Forum Postings 2002 January

http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked

collected and (very little) formatted by addie walti


Threads

The start of a thread is on top right below the title

cc car coaching
Trackfile not open for reading
Rain
Venetain Effect Existance
CMagic?

Jam to BMP
fence extensions
No Object Preview
How to change the object drawing order??
Object editing

Track doesn´t load (anymore)
Textures importing
Moving track or pit
How to add black flags?
long circuit

More than 500 track sections?
Pitlane fence doesn´t remove at exit

end of file


Index

cc car coaching

Posted by Knud Poulsen from 80.62.236.116:

It is assumed that the cc car coacing commannd helps the cc-cars in dangerous corners and thereby avoids crash situations.

Is it possible to use the ACCELERATED TIME Feature to simulate the effect of the cc coaching command?...My point is that the Race Report lists the number of "didnt finish", hence given the opportunity to test a particular track with and without the CC car coaching commands.

Posted by Schubert from 203.199.170.80:

I tried that with my Monza 2001 track but it didn't seem to work (maybe because i didn't know how to use it and where)
But slight changes in the cc-line did reduce the number of "didn't finish" 's

Posted by James Burgess from 62.7.26.71:

Yeh,
That is explainable Schubert. If for example the CC-Line no longer runs just over the kerb but totally on the track, there is more margin for error and so, less crashes!


Index

Trackfile not open for reading

Posted by CeCiL from 206.43.31.106:

OK, forgive me for being a newbie. I put some time into a track (A1 Ring) and I cant get it to load for a testdrive. I get 'Trackfile not open for reading'. Where'd I go wrong?


Index

Rain

Posted by Alex from 206.172.241.27:

How do youy do for put the rain on a track?

Posted by dave from 62.253.32.5:

you can't. but you can add rain wav's in the background use aida 95's mist look so it looks like fresh rain and make all the jams darker...


Index

Venetain Effect Existance

Posted by Andrew from 80.225.39.252:

Hi.
I am trying to make my own track, but I can't run it. Whenever I click to race on it in game, it crashes. I have performed a sanity check, and the venatain thing is the only test I have failed. I therfore am presuming that this is why my track crashes. Does anybody know how to fix it, as I don't know what it means?

Thanks in advance

Posted by Schubert from 203.199.170.168:

It is something that is to do with the pitlane. Two possible things could cause this effect.....

- the entry of the pitlane is too close to the s/f line
- the exit of the pit lane is too close to the s/f line

Also take a look at TroubleShootersFAQ at.....

http://www.grandprix3.ch/TEIC/index.html for more


Index

CMagic?

Posted by Bob P from 65.94.227.118:

A question about the magic data. Do I always have to include it with the track? Or once I use the patch, will the trackfile be alright to distribute?
Bob P

Posted by Augusto Dewey from 24.232.94.16:

Before put the track file for the public just insert the magic file in the track, but i think it is a good idea to put the magic file with the pack too. Every time you make a change in the track, you need to insert the magic file again... Just my opinion.

Posted by Bob P from 65.94.227.118:

That is what I thought... I must have forgotten to put a version in my zip file that had been patched with Cmagic. oh well... another, better one is coming soon.

Posted by Flo from 217.226.115.188:

Yes, please include the magic data in the track file and the zip file.


Index

Jam to BMP

Posted by Alex from 216.209.124.76:

How do you do for convert a Jam Files in a BMP?

Posted by Flo from 217.226.115.188:

Use the JamTool 2000 (http://www.emac.de/gp3/download/common/tools.html#jamtool2k)from Marc Aarts to make HW Jams and use the JamEditor (http://www.grandprix-x.com/opensrc/projects/jameditor.html) to make SW jams.

Posted by JeanA from 194.222.78.87:

I don't think that's what he means (I may be wrong though), he wants to export the images out of the jam file as bitmaps... well thats easy, do as Flo says and download the Jam tool then choose 'Export Canvas' from one of the drop down menus on the top (I can't remember which it is) and this will save the entire jam as a bitmap, you can do it for individual textures by right clicking on them and choosing 'export texture' then when you have edited the texture like you want you just put it back in again!


Index

fence extensions

Posted by Bob P from 65.94.229.173:

I have a question about fence extensions. I managed to make them appear as I expected. I used 0xc8 commands in the first sector to define them "globally" but when I try to use 0xe9 to change the texture at a "local" spot on the track, that texture does not show up, the "global" one does... any ideas why this might be?

