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DS Misc > Frodo DS...

#54000 - telephasic - Wed Sep 14, 2005 1:08 pm

Please, please let this be true:

http://www.dcemu.co.uk/vbulletin/showthread.php?t=10649

:D

Thanks GPF!

#54006 - headspin - Wed Sep 14, 2005 2:00 pm

This is what I have been waiting for!
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54007 - Niijaooh - Wed Sep 14, 2005 2:08 pm

link to the authors homepage

http://gpf.dcemu.co.uk/

Can't wait for sound :-D

#54020 - headspin - Wed Sep 14, 2005 7:14 pm

I can't find an e-mail for GPF, so I'll post it here.

I noticed he mentioned that the keyboard was not yet been implemented for FrodoDS, so I decided to help out and create one.

If you know GPF, let him know to get this (or perhaps he will read this thread).

C64 Keyboard
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54025 - GPFerror - Wed Sep 14, 2005 7:59 pm

very nice keyboard, I will need to figure out how to make a keyboard from your bmp now :) unless you can update you keyboard example :)

I'm currently using your extended keyboard example for Frodo and have implemented alot of the keys now.

heres a new screenshot, joystick works now but still have to implement a swap between joy1 and joy2 right now its hardcoded in the preferences.

[Images not permitted - Click here to view it]

Im usually around on irc #dsdev on efnet if anyone would like to alpha test for me. Or buy me a flashcard :)

Troy(GPF)
http://gpf.dcemu.co.uk

#54050 - headspin - Thu Sep 15, 2005 5:12 am

I can possibly modify the extended keyboard example for this new one later today. Which example are you using ndslib or libnds?

Your site seems to be down ATM, I'll check back later.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54051 - GPFerror - Thu Sep 15, 2005 5:26 am

headspin wrote:
I can possibly modify the extended keyboard example for this new one later today. Which example are you using ndslib or libnds?

Your site seems to be down ATM, I'll check back later.


Yeah its down right now, im using libnds.

Thanks for the help

edit - its back up

#54064 - Elrinth - Thu Sep 15, 2005 8:34 am

Wow.. this really is C64 emu!!! :D
AWESOME.... ;) Let's hope this author is enthusiastic like hell and'll create a great sidchip emu for the emulator too! :D

#54077 - DiscoBoy - Thu Sep 15, 2005 11:01 am

You sure got me excited GPF.
How is the framerate atm? When do you think it's ready for public release? etc ,etc :-)

The C64 made me the little 30 yo kid I am today. I would love having the classic games with me in my GBAMP-flashcart all the time.

#54081 - luke314pi - Thu Sep 15, 2005 2:25 pm

Great news! I hope it will be a .nds file and work with the multi-cart loader!

#54082 - headspin - Thu Sep 15, 2005 2:34 pm

Didn't get time today to work on the keyboard, but I'm kinda confused how I should make it anyways, so that it's painless to implement.

At the moment your using a graphic that represents a PC keyboard that is mapped to the C64 character set (chr$ or screen code I don't know). And that basically works the same way as Frodo would on a PC with a normal keyboard attached.

I'm finding it difficult to find a full character set table with all the C64 glymphs in it. All I can find are text versions of programmers reference guide. The best I can find is this

My question is, is it worth going through the hard work of creating a fully working C64 keyboard mapped to these hex values? Or should I just modify the current extended keyboard example to use the new skin? In other words, make a keyboard that imitates a PC keyboard or make one that is a true C64 type keyboard?
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54113 - GPFerror - Thu Sep 15, 2005 6:18 pm

headspin wrote:
Didn't get time today to work on the keyboard, but I'm kinda confused how I should make it anyways, so that it's painless to implement.

At the moment your using a graphic that represents a PC keyboard that is mapped to the C64 character set (chr$ or screen code I don't know). And that basically works the same way as Frodo would on a PC with a normal keyboard attached.

I'm finding it difficult to find a full character set table with all the C64 glymphs in it. All I can find are text versions of programmers reference guide. The best I can find is this

My question is, is it worth going through the hard work of creating a fully working C64 keyboard mapped to these hex values? Or should I just modify the current extended keyboard example to use the new skin? In other words, make a keyboard that imitates a PC keyboard or make one that is a true C64 type keyboard?


