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Long reset aka hard-reset does not reset "Eagle's Nest" #79
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Confirmed by discord user mauricevg that Pac-Man is affected, too: |
The Long-Reset aka Hard-Reset bug was documented in this issue: #79 This was a regression introduced in V5 due to sw_cartridge_wrapper's logic which pulled reset_soft_i high for longer than reset_hard_i. main.vhd was not ready for this change in semantics. Fixed by wrapping hard_reset_n and hard_rst_counter into an additional if clause.
Fixed. |
I just discovered: Pac-man needed to have the hard reset to be fixed, which is done in one of the alpha versions. Hard-reset DOES properly reset the system, I'm back in the BASIC 2 or JiffyDOS screen. |
@MauriceMEGA65 I think this is "works as desgined". What happens on a real C64? |
A real C64 does not have a reset button IIRC. It’s no dealbreaker of course, just I thought the hard-reset is like a power cycle on a real C64. But apparently the memory is not really reset as a soft-reset after the hard-reset seems to reinitialize what was in memory before the hard-reset. |
Yes, this is what I mean by "works as designed" :-) The hard reset does what a hard reset button (that was an extra gadget you could buy), did. We implemented this behavior: https://www.c64-wiki.com/wiki/Reset_Button |
This bug is a regression introduced in V5 as this worked in V4.
Expected behavior (see also tests/README.md):
What happens:
A long reset does not return to Basic
When was the regression introduced:
the new
handle_cold_start
mechanism was introducedHere is a code comparison between these two commits:
https://github.com/MJoergen/C64MEGA65/compare/e1c696d..584972c
Impact:
It is very likely that this bug is not only affecting "Eagle's Nest" but also materializes itself in other situations where it will lead to either the reset itself not working or applications loaded after the reset not working properly.
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