“Yeah, awesome!”

“What do you mean by 'this is not a real quote'?”

“All your websites are belong to us.”

“I will sue you for using my meme!!!”

“Old computers never die .. their users do!”

Known OSDK issues

Reported by Hialmar the Thu 19th February 2015

Issue #1: Corrupted DSK files
Details: I have no idea why but if you copy files, edit files and the like you end up with corrupted files on the .dsk.

Reported by Peacer the Sat 20th December 2014

Issue #6: Option to play a tune just once
Details: Is there an option to play the tune just once?When I load a music data and give the command to play it ( i.e. CALL#5600 ) it plays the tune again and again until I call #5603.It could be done by calculating the play time and than stopping it but I wonder if I can play it just once..

Reported by Peacer the Sat 20th December 2014

Issue #7: Option to specify the start address of the music at runtime
Details: Is it possible to start playing the tune located in certain memory locations?Such as, I can load a big sound data containing music into the memory starting from #6700, and use machine code to play predefined data such as backround music, music to play when player in the game fails etc.Think of 'super mario' game. Music plays during the game, and when the player is died it plays the death effect. This could be done also by loading the data from the disc everytime from different files when needed but slows down the gameplay or demo.. I am asking this also because, in previous version of mymplayer you shared, the player uses music data located after #7600 , now its using the data after #6700 . I have some musics converted according to previous version and located in #7600.. In conclusion, I am thinking of a music play command having parameters such as where is the music data in memory, how many time to play it etc.. such as !TUNE #6700,1 OR DOKE 0,#7000:POKE 2,1:CALL#5600 ( --> play the sound data located on #7000 just once ) Another parameter might be how long data to use or how long music to play in miliseconds.. By this way, different small sound datas can be loaded in different parts of memory and they can be called when they are needed seperately.

Reported by Dbug the Sun 31st May 2015

Issue #8: Use symbols in description file
Details: It is currently possible to have FloppyBuilder generate #define symbols to use from inside the program, but it would be nice to be able to use program symbols inside the description files, for example to use a label instead of a hardcoded loading address

Reported by Iss the Sun 19th March 2017

Issue #15: Add advanced commands to the format
Details: to add possibility for simple "in-music" commands like "jump to_xxxx-th_vbl_frame" and "loop 3_times_next_xxxx_vbl_frames". Additionally having such "commands" can help for reducing the size of the YM data (See: topic)

Reported by Dbug the Sat 1st January 2000

Issue #17: Windows 2000 compatibility
Details: WriteDsk is a very low level MS-DOS tool, unfortunately it is not able to access the floppy controller when used in a modern Windows system

Reported by Christian the Thu 13th April 2017

Issue #19: MASM compatibility
Details: XA now handles correctly the ":" character in comments. The -M (MASM compatibility) option should be replaced by something that does nothing. (See: topic)

Reported by LeWurmling the Fri 1st September 2017

Issue #20: Oricutron fails to start
Details: If the project is not located on the same drive as the OSDK; Oricutron will fail to launch because osdk_oricutron.bat does not point it to the right location. Using START /d "%OSDK%\Oricutron" %OSDKORICUTRON% instead fixes it.

Reported by Chema the Fri 24th November 2017

Issue #21: Generated floppies have invalid CRCs
Details: Hi ThomH! I'm glad to read you have tested my game. This CRC bug is something related to FloppyBuilder, so it is Dbug who should fix it.

Resolved OSDK issues

Reported by Chema the Fri 20th February 2015
Fixed in 1

Issue #2: Missing INIST and DiskName options
Details: Fabrice's version has two options, -i and -n, that can be used to set the INIST startup string and the name of the disk. The version of the OSDK does not have these options.The issue is actually that MAKE.BAT does not pass the parameters: Replacing the call to Tap2DSk by '%OSDK%\bin ap2dsk.exe -n%OSDKDNAME% -i%OSDKINIST% %OSDKDISK% build\%OSDKNAME%.tap build\%OSDKNAME%.dsk' fixes the issue.

Reported by Chema the Sat 14th February 2015
Fixed in 1

Issue #3: The -o0 and -o1 options are doing the opposite of what the documentation claims they do

Reported by Chema the Thu 2nd April 2015
Fixed in 1

Issue #4: Need a way to remove the spamming of "writing size %d track %d sector..." messages when using Old2Mfm

Reported by Peacer the Sat 20th December 2014
Fixed in 1

Issue #5: Option to truncate long YM files
Details: Is it possible to make YM2MYM.EXE truncate the data and stop if music is too large?There are some long .YM musics, when converted to TAP file and loaded they reach the screen memory and even character definition.Maybe YM2MYM can produce .TAP file where data is not exceed after #A000.I know there's an option to define file size but this is just for 'not' using big sized files.

Reported by Godzil the Mon 1st June 2015
Fixed in 1

Issue #9: Restrict available 6502 instructions
Details: At the moment XA allows any 6502 instructions, such as PLX, PLY, PHX, PHY which are not available in the NMOS version of the 6502 used on the Oric. Ideally they should be refused by default, except if allowed from a command line flag.

Reported by Dbug the Tue 14th July 2015
Fixed in 1

Issue #10: Add command to reserve space in description file
Details: It would be nice to be able to reserve a certain number of sectors without having to add a file. That would be particularly useful to reserve space for saving data in a game for example.

Reported by Chema the Tue 12th January 2016
Fixed in 1

Issue #11: Linker does not process include files
Details: If you include files that define labels (ex: the loader data table) the linker will generally ignore them and throw a undefined externals symbols error.

Reported by Chema the Thu 23rd February 2017
Fixed in 1

Issue #12: Error with too many #defines
Details: The number of defines supported by XA is limited to 2340, expanding the value to something significantly larger would be welcome.

Reported by Jede the Mon 13th February 2017
Fixed in 1

Issue #13: Linker failing to include relative files
Details: While working on Telemon, found out that it was impossible to link a module containing #include "../oric-common/include/asm/telemon.h"

Reported by Jede the Mon 13th February 2017
Fixed in 1

Issue #14: Need user definable XA parameters
Details: Add a new parameter,OSDKXAPARAMS, which can be used to pass additional parameters to the assembler. A typical usage would be to pass additional defines using the -D notation.

Reported by Jede the Wed 12th April 2017
Fixed in 1

Issue #16: CC65 compatibility
Details: o65 object files generated by XA are not compatible with CC65 and require some binary patching. (See: topic)

Reported by Symoon the Sun 9th April 2017
Fixed in 1

Issue #18: Incorrect tape header
Details: It seems Pictconv produces a header going from A000 to BF40 for a Hires screen, which is 1 byte too much (should stop at BF3F).

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Made with the OSDK

4K Kong
by Mickaƫl Pointier

“A 4k clone of Donkey Kong, written for the 2003 MiniGame compo”

Released in 2003

“This is an excellent version of those old Game & Watch games you used to get. As a result it scores kind of lowish on graphics and sound, but it is good fun to play for a while, even the wife had a go. Playability is just like the real thing - you'll either love it or hate it. Written to fit into 4K for a competition, it's really remarkable.”

“Genial and addictive piece of software in only 4K”

“Great conversion in only 4K!! My respect.”