Just update the curent extended example, most of the mappings I have or i just have to invent a hex code to map between the virt keyboard and the actually commodore ascii code. I havent seen in the emulator any of the mappings for the commodore key and other keys like the 3rd keyboard bitmap though, but based off the reference guide i might be able to implement them.

Thanks
Troy(GPF)

#54198 - headspin - Fri Sep 16, 2005 2:39 pm

I've made a new extended keyboard example at http://headkaze.webpal.info/ that uses a new skin design. This should be easy for you to implement.

As for the C64 keyboard, I'm still quite confused on how to make it. I've made a C64/PC hybrid keyboard that might be easier to add. Does the key layout make any sense to you? I'm not sure if it will be feasible.

C64 Hybrid Keyboard
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54237 - GPFerror - Sat Sep 17, 2005 12:49 am

headspin wrote:
I've made a new extended keyboard example at http://headkaze.webpal.info/ that uses a new skin design. This should be easy for you to implement.

As for the C64 keyboard, I'm still quite confused on how to make it. I've made a C64/PC hybrid keyboard that might be easier to add. Does the key layout make any sense to you? I'm not sure if it will be feasible.

C64 Hybrid Keyboard


Yeah I'm not quite sure what would be best either yet. I'll have to look at it this weekend if I get a chance.

I have now implemented sound badly, not sure how it sounds or if its just making noise at this time.

Troy(GPF)

#54541 - GPFerror - Tue Sep 20, 2005 7:48 am

Iv partially implemented headspin's C64 keyboard bmp for Uppercase and shifted. Here is a screenshot of it running Bruce Lee. I still need a little work on the keyboard cant figure out why im getting the corruption at the bottom of the screen.

Also if anyone has a ndslib opengl example using a 512X512 texture so i can use a smaller view window minus the borders or give me some better ideas on scaling a 384X360 screen to 256X192 :)

Thanks,
Troy(GPF)

[Images not permitted - Click here to view it]

#54547 - headspin - Tue Sep 20, 2005 9:46 am

It's coming along really nicely there GPF. I think Tepples would be helpful with the scaling issue, lets hope he finds this post.

As for the tile problem with the keyboard, all I can suggest is make sure the map and tile sizes you are copying are the same generated by gfx2gba. I use the -m parameter which generates an optimized map, so the map size will change when it detects repeated tiles.

--- main.cpp ---
Code:
dmaCopy((uint16 *)keyboard_Map, (uint16 *)map, 1024);
dmaCopy((uint16 *)keyboard_Tiles, (uint16 *)CHAR_BASE_BLOCK(1), 11200);


--- keyboard.raw.c ---
Code:
const unsigned char keyboard_Tiles[11200]...

--- keyboard.map.c ---
Code:
const unsigned short keyboard_Map[1024]


Also, when copying the different keyboards for pressing SHIFT key..

Code:
if(m_Mode==KB_NORMAL) {
                  dmaCopy((uint16 *)keyboard_Map+512,(uint16 *)map, 1024);
                  m_Mode = KB_SHIFT;
               } else {
                  dmaCopy((uint16 *)keyboard_Map,(uint16 *)map, 1024);
                  m_Mode = KB_NORMAL;
               }


You will notice, again it uses the size of the map for DMA'ing the keyboard.

If you specify the wrong values, it will copy data that is not intended for the map. So check these numbers and that should fix it.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54548 - GPFerror - Tue Sep 20, 2005 10:26 am

yeah cool thats what I am doing. I think that the problem is im taking the two seperate keyboard images and making them into 1 bmp with a black space between them and im not making it long enough, problem is that if I go any bigger I think I must be running out of space, so I might have to go to a keyboard_Tiles1 and keyboard_Tiles2 or something unless I just need to specify more vram for the keyboard images.