Posted by Flo from 217.224.27.114:

Did you use the right location code? If you have a fence extension you have to use 35/36 for the extension and 4/5 for the fences.

Posted by Larry from 216.239.65.86:

Do you mean that it doesn't show up at any "local" spot on the track or only in one particular spot?

Posted by Bob P from 65.94.229.173:

I mean the texture mapping command seems to fail for the fence extension anywhere on the track when I use it to make a "local" change to the extension.

Posted by addie from 194.191.82.27:

"local" textures are used to not show up, if they are longer than the actual fence-extension. maybe thats the reason ?

Posted by Flo from 217.226.115.37:

Yes, I also found this problem when I worked on fence extensions yesterday. When you set a texture before the S/F line, the length has to be smaller then the rest of the track until s/f.

Posted by Bob P from 65.94.230.184:

How do you mean longer? I had tried to use an 0xe9 to put a local texture on for about a distance of 25 units not even 1/3 of the way into the track.

Now, of course, I have changed my tactic and don't need it any longer...

Posted by addie from 194.191.82.27:

i meant if the fence extension has a length of 10 (e.g. starting at DFS 20, ending at DFS 30), and you start with texture mapping on it at DFS 25, the texture mapping must not be longer than 5. if its 6 or more, its longer than the actual fence extension, and wont show up at all.

Posted by Flo from 217.226.127.243:

And a texture must not have a bigger length then the remaining units until s/f.

Posted by Bob P from 65.94.222.202:

That's what I thought, but had to be certain.


Index

No Object Preview

Posted by Marcos Gauguin from 200.190.241.81:

Hi everybody
Suddenly the TE decided to stop showing object 3D preview. And worst: it crashes when I ask for it. Has anyone had this problem ? Has anyone got a solution ?
P.S. I've already uninstalled, cleaned registry and reinstalled.

Posted by Bob P from 65.94.226.248:

I seem to recall having this happen back when editing GP2 but not with GP3... try turning the jams off... or make certain the GP2 (or 3) exe file has been properly located for the TE... I hope this may be of some use.

Posted by addie from 194.191.82.27:

just a wild guess.
you tried the very same tracks/objects that used to show up ? maybe its something in the particular object you try to view ?

Posted by Marcos Gauguin from 200.190.242.34:

Yes, I think I tried it all. The result is just the same.
Very sad. Let's keep trying.

Posted by Marcos Gauguin from 200.190.242.46:

The problem continues. I'm beginning to think it's related to some dll file or something like that.
Just for curiosity I tried GP2 TE and the problem was the same.
Can anybody help me? It's really hard to edit a 20 point object without seeing it.
Many thanks

Posted by Marcos Gauguin from 200.151.7.150:

Still the same problem.
I emailed Paul Hoad and he said it could be something with opengl32.dll
I downloaded two different ones from the web, tried with each one and no results.
Can anyone please help me ?
By the way, my new Watkins Glen is now available at Grandprix3.com Check it out !

Gauguin

Posted by addie from 194.191.82.27:

i tend to share pauls opinion its something to do with opengl. sometimes things get messed up in windows. most of the time the reason is even unrelated/arbitrary und worst part is you cant fix it anymore and have to set the whole piece up again. at least that happend to me several times in the past at work.

you mentioned, it used to work, and all of a sudden it didnt anymore ? maybe you recall what you did with your pc/windows between the last time it worked and the first time it didnt anymore ?! maybe this gives a hint.




Index

How to change the object drawing order??

Posted by Flo from 80.128.206.151:

How can I change the drawing order of objects?
My problem is, that Gp3 draws the starting light behind the grandstand, but it has to be in front of it.
See the screenshots:
www.grand-prix-3.de/start1.JPG
www.grand-prix-3.de/start2.JPG

Has anybody an idea?
Thanks
Flo

Posted by Schubert from 203.197.33.131:

Same prob here mate! see if there's a post "Objects behoind objects" last month i guess. no perfect solutions though

Posted by Flo from 80.128.204.161:

Thanks. Setting the detail level of the starting light to 129 worked perfect for me.


Index

Object editing

Posted by gap from 62.211.250.59:

Hi peoples,
Peraphs someone of you remember that I'm working on my first gp3 Track: Hockenheim in 80 layout. I'have done the track shape and I've almost finished the CCline. Now I should change the pitbuilding shape, but sadly I noticed that Paul Hoad's Object Editor don't opens Gp3 objects. My question is this: there is any other editor for Gp3 or, if the answer to my question is NOT, how can I manage myself with this situation? There's some trick in order dupe the problem?

