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3D World Boxing WHDLoad Pack

File:
3DWorldBoxing_v1.0_2223.lha
Game Title:

3D World Boxing

Size:754245 bytes
Updated:2021-03-20 21:45:51
Version:1.0
Hardware:ECS/OCS
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3D World Boxing

README

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 "3D World Boxing" © 1992 Simulmondo. Requirements: ------------- This install requires WHDLoad version 17.0 & DIC 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 program requires 0.5 MB ChipMem and 0.5 MB OtherMem. It can be quit by pressing * (key can be changed with Tooltype "QuitKey="). History: -------- version 1.0 (20.03.2021) done by CFou!: - initial release - SPS 2223 supported - QuitKey supopr for 68000 - Manual protection removed - all traps and interrupts using USP/SSP modifications to handle interrupts rewritten (it worked only with 68000 CPU et not on 68010+) - Tested on all 680xx CPUs with WinUAE - Load/Save game redirected on HD (file '3DWorldBoxing.save') - CFou's colored icon included Contact: -------- If you have problems with this installation please try and get a newer version of this package from the WHDLoad WWW-Page.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: http://www.whdload.de/ or aminet:dev/misc/whdload#? and aminet:game/patch/ Note: ----- The work was not easy. Indeed, the game only worked on 68000 because to manage the interruptions (via traps in particular), the code of the game modified on the fly the user and supervisor stacks (USP & SSP). The problem is that the structure of the Supervisor Stack is different from the 68010 (so game crashed on 68010+). On 68000 it simply restores the SR and PC and continues program execution at the interrupted address. On the 68010+ it will additionally free the stackframe depending on the stackframe format. For information, Barabarian (PSYGNOSIS) game had a similar but less complicated issue to fix.

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