Code:
videoSetMode(MODE_5_2D | DISPLAY_BG3_ACTIVE | BLEND_Y);

videoSetModeSub(MODE_0_2D | DISPLAY_BG1_ACTIVE);
    vramSetMainBanks(VRAM_A_MAIN_BG_0x6000000, VRAM_B_MAIN_BG_0x6020000,
                     VRAM_C_SUB_BG , VRAM_D_LCD);
   BG3_CR = BG_BMP8_512x512;
        BG3_XDX = DISPLAY_X;   
        BG3_XDY = 0;
        BG3_YDX = 0;
        BG3_YDY = DISPLAY_X-25;
        BG3_CX = 0;
        BG3_CY = 0;
   //get the map
   map = (uint16 *) SCREEN_BASE_BLOCK_SUB(31);

   SUB_BG1_CR = BG_COLOR_16 | BG_32x32 | (31 << SCREEN_SHIFT) | (1 << CHAR_SHIFT);
   
   dmaCopy((uint16 *)keyboard_Palette, (uint16 *)BG_PALETTE_SUB, 32);
   dmaCopy((uint16 *)keyboard_Map, (uint16 *)map, 1024); // *2
   dmaCopy((uint16 *)keyboard_Tiles, (uint16 *)CHAR_BASE_BLOCK_SUB(1), 32768 );


.....

            if(c==SLK || c==SHF)
            {
               if(m_Mode==KB_NORMAL) {
                  dmaCopy((uint16 *)keyboard_Map,(uint16 *)map, 1024);
                  m_Mode = KB_SHIFT;
               } else {
                  dmaCopy((uint16 *)keyboard_Map+512,(uint16 *)map, 1024);
                  m_Mode = KB_NORMAL;
               }
            }



so if i was to use more space between so the bmp is 256X1024 its not working right.

thanks,
Troy(GPF)

#54553 - headspin - Tue Sep 20, 2005 11:11 am

I think you should use a 256x256 image with the first keyboard drawn in the top 128 pixels and the second half used for the shifted keyboard. Then you know you just have to DMA copy either the first half or second half of the map depending on the state of the SHIFT key.

Check out this keyboard, it is set up the way I describe. It is also slighty modified from the original. I removed the C= logo and moved the F keys to the bottom.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54588 - GPFerror - Tue Sep 20, 2005 6:13 pm

cool like the new one better, iv added it and updated my keyhit, but im still getting the bottom half of the keyboard screen has corruption on it maybe its an emulator thing ??

Troy(GPF)

edit: nope the corruption is on hardware too :( , im using the exact code as above with the your last bmp with the function keys at the bottom, dont know if im converted it wrong in gfx2gba or doing something wrong in my code.

[Images not permitted - Click here to view it]

[Images not permitted - Click here to view it]

#54632 - headspin - Wed Sep 21, 2005 1:32 am

Code:
dmaCopy((uint16 *)keyboard_Tiles, (uint16 *)CHAR_BASE_BLOCK_SUB(1), 32768 );


Well, the above line is incorrect if you use gfx2gba with the -m parameter as it checks for rotated/repeated tiles to save tile memory. I know for a fact the C64 keyboards I've given you have repeated tiles. Well, the blank tiles for example should only require 1 tile of space.

Code:
gfx2gba -m -q -fsrc -t8 -c16 keyboard.bmp


So, in other words it would store 1 tile for tiles that are repeated, and then the map points to the same tile in memory eg 1,1,1,1. This is known as an optimized map.

So you have 32768 which would be correct for a 32x32 tile BG or 256x256 pixel BG _unoptimized_. So check keyboard.raw.c and it will give the size you need to DMACopy().

--- keyboard.raw.c ---
Code:
const unsigned char keyboard_Tiles[XXXX]


Still it dosn't really explain the corruption below the keyboard unless there is some sort of overlapped memory.

Perhaps try changing the following lines...
Code:
map = (uint16 *) SCREEN_BASE_BLOCK_SUB(29);
SUB_BG1_CR = BG_COLOR_16 | BG_32x32 | (29 << SCREEN_SHIFT) | (1 << CHAR_SHIFT);

_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54634 - headspin - Wed Sep 21, 2005 1:56 am

It seems the bottom bit of corruption is because that area of the map is pointing to tile 0. Tile zero is the top left corner of the keyboard not a blank tile (it would be handy if gfx2gba could force tile 0 to be blank). So it seems to me, the map isn't getting copied across the entire 1024 bytes of map data.

BTW, a lame way to fix it is to just wipe the screen clear just before DMAing the map. If you find out which tile number is a blank tile, you can use the following to clear the screen.

Code:
for(int i=0;i<768;i++) map[i] = blank_tile_no;


Alternatively, this thread might give you some ideas on how to clear the screen using DMA which is alot faster than the loop above. It is for GBA, but could easily be modified for DS.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54642 - GPFerror - Wed Sep 21, 2005 4:08 am

awesome that worked great, thanks very much.

Here is a screenshot with it running Impossible Mission :)

[Images not permitted - Click here to view it]


Last edited by GPFerror on Wed Sep 21, 2005 4:42 am; edited 1 time in total

#54643 - deltro - Wed Sep 21, 2005 4:14 am

Are there any remakes of old C64 games that I might know of/like, so that I can try the original with this.

#54655 - headspin - Wed Sep 21, 2005 8:27 am

GPFerror wrote:
awesome that worked great, thanks very much.

Here is a screenshot with it running Impossible Mission :)

[Images not permitted - Click here to view it]


Nice :) BTW how is speed and sound going? I noticed in the source FixPoint.i which provides fixpoint arithmetic for SID.cpp. Are you using that?

Also I'm hoping Tepples can give some feedback on the scaling issue.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54656 - headspin - Wed Sep 21, 2005 8:43 am

Perhaps Tepple's alpha-lerp scaling used in NesDS could be modified for FrodoDS?

Check out the demo at http://www.pocketheaven.com/boards/viewtopic.php?t=2368
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54674 - GPFerror - Wed Sep 21, 2005 3:13 pm

headspin wrote:
GPFerror wrote:
awesome that worked great, thanks very much.

Here is a screenshot with it running Impossible Mission :)

[Images not permitted - Click here to view it]


Nice :) BTW how is speed and sound going? I noticed in the source FixPoint.i which provides fixpoint arithmetic for SID.cpp. Are you using that?

Also I'm hoping Tepples can give some feedback on the scaling issue.


speed and sound have been reported to me as good, but im not sure if there comparing it to a real c64 or pc frodo port etc.

Sound is still very hacky but im using the fixpoint already, just calling the genericsoundplay function with the sound buffer, not doing any sycronizing yet -not sure how to tell when previous sound buffer is done in code.

Iv only ported the line based emulator for now, as I was guessing the cycle based emulator would be too slow maybe Ill add that in the future.

Right now im just using dmacopy to copy the 384X360 virtual frame buffer to a 512X512 rotation background and then using its scaling.

Since the c64 has some large borders they could be cropped down to reduce the size of the frame to be scaled which would improve the picture, I wrote a quick copyrectangle function to do this but it doesnt appear to work on hardware plus it was very slow :( So I was just thinking that maybe with opengl rendering to a 512X512 texture and then crop and scale the texture might work better, but unfortunetly Im not familiar with how to do this.

Troy

#54696 - GPFerror - Wed Sep 21, 2005 6:16 pm

ok thanks to pepsiman in #dsdev ,I have learned how to scale the screen so there is almost no borders now and the screen is a little longer and wider and not squished as much.

Here is a new screenshot

[Images not permitted - Click here to view it]

#54707 - headspin - Wed Sep 21, 2005 9:11 pm

This is really great :) :) The speed is much better than I anticipated. The keyboard input is a little haywire, and there is definately issues with the sound (I get a constant buzzing even without a game running). But all in all, this is looking to be one of my favourite emu's. I have been waiting for a portable Frodo for a while now, thanks!

I think the scaling is really great too. Thanks to Pepsiman for the helping you out there. It almost looks like a 1:1 pixel scaling. I don't notice any strange artifacts from the scaling.

A truly excellent piece of work!! Can you tell I'm a big fan of the C64? :)

Anyways, as for the sound buffering, the best way to find out when your buffer has finished is to use a timer. Check out the code by gladius in this thread for some basic code on how to do that.

Can't wait for official release + ROM builder.. Keep it up!!
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#54750 - telephasic - Thu Sep 22, 2005 7:44 am

About those c64 borders...

Don't forget that some games render information in the actual borders... wizball, for example, is unplayable on emulators where you can't see them. Just a thought.

#54752 - GPFerror - Thu Sep 22, 2005 7:52 am

telephasic wrote:
About those c64 borders...

Don't forget that some games render information in the actual borders... wizball, for example, is unplayable on emulators where you can't see them. Just a thought.