Please HELP,
Gabriele

Posted by addie from 194.191.82.27:

you can edit it also in the TE. just edit its points and view the object by selecting it in the track-tree and then choose "view 3D view" in popup-menu after rightclick.

Posted by Flo from 217.226.119.71:

BTW: Is there a possibility to convert GP2 objects to GP3?

Posted by addie from 194.191.82.27:

as far as i know: no (unfortunately)

Posted by Augusto Dewey from 24.232.68.170:

The only way to edit an object in gp3 is in the track editor, you have to use an object of any track and import this one to your track. It is imposible to convert a gp2 object to gp3..., just search for a similar to the one you want to make...

Posted by gap from 62.211.61.94:

Thanks Addie and Augusto,
I've found the section where I can modify the objects point coordinates. I noticed that there are more groups of parameters that I can modify in this tree (vertex connections, texture data, track oject definitions, etc.). I tried to make some changes (in particular vertex and texture data), but it was worth: I don't noticed any effect. What about this parameters? I'm above all interested in learnig to change texture definitions, so please, tell me what is the parameter fit for my purpose, but if you can explain me the significant of all the parameters (or poin out a good tutorial about this argument) I will be EVEN MORE greateful to you ;)

regards,
Gabriele

Posted by gap from 62.211.61.94:

PS. The point coordinates changes worked very well with me, so, this argument don't need any explaination...

Posted by Flo from 80.128.222.107:

I found some tutorials here;
http://www.grandprix3.ch/TEIC/tutus/files/obj_tut.zip
and here:
http://ac.schulz.bei.t-online.de/Anleitung/Object_exp/Object_export.htm

Posted by addie from 194.191.82.27:

as for texture data. there you have the texture id and some repetition arguments. to see the repetition divide the "resolution" figures by 256. so 256 means single repetition, 512 means two textures, 1024 mean 4 textures, etc. should be easy to figure out once you know about the principle ...

Posted by gap from 151.29.9.209:

Well friends, thank you very much: with your clues I'm becoming just an expert... ;)
At this time I have only one more question: why in TE 2.2.0.804(3D object preview) I can't see the polygon numbers even if I check the relative button? Without these numbers it is very difficult to find where the correct new textures should be applied...


Index

Track doesn´t load (anymore)

Posted by Tom from 217.84.78.215:

Hi guys, I have the problem that my track doesn´t load anymore. It did (in an earlier version) but then I fiddled a bit with the scenery (0xee commands adjusted) and replaced a couple of 0xaf´s with 0xc0 and 0xc1 commands (nothing else), and now it doesn´t load anymore. GP3 is falling back to Windows desktop just before you would get into your cockpit. When I start GP3 without GPxPatch, I get an "overflow" error. If someone want to have a look on the track, it´s on http://members.tripod.de/tgi/test/tracks.zip

Thanks in advance
Tom

Posted by James Burgess from 213.122.104.212:

You should have backed up, tut, tut, tut!

Posted by Schubert from 203.197.33.199:

(Number of swivel arm cmds )
=must be equal to=
(Number of Scenery cmds)

Posted by Flo from 80.128.207.38:

Even the TE crashes if I want to open it in the TE.
You'll have to use the first track.

Posted by Tom from 217.84.67.12:

OK, number of swivel-arm cmds and number of scenery structure commands IS equal.
And my TE (PH) doesn´t crash if I open the track.
Maybe it was because I used IHTE for this adjustments. With PHTE I never had any problems with such things before.

Anyway, I did this adjustments again with PHTE and now everything is working fine.

Posted by Bob P from 65.94.222.164:

I had similar problems in the summer where I edited a track with ISO's TE and then it crashed in the game. I don't know if there is a fix. I could not repair the problem. It corrups something with the objects.

Bob


Index

Textures importing

Posted by gap from 62.211.250.217:

When I import a new JAM (made by myself) in TE and I assign it to a polygon, it look very messy in 3D object preview; more: I can't see the JAM in TE, 'cause the program crashes to windows.

I noticed that in Jam Failes tree the new twxture has a VERY large total file size (51200) even if I don't changed the texture size or the number of jam items in the imported JAM. What exactly is the "total file size" meaning? Has it somehing to do with my troubles? How can I solve my problem?

