CPU's higher than 68000
You can skip the intro with the Custom1 tooltype, you have two options here:
Custom1=1: this will skip the intro
Custom1=2: this will skip the intro and the credits screen
There is a hidden "5 minutes" tune in the game that I found while patching
it. In the original game you can enable it by pressing right mouse button
after the intro, I have added an option to always enable it, this can
be done with Custom2=1. You can of course still enable it with right
mouse button too.
I started this patch almost exactly 2 years ago just for fun and worked
on it from time to time as it didn't have high priority for me. Most of
the work was done in 2 days spread over a period of 2 years. :)
Manual protection was nothing special, it was completely removed in a
few seconds despite the coder trying to prevent that by checking a byte
later in the game which was set once the manual protection had been passed.
Oh well, nothing special anyway just like the rest of the game.
Greetings to lolafg, I'm sure you'll like this one.
Have fun with this game from HD now.
Happy New Year,
Greetings to all in Scarab and Scoopex, the WHDLoad team, PMC,
Musashi5150, Skan, Slummy, Loaderror, Frequent, Wayne Kerr, Mr.Spiv
and all the other usual suspects. :)
Extra greetings to the usual suspects on #amigascne, see you all at
Revision 2012! :)
version 1.01 (12.02.2014)
- updated to use WHDLoad v17+ features
- write to Beamcon0 disabled
- problem in keyboard interrupt handling fixed
- error check in ByteKiller decruncher added
- RawDIC imager optimised
version 1.00 (10.01.2012) done by StingRay:
- initial release
- supports SPS 2905 version
- source code included
If you have problems with this installation please try and get a newer
version of this package from the WHDLoad WWW-Page. If that doesn't help try
some Tooltypes like NOCACHE, NOAUTOVEC, EXPCHIP, NOMMU, PAL or NTSC. If
that also fails, please inform the author via the Bug-Report-Form which
can be accessed on the WHDLoad WWW-Page.
For the full WHDLoad package, other installs and updates refer to: