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Forums > CSDb Discussions > Dragon Ninja bugs on Reloaded MK2
2020-03-07 12:05
Comos

Registered: May 2004
Posts: 72
Dragon Ninja bugs on Reloaded MK2

I run onto a strange issue, where current Dragon Ninja releases, like:

Dragon Ninja +7D
Dragon Ninja +5D

bugs on my Reloaded MK2, currently after the game intro,when fire is pressed just screens flashes through the levels till ending in the game end text.When you press fire, the game intro is loaded again and you can simply repeat the whole process.It bugs on bare MK2 setup or even my U1541/IDE64 setup.However on my previous C64C setup it does not bug.I have also tested the IDE64 fixed version cracked by Ikari,which is not listed in csdb with the same result.The game has some strange coded IRQ routine as I checked,but not sure that this can trigger a weird behaviour on different C64 versions.
Can someone please with a Reloaded MK2 verify this issue? I need to sort it out, if it's a problem in my Reloaded MK2 (so far this is the 1st game that bugs) or if it's caused by the game itself.

Thanks!
2020-03-07 20:26
TheRyk

Registered: Mar 2009
Posts: 2088
Sorry, only got MK1. On MK1 there was an issue with the 8701 replacement (some red stuff in Germany known as 'Red Plague' after various users faced problems with it). When I re-replaced that one by an original 8701 my MK1 behaved less spooky than before. I don't know how this problem was handled on MK2. If another MK2 user confirms that, you should definetely contact iComp.
2020-03-07 20:50
Comos

Registered: May 2004
Posts: 72
Seems like a lagging CIA, need to run some test if it would be able to detect a faulty one.However it's weird that only this release was able to trigger it.
2020-03-07 20:57
TheRyk

Registered: Mar 2009
Posts: 2088
You could simply try cross-changing the CIAs on your board and check if behaviour changes
2020-03-07 21:17
Comos

Registered: May 2004
Posts: 72
Yes, but need to find out.Might be a slight deviation in it's timing characteristics.
2020-03-08 23:05
Comos

Registered: May 2004
Posts: 72
Find it out,actually not a bug, but a build in levelskip routine,some remains of a debug routine which used probably a button on the UserPort to skip a level.My parallel cable triggered the routine,and levelskipped to the game end.

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