Formerly I was thinking that the problem was in my edited JAM (I changed the canvas texture, the item positions and size, not the flags or the ID), so as essay I tryed to remove and then reimport an original JAM file, but the problem was the same....

any help appreciated,
best regards,
Gabriele

Posted by Marcos Gauguin from 200.190.238.228:

Looks like you have assigned a HW Jam in the TE. The TE works only with SW jams. Try it.

Gauguin

Posted by Flo from 217.226.117.120:

The TE also works with HW jams.

Posted by BoB from 195.147.233.92:

I cant race on my circuits. the game uploads fine, but when i go to start a practice, it freezes up

Posted by John Attfield from 217.227.56.29:

If you copy your complete HW Jam folder from Gp3jamsH into Gp3jams, with all the same folder & file names, and then point the TE to the Jams in the new Gp3jams folder, it should be able to display the Jams without crashing, even though they are still HW Jams. I don't think you should need to convert everything to SW.

The track.dat uses the Jams in the Gp3jamsH folder although the TE is looking into Gp3jams. So the Gp3jams folder is *only* needed for TE and can be scrapped afterwards (unless you actually decide to make a SW version of your track as well).

Does this help?

Posted by Flo from 62.158.65.128:

Sorry gap, but I am right.
In the options in the TE you can select "Use HW jams".
This is a new feature Paul added in the latest (and only in the latest) version. As it still does not work perfectly, he hid the feature a bit.
It's the best always to enter the SW jam paths (/gp3jams) in the jam file list. If you select HW jams the TE automatically uses the right directory (/gp3jamsH), just like GP3 does it.
And you do not need to copy any HW jams in the SW directory, this would only make troubles.

Posted by addie from 194.191.82.27:

hm. as far as i see it. the TE only shows SW-jams ?! however in the jamlist you HAVE to insert but the SW-failes, or point to them. gp3.exe adds the H to the gp3jams-directoryname by itself.

if you dont have the needed jamsfiles in the SW-direcory, or have HW-files there instead, you will get some “failed to load”-messages here and there in the TE, but it should not crash, at least i tried unsuccessfully to crash the TE in the last ten minutes that way (paul well done!). but the textures HW-jams didnt show up neither. neither in 3D object view, nor in jam-index. jamsize gave 0. (so i’d say flo is right also, as the TE works, but just does not show the textures)

john, how did you make them show up ?

as for the sw-palette. gabriele, you find it in the help-menu of the TE, see help / gp3palette (no joke :)

and as far as i know, some gfx-tools do map the palettes when using copy/paste. i mean, you open your picture and copy the content to the clipboard, then open the gp3-sw-bmp and paste the clipboard to it. with some tools it works. but its just the 2nd best way. IMO the best way is, if you can map palettes in particular AND exclude some colors from getting mapped to. because a few colors in the gp3-palette are special, the very first one of course and some in the last row, and more. and you may prefer to not map to them.

Posted by Flo from 62.158.65.128:

Hi addie,
the TE shows the HW jams. It even works on the objects (I tested it).
And it works exactly as in the GP3.exe, the TE just adds a "H" at the end of the filename.

Posted by gap from 62.211.61.237:

Thanks friends,
your comments were very helpful; I’ve made my very last tests about this matter and here there are my impressions:

Of course, Flo, you are right, I never doubted about this ;) but I have found the “use HW jams” option only yesterday: before this date there was something missing in my TE knowledge, and your (right) assertions sounded a little cryptic to my hear…. Anyhow, as you said, this feature does not work perfectly, and more, if you use this option you can’t mix sw and hw jams: you are forced to change ALL the swjams of a former track even if you won’t modify all of them; otherwhise, after you save the track. the old sw jams get missed, especially the texture areas shape and positions in jam preview (I say this by experience after several tests). In conclusion I think this feature is very useful only when you are projecting a completely new track, with uses not jams from the base track.

John, copying the hwjams in the gp3jams directory is a trick that in my computer don’t works: the effect is the same that I point the hw jams in their jamsH directory. So please, can you explain me one more time how did you with it?

Anyhow, I suppose that, whatever are the jams declared in TE (hw or sw), and whatever are the problems concerned with previewing of wrong jams, the important is the name of the jam file that is stored in the track file, and if the correct jam type is in his proper directory (gp3jams or jp3jamsH), the game will properly show the correct texture, no matter if this don’t happens in TE. I still haven’t examined closely this hypothesis; do you can confirm (or deny) it?

