Good to know. I should probably still check the HQ-UEF just to make sure B-Em is decoding it correctly. It doesn't look like I wrote a test for the [P, P] combination even though there is a dedicated error code for it (TAPE_E_UEF_0114_BAD_PULSEWAVE_COMBO), so I should probably rectify that.EDIT: I tried DoctorWhoAndTheMinesOfTerror(MicroPower).uef from vanekp and that one worked fine in b-em, so it does look like the Acorn preservation UEF file is damaged/invalid.
I can certainly increase that somewhat, yes. I don't know how far it can be safely pushed.Also, can I suggest that the following define is increased to, maybe 64, so that we can see the whole of the filename in the eject entry of the tape menu?Code:
#define GUI_MENU_TAPEFILE_MAXLEN 16
Some notes on the Haunted Abbey issue:
I was surprised to discover that using PlayUEF to load the game on hardware actually works, even though PlayUEF's leader lengths are embarrassingly broken. This is a convincing demonstration that the loader doesn't seem to care how long the leader bursts are; indeed the UEF has them all of fixed length, at ~714 cycles each.
The variation is actually in the gaps between them; here is the sequence (gaps in seconds):
0.225918
0.387392
0.224989
0.225442
0.226281
0.224762
0.224966
0.224762
0.387415
0.388526
0.388685
0.225533
0.388753
0.225102
0.388844
0.223764
So there are two discrete lengths there, and the loader can obviously differentiate between them, and expects the correct sequence. I don't yet know why B-Em-TOH fails this.
Turns out that Haunted Abbey also breaks Quadbike, which is useless at detecting that fast leader/silence switching, so I'll have to look at that too. >:-/
Statistics: Posted by Diminished — Wed May 15, 2024 11:10 pm