Yeah when I get to that point I'll add a way to rescale the screen , now that I know how it works :) thanks again pepsiman :)

#54776 - tepples - Thu Sep 22, 2005 3:15 pm

What "corruption" are you talking about? Or is it fixed?

The α-Lerp technique is useful only when you can display two layers of the same thing. The "frame buffer mode" of the Nintendo DS can't do that, right?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#54792 - GPFerror - Thu Sep 22, 2005 4:40 pm

tepples wrote:
What "corruption" are you talking about? Or is it fixed?

The α-Lerp technique is useful only when you can display two layers of the same thing. The "frame buffer mode" of the Nintendo DS can't do that, right?


headspin wrote:
It seems the bottom bit of corruption is because that area of the map is pointing to tile 0. Tile zero is the top left corner of the keyboard not a blank tile (it would be handy if gfx2gba could force tile 0 to be blank). So it seems to me, the map isn't getting copied across the entire 1024 bytes of map data.

BTW, a lame way to fix it is to just wipe the screen clear just before DMAing the map. If you find out which tile number is a blank tile, you can use the following to clear the screen.

Code:
for(int i=0;i<768;i++) map[i] = blank_tile_no;


Thats what I did above to fix the "corruption"

I 'm actually using the rotational background as a framebuffer mode because of the scaling, and Im not sure whether it supports the two layer thing or not.

Troy

#54793 - tepples - Thu Sep 22, 2005 5:09 pm

If you can get α-Lerp to work, you can try using α-Lerp in one direction and PocketNES style flicker-based scaling in the other. Possibly make the screen size configurable so that both programs that do use the borders and programs that don't look their best.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#54904 - headspin - Fri Sep 23, 2005 2:17 pm

You could make it so the L & R shoulder buttons zoom in and out of the rotational background.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#70576 - telephasic - Tue Feb 07, 2006 1:40 pm

Any progress with this one?

#70597 - Darkflame - Tue Feb 07, 2006 5:17 pm

wow..a C64 emulator :D

OMG, I hope this stays in active development, theres so many commadore games id love to play on my DS :)

#70599 - GPFerror - Tue Feb 07, 2006 5:21 pm

yeah Im still slowly working on it, it difficult since I can only test it on dualis right now, except for the occasionally alpha tester on efnet. Iv got snapshots working now, but its still hardcoded to load it by pressing the trigger. Sound kinda works but there is a loud humming sound right now that I havent been able to figure out yet.

Troy(GPF)
http://gpf.dcemu.co.uk

#70617 - Darkflame - Tue Feb 07, 2006 8:17 pm

Well, its great your still working on it anyway :)

It must be hard without having the proper hardware to test it on.
I am sure theres loads of people here willing to test on various set ups when you need it.
(I got cheap GBAMP myself, but theres plenty of M3/FlashCard users dotted around)

#73480 - GPFerror - Sun Feb 26, 2006 12:34 am

I'v gotten .d64 support working now in the c64 emulator, so now I can use snapshots created with the pc version of Frodo, as well as load .d64 disk images.

[Images not permitted - Click here to view it]

.t64 tape support isnt currently working because I havent been able to find a portable fscanf function, and/or figure out how to convert the following code.

Code:

KOS_fscanf(the_file, "%d", &dir_blocks);

KOS_fscanf(the_file, "%d\015", &num_files);

KOS_fscanf(the_file, "\015%d\015%c\015%d\015", &num_blocks, &type_char, &last_block);


Still have sound to fix, and couple issues with the onscreen keyboard. Next will be to figure out a menu for selecting options and .d64 images to mount etc.

Troy(GPF)
http://gpf.dcemu.co.uk

#73741 - Darkflame - Mon Feb 27, 2006 11:43 pm

Great work :)

#76430 - GPFerror - Tue Mar 21, 2006 5:55 pm

I released a version for the neoflash contest last night.
http://www.neoflash.com/forum/index.php/topic,1918.0.html

go and download it , let me have some constructive feedback and vote for my entry :)

Troy(GPF)
http://gpf.dcemu.co.uk

#76436 - tepples - Tue Mar 21, 2006 6:36 pm

GPFerror wrote:
I havent been able to find a portable fscanf function

Use fgets() followed by siscanf().
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#76443 - GPFerror - Tue Mar 21, 2006 7:11 pm

tepples wrote:
GPFerror wrote:
I havent been able to find a portable fscanf function

Use fgets() followed by siscanf().


yeah thats kind of what i did. but with vsscanf, im not familiar with siscanf, Ill have to look that one up.