Addie, you was lucky, or you bought a better PC that the mine :)... in my system TE does not crash every time when I import the wrong jams: the more frequent side effect is a missed jam and object preview (for the objects where the jam is mapped, obviously), but in the meantime the program become unstable and susceptible to crashing, especially when trying to preview the texture or just after Jam import.

The palette: as my request had not responses (at least up to now), I exported with Marc Aaart’s jam editor the canvas from a swjam (I don’t remember what, but I think it’s the same) and I opened the bitmap in PhotoShop. In this program I can see the palette used by a 8 bit sampled picture, modify or save it. In this case I’ve simply saved the palette, and I’ve imported it in the bitmap canvas from the hw jam that I wanted to convert in software mode. My only cautiousness was to change the colour of a transparent areas in the appropriate value for sw (a kind of blue-green, 63,103,103 that is the first colour of the palette, if I well remember) , so probably, besides this one, I have mapped gp3 reserved colours. Where can I find a list of this colours? And (finally) WHERE can I find the help file for PHTE????!!!!!
Flo said
Sorry gap, but I am right.
In the options in the TE you can select "Use HW jams".
This is a new feature Paul added in the latest (and only in the latest) version. As it still does not work perfectly, he hid the feature a bit.
It's the best always to enter the SW jam paths (/gp3jams) in the jam file list. If you select HW jams the TE automatically uses the right directory (/gp3jamsH), just like GP3 does it.
And you do not need to copy any HW jams in the SW directory, this would only make troubles.

friendly,
Gabriele

Posted by addie from 194.191.82.27:

thanks for the hint flo, i was not aware of the mentioned switch.

but nevertheless, in the jamlist in the track-tree the you have to point to the sw-jams ? (else gp3 will crash when trying to load the track?!)


Index

Moving track or pit

Posted by Andrew C from 80.225.46.11:

Hi,
I need to physically nmove the entire pitlane down or the entire track up so that the two meet, as the pits are halfway up the screen away fro the track and on the wrong side!
How do you move them?

Thanks

Diagram

p=pits
t=track
hp=where I want the pits

pppppppppppppppp
p
p
ppppppppppppppp

ttttttttttttttttttttttttt
hphphphph

How it is!!!!

Posted by addie from 194.191.82.27:

first you have the track. it starts at the startingpoint and you have to take care its end meets the starting point at correct angle(important for having easier live with the pits) and position (important also; and it should have an overlap of about 1 length unit; see originaltracks)

the starting point of the pit lane is the track sector including cmd 0x86. if there is no cmd 0x86 nowhere, then the pit lane is not attached. next you have to shape the pit lane in a way its end meets the start of the track sector including a cmd 0x87.

only one cmd 0x86 and 0x87 each per track. having proper angles at the track ends and also at the connection of the pit lane end to the track, makes live easier. if you have wild angles gp3.exe compensates in an unknown way. and then the view in the TE does not match the view in the game any longer, and it becomes hard to imagine how to fix pit lane bugs.

@ http://www.grandprix3.ch/TEIC/index.html, follow writings, you find “the guide to pit lane editing”, where you find some more details, e.g. the meaning of the cmds 0xa1-0xa4 and its parteners 0xa0 and 0x9f and more ...

i hope it helps

Posted by Andrew C from 80.225.70.51:

Thanks, but that's not what I meant. The track was belgium, and for some reason, when I straightened it, the track moved. I know how to do the pits now after years of trying!!

Thanks anyway

Posted by addie from 194.191.82.27:

so you mean the startX and startY values in the track config section ?

a track (its starting point that is) does not move on its own. the starting point is fixed at the position defined by the mentioned values.

and if you reshape the track layout, the pit lane "moves" with it, as its start is (as you know) attached at a certain track sector.

Posted by Andrew C from 80.225.49.186:

Yes, that's what I thought. But if you load f13.dat up, you'll see it's on the skew. When I straightened the track, it went east, but the pits stayed still!

Posted by addie from 194.191.82.27:

hm, so the pit lane HAD to be beyond the gp3-world, but the TE decided to draw it in its "original" position ?
and as soon as you have the track within the gp3-world, everything is as expected again ?

Posted by Andrew C from 80.225.67.109:

Thanks addie, it's never out of the GP3 world if the GP3 world is the box. I'll send you a screen shot showing the problem.

