

                          [42m FORCE BOOT MODE (FBM)[0m


[1m                            For the A1200/4000[0m


[3m                             By Mike McCallum[0m


      Warning: this software requires Kickstart V39 (KS 3.0) or better.



   Ed: Here's a way to get more control over how your AGA machine handles old
  games, another fine utility from Mike who has created numerous useful
  things over the years.


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[33mINTRODUCTION[0m


   The new Amigas, the A1200 and the A4000, have new graphics modes and
  capabilities which, unfortunately, are incompatible with previous methods
  of accessing the hardware directly.  The solution for new software is to
  use the operating system when accessing the hardware, rather than accessing
  the hardware directly.  This ensures that the software has the best chance
  possible to be compatible with future Amigas.  However, this does not
  address the large volumes of software that has already been written for the
  Amiga that accesses the hardware directly.  In order that older games work
  on the new Amigas, and to provide a changeover period for developers, the
  new Amigas have an ECS compatibility mode, allowing older games to access
  the hardware directly without causing compatibility problems.

   When booting the Amiga to start an older game, the user has the choice,
  via the Display Options submenu of the Amiga Early Startup Control menu, to
  force the custom chips to use the older ECS chip mode.  The user can also
  choose whether the Amiga will be in PAL or NTSC display mode, allowing the
  user to decide whether to play a game in PAL or NTSC mode.

   In order to minimise inconvenience to the user, the chips are
  automatically in ECS chip mode when the boot block is executed.  This is
  done because games that start up from the boot block are highly likely to
  access the hardware directly, and cause problems in true AGA mode.  If the
  boot block is a normal boot block, control will return to the machine's
  boot routine, and the chips will be placed in whatever display and chip
  mode the user chose.  The advantage of this scheme is that most games that
  access the hardware directly (those that start from the boot block) are
  automatically run in ECS mode.  However, because the user's seleced mode
  has not yet taken effect, the user has no choice about what display mode
  (PAL or NTSC) a game uses when that game starts from the boot block.



[33mFORCE BOOT MODE[0m

   The solution is ForceBootMode, or FBM for short.  FBM is a program that
  installs a resident module which forces the boot routines to set the user's
  selected chip and display modes before the boot block is executed, allowing
  games that start from the boot block to be played in either PAL or NTSC
  mode, at the user's discretion.

   FBM can be used from the CLI or from the Workbench, but the greatest
  versatility is gained by using FBM from the CLI.  When run from the CLI,
  FBM will not "take control" of the CLI after installing the FBM module.
  Using FBM is simple.  To use FBM:

  FBM [ONCE|KEEP|KILL|INFO]

   Only one of either ONCE, KEEP, KILL or TEST is permitted.  The options are
  not case sensitive.  This is what the options do:

  FBM ONCE  Installs FBM.  FBM will only remain active for one boot.

  FBM KEEP  Installs FBM.  FBM will remain active until deactivated with
            FBM KILL, or forcibly removed from memory (by an errant or rude
            program).

  FBM KILL  Deactivates FBM.  Note that FBM can't actually be (safely)
            removed from memory, and so it is simply deactivated.  FBM
            only occupies 200 bytes of memory.

  FBM INFO  Shows the current status of FBM.


   FBM's Workbench interface is simple: double click on the FBM icon.  This
  will install FBM as if "FBM KEEP" had been typed into a CLI.  If anything
  goes wrong when run from the Workbench, the screen will flash (or the bell
  will sound, according to how your preferences are set).  Only two things
  can go wrong when FBM is run from the Workbench: you are using a Kickstart
  prior to V39 (KS 3.0), or there wasn't enough memory.



[33mNOTES[0m


   Some games forcibly remove FBM from memory, either by taking complete
  control of the machine, or by clearing memory.  Even if a game does remove
  FBM, it will not be until after FBM has performed its magic (although you
  will still need to re-install FBM to use it again).  Type "FBM TEST" to see
  if FBM is still present.

   Note that FBM sets both the display mode and the chip mode before boot
  block execution.  This means that many games may suddenly appear to not
  work.  Simply choose ECS chip mode from the display options menu in the
  Amiga Early Startup Control menu.

   When FBM is removed by "FBM KILL", the memory used by the resident portion
  of FBM cannot safely be recovered (without possible compromise to the
  system), so FBM is simply deactivated.  In any case, FBM only uses 200
  bytes of memory.



[33mLICENCING AGREEMENT[0m


   By distributing this package, you agree to adhere to this licencing
  agreement.  You are licenced to distribute this package in any way you see
  fit with the following limitations:

  * All files associated with this package are distributed together.
    These are:

      + FBM
      + FBM.info
      + FBM.doc
      + FBM.doc.info

  * No part of this package may be modified, with the following exceptions:

      + Translating the documentation into another language.
      + Reformatting the documentation to suit your taste or text viewer.
      + Altering the default tool of the icon FBM.doc.info.

  * You may charge no more than the cost of obtaining a disk direct from
    Fred Fish for distribution.  (The only exception to this limitation is
    MegaDisc Australia, for whom this software was originally written.)



[33mWARRANTY[0m


   This package is supplied as is, without any warranties, either expressed
  or implied, as to its fitness for any purpose.  The only thing this package
  is guaranteed to do it occupy space on a storage device.



[33mTHE AUTHOR[0m


   I (Mike McCallum) can be contacted by any of these means:

  Post: Mike McCallum
        117 Morrison Road
        Midland WA 6056
  Phone: (09)274-3390
  FidoNet: Mike McCallum
           3:690/508

   Please feel free to forward any comments, bug reports, money, gifts or
  even post cards to me.



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