Code:
int      KOS_fscanf(KOS_FILE *kf, const char *fmt, ...)
{      
      char line[256];
      int i;
      va_list args;
      KOS_fgets(line, 255, kf);
      va_start(args, fmt);
      i=vsscanf (line, fmt, args);
      va_end(args);
      
      return i;
}

#76450 - Darkflame - Tue Mar 21, 2006 9:13 pm

Very cool, tested a few, some work, some dont.
Loading times are suppriseingly long, but apart fromt that good :)

#76453 - tepples - Tue Mar 21, 2006 9:39 pm

GPFerror wrote:
im not familiar with siscanf, Ill have to look that one up.

In newlib, which is the implementation of the C standard library shipped with devkitARM, 'iscanf' and friends are similar to 'scanf' and friends, except they handle only integers and thus don't bring in the floating-point arithmetic library.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#76470 - GPFerror - Wed Mar 22, 2006 12:24 am

Had someone finally test it on supercard sd and discovered that it didnt work, then with the help of Sektor, he discovered that alot of the targets are disabled by default from the FAT lib that being one of them. I have enabled all of the targets and disabled write support since some of the targets don't have write support yet anyway.

So if the previous version that I entered in the neoflash contest doesn't work for you , iv attached a new version to the post.
http://www.neoflash.com/forum/index.php/topic,1918.0.html

Please vote for my c64 emulator port entry while your are there :)

Troy(GPF)

#76505 - GPFerror - Wed Mar 22, 2006 6:26 am

Ok finally tested on the m3 sd and it still broken in version 0.1 , I grabbed the FAT lib from the mp3play10 source since it was reported the it was working with m3 sd, but disabled write support just in case and have attached those new version to this post,
http://www.neoflash.com/forum/index.php/topic,1918.0.html

If the previous version wont work for you this version should, I tested the .ds.gba and was able to view the files in the /rd folder and mount them and then load them from the c64 ready prompt

BTW thanks all for your votes and support
Troy(GPF)

#76534 - HtheB - Wed Mar 22, 2006 3:04 pm

GPFerror wrote:
BTW thanks all for your votes and support
Troy(GPF)
no problem ;)

#77155 - GPFerror - Tue Mar 28, 2006 7:05 pm

[Images not permitted - Click here to view it]

This new version now only list the .d64/.D64 files in the /rd directory(limit them to less then 15 or they will scroll of the screen)

1541 drive emulation is turned off for a lot speedier load times.

As you can see in the above image the screen colors are finally correct

Sound is now recognisable for most things.

Left shoulder button will now load a snapshot image created with the pc version of Frodo 4.1b, name the snapshot jjr.fss and put it in the /rd folder on the root of the cf/sd card.

download from my neoflash contest entry page
http://www.neoflash.com/forum/index.php/topic,1918.15.html

Enjoy and Thanks for all the support.
Troy(GPF)
http://gpf.dcemu.co.uk

#77175 - Darkflame - Tue Mar 28, 2006 10:05 pm

Brillent, I'll test the new version with a few roms tommorow :)

#77179 - GPFerror - Tue Mar 28, 2006 10:52 pm

This new version uses the romfs appended to the end of the .nds or .ds.gba file so should work for most everything but the gbamp, with a little more work to generate the romdisk and append it.

You need a copy of genromfs.exe , you can download from here
http://www.feetoffury.com/files/genromfs-cygwin.zip rename it to genromfs.exe or update the included createromdisk.bat file.

Also might need the cygwin1.dll file from here http://www.dll-files.com/dllindex/pop.php?cygwin1

Download the gbfs distrubution from http://www.pineight.com/gba/ and take the padbin.exe and put that in the folder as well.

put the files into the same folder, then copy all of your .d64 files (also jjr.fss snapshot if you create one) into the rd directory and run the included createromdisk.bat

it should generate an FrodoDS_fs.nds and FrodoDS_fs.ds.gba .