Posted by addie from 194.191.82.27:

oh, thanks for the screenshot !
looking at it, i wonder whether this track has ANY cmd 0x86 ?

Posted by Andrew C from 80.225.79.235:

yeah, it has that command, I checked. I think!!!

Posted by Andrew C from 80.225.85.249:

It didn't have the command for soem reason, but it has now.

I've doen everything I usually do to get the track working. This track has the layout that I want it to, none of the others have had that. Unfortunatly, I can't get it to work. It freezes when I try to go onto it's menu. It's not the pit lane, I'm sure of it. Could someone allow me to e-mail it to them so that they can find the problem please? I haven't got a clue!!!

Thanks

Posted by addie from 194.191.82.27:

@ http://www.grandprix3.ch/TEIC/index.html
follow "troubleshootersFAQ" you find a list with the most popular reasons for a track freezing gp3. probably the cc-line ?

i hope it helps



Index

How to add black flags?

Posted by Lars Biederbeck from 217.81.255.175:

Hello,
i want to add a black flag at a chicane, how can i do this or would be some of you so nice and do this for me, cause i never made something with the editor.

kind regards,
Lars Biederbeck

Posted by addie from 194.191.82.27:

you had to insert trackcommands. see originaltracks (in first tracksector), and also commandlibrary-documentation for the details @ http://www.grandprix3.ch/TEIC/index.html, follow writings

i hope it helps


Index

long circuit

Posted by SR from 129.132.166.193:

I want to make a very long circuit (about 30km) (existing road), but the area is limited. How to change size?

Posted by addie from 194.191.82.27:

i'm afraid the area IS limited.
and the track length is limited also to some 8km. maybe with gp4 ?


Index

More than 500 track sections?

Posted by Flo from 62.158.65.128:

Addie, did you try to make more than 500 track sections? BEcause I get strange view distance problems then.

Posted by addie from 194.191.82.27:

i never went up that high, but went definitely over 256, which is some magical frontier here and there.

and recalling the way gp3 deals with the sectors i'd say it should not make a difference ?! in the memory gp3.exe just uses the "segments", 1 segment per length unit ...

you are sure there is no other reason for the view distance problems ?



Index

Pitlane fence doesn´t remove at exit

Posted by Tom from 80.128.158.154:

Now I have I big problem with the fences at the pitlane exit. I have the pits on the right side, and when I exit the pits, the pit?/track?-fence is still there on the left side of the pits, it´s warping around there. Also on the track the right fence can be seen where none should be. (Screenshot http://members.tripod.de/tgi/test/gpx_0000.jpg)
And funny things is, that it occurs only in HW mode, in SW mode all is working perfectly.
I think all necessary commands in both track and pits are there in the right place and with correct args, all fence removes are set correct, so I think it has something to do with the matching of the track and the pitlane, but lenghtening/shortening pitlane, change angles doesn´t help. Anyone?

Posted by addie from 194.191.82.27:

indeed a strange thing
you had a careful look at the "pit lane"- and the "walls" checkboxes ?
(i mean some of the checkboxes you see in the track-sector-dialogbox)
the pit lane sector with the cmd 0xa0 is the first were none of the "pit lane"-checkboxes is checked anymore, and its the first were the "remove texture"-checkboxes are both checked ...

Posted by addie from 194.191.82.27:

... of course i meant the checkboxes in the pit lane sectors at the end of the pit lane ...

Posted by Tom from 217.230.62.237:

Yes, the checkboxes are all checked correctly.
And meanwhile I found out that it´s not a pitlane fence what is seen here, but the track fence. The tracksector before the sector with removed right fence seems to be too long, but shorting it or lengthening pitlane doesn´t help.

Posted by Tom from 217.230.54.253:

OK, solution found now: lenghtening the pitlane by 1 AND moving the 0x87 one tracksector further did help.

Anyway, thanks for the help. But still the question, why only in HW, not in SW mode?

Posted by addie from 194.191.82.27:

you had the cmd 0xa3 in the same sector with 0x87 by chance ?

indeed the hw-mode and sw-mode are programmed by different people, as far as i know. the sw-mode is the “original” gp-series code made by geoff crammond, and the hw-mode was added by another guy (i forgot his name). of course he cooperated close with geoff crammond, and the latter supervised the program at the end. but anyway its different code, so this may explain the phenomena.




Index

end of list