This has all the fixes as the FAT lib version 0.3, but is not needed unless the FAT version from above message is not working

download from my neoflash contest entry page
http://www.neoflash.com/forum/index.php/topic,1918.15.html


Enjoy and Thanks for all the support.
Troy(GPF)
http://gpf.dcemu.co.uk


Last edited by GPFerror on Wed Mar 29, 2006 2:39 pm; edited 1 time in total

#77186 - Darkflame - Wed Mar 29, 2006 3:09 am

Quote:
This new version uses the romfs appended to the end of the .nds or .ds.gba file so should work for most everything but the gbamp, with a little more work to generate the romdisk and append it.


~sigh~
/me is a gbamp user :p

#77190 - GPFerror - Wed Mar 29, 2006 4:17 am

Darkflame wrote:
Quote:
This new version uses the romfs appended to the end of the .nds or .ds.gba file so should work for most everything but the gbamp, with a little more work to generate the romdisk and append it.


~sigh~
/me is a gbamp user :p


Then use the Fat Lib version, its easier to use just copy your .d64 files to the /rd folder on the root of your cf/sd card.

The romfs version is for those flashcarts that can't use the Fat Lib.

Troy(GPF)

#77202 - tssf - Wed Mar 29, 2006 8:13 am

GPFerror wrote:
Darkflame wrote:
Quote:
This new version uses the romfs appended to the end of the .nds or .ds.gba file so should work for most everything but the gbamp, with a little more work to generate the romdisk and append it.


~sigh~
/me is a gbamp user :p


Then use the Fat Lib version, its easier to use just copy your .d64 files to the /rd folder on the root of your cf/sd card.

The romfs version is for those flashcarts that can't use the Fat Lib.

Troy(GPF)


It's a pretty decent comprimise for those who have SD based flash carts. :D
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#77218 - GPFerror - Wed Mar 29, 2006 2:07 pm

FAT lib version works fine on M3:SD ,SC:SD , M3:CF , GBAMP and possibly others, have only had one person with an SC:CF tell me it wouldnt work, so you only need the romdisk version if the FAT lib version does not work for you.

Troy(GPF)

#77271 - Darkflame - Wed Mar 29, 2006 10:12 pm

Oh, silly me...I misunderstood and thought the new version didn't work with GBAMP at all. (ie, there was no version for it)

#77327 - tssf - Thu Mar 30, 2006 8:15 am

I'm having an odd problem.

Apparently both Great Giana Sisters and Bubble Bobble load, but neither actually run past a certain point because the touch screen keyboard is not responding. I'm using Flashme V6, M3CF Perfect V16. Any relevence?
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#77338 - Sephiroth87 - Thu Mar 30, 2006 12:58 pm

ehy man, really great job :)
i tryied to write my own c64 emu for ds, but i had some problems, i was waiting that day for a long time ;P

one thing would be very great, saving feature, both in 1541 or tape drives, i'd really love that *.*
that reminds me long time ago when i was very young and started programming on it :)

#77357 - GPFerror - Thu Mar 30, 2006 4:51 pm

tssf wrote:
I'm having an odd problem.

Apparently both Great Giana Sisters and Bubble Bobble load, but neither actually run past a certain point because the touch screen keyboard is not responding. I'm using Flashme V6, M3CF Perfect V16. Any relevence?


Does the keyboard work otherwise?

I just tested Giana Sisters and its locking up on me too :( , Ill see if I can figure out what I changed that broke it.

Troy(GPF)

#77358 - GPFerror - Thu Mar 30, 2006 4:53 pm

Sephiroth87 wrote:
ehy man, really great job :)
i tryied to write my own c64 emu for ds, but i had some problems, i was waiting that day for a long time ;P

one thing would be very great, saving feature, both in 1541 or tape drives, i'd really love that *.*
that reminds me long time ago when i was very young and started programming on it :)


I think the code should support it as soon as FAT lib supports writing to the different cards. Ill look into readding support for the cards that support it already, I just did a global don't write to sd/cf card define, just to make sure I didnt accidently corrupt someones media, since at the time I was under I didnt get to chance to test a lot of different cards.

Troy(GPF)

#77368 - tssf - Thu Mar 30, 2006 7:12 pm

GPFerror wrote:
tssf wrote:
I'm having an odd problem.

Apparently both Great Giana Sisters and Bubble Bobble load, but neither actually run past a certain point because the touch screen keyboard is not responding. I'm using Flashme V6, M3CF Perfect V16. Any relevence?


Does the keyboard work otherwise?

I just tested Giana Sisters and its locking up on me too :( , Ill see if I can figure out what I changed that broke it.

Troy(GPF)


Good question. Answer's no, touch screen keyboard doesn't work for me. I'm using the NDS file. The DS.GBA file does not load my CF card properly on my M3, for whatever reason.
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#77437 - headspin - Fri Mar 31, 2006 6:24 pm

Congrats on 3rd place GPF!

Too bad I was too late to vote :(

http://www.picfront.com/images/result.gif
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#87322 - spinal_cord - Tue Jun 13, 2006 11:06 am

Can someone tell me where to download this from? I've tried the link in this thread, but the only thing can find on that page, takes me to another page, and the only link /i find there takes me back to the first page again.
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#87416 - HtheB - Tue Jun 13, 2006 9:02 pm

GPFerror (a member of this forum) made it ( http://gpf.dcemu.co.uk/ )

you can download it here: http://www.neoflash.com/forum/index.php/topic,1918.15.html

(I think you need to login so you can click on download)

#98869 - GPFerror - Fri Aug 18, 2006 3:33 am

Cool someone posted a video of my emulator on youtube. Check it out

http://www.youtube.com/watch?v=9MN3fYIzQSc

You can download my port of the c64 emulator Frodo to the DS from my site. http://gpf.dcemu.co.uk/Frodoc64.shtml

Enjoy,
Troy(GPF)

#98872 - Darkflame - Fri Aug 18, 2006 4:29 am

Yes, its very nice work...even Paul Woaks "Mercenary" runs (allthough slow, its very impressive as that was a very demanding game)
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#111838 - Metaluna - Sun Dec 10, 2006 9:31 pm

I just hope the next release will be able to play games such as Fort Apocalypse or Beach-Head (my all time favourites) at full speed!

#111899 - Darkflame - Mon Dec 11, 2006 4:00 pm

Those were pretty good indeed.
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#112058 - miner2049er - Tue Dec 12, 2006 10:02 pm

Is the project still alive?

#117738 - GPFerror - Wed Feb 07, 2007 1:15 am

http://www.dcemu.co.uk/vbulletin/showthread.php?p=350269#post350269

new test build up, uses latest toolchain/libnds with libfat dldi support.

Troy(GPF)
http://gpf.dcemu.co.uk

#117750 - Darkflame - Wed Feb 07, 2007 2:40 am

nice to see it alive :)

Commadore forever!
Spectrum sucks!
ect.
:p
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#117768 - GPFerror - Wed Feb 07, 2007 6:36 am

thanks, just posted a new one :) same link as previous test.

Troy(GPF)

#117775 - Diddl - Wed Feb 07, 2007 9:17 am

Darkflame wrote:
nice to see it alive :)



yes!! I like this emulator.



Is there a chance to get this helicopter game running: fort apocalypse

I think there is a problem with sprite collission detection while vertical scrolling. at the beginning of the game you have to refuel and this will done by sinking down to a platform.

So I remember you can use the VIC (video controller) to scroll whole window for a distance of 7 pixel. at the 8 pixel distance you have to reset vic to 0 and to move screen byte by byte.

It seems to be a timing problem between sprite collision in the time periode of scrolling this 8 step, so you alway loose your helicopter and cannot really startthe game.

#117825 - GPFerror - Wed Feb 07, 2007 10:27 pm

Diddl wrote:
Darkflame wrote:
nice to see it alive :)



yes!! I like this emulator.



Is there a chance to get this helicopter game running: fort apocalypse

I think there is a problem with sprite collission detection while vertical scrolling. at the beginning of the game you have to refuel and this will done by sinking down to a platform.

So I remember you can use the VIC (video controller) to scroll whole window for a distance of 7 pixel. at the 8 pixel distance you have to reset vic to 0 and to move screen byte by byte.

It seems to be a timing problem between sprite collision in the time periode of scrolling this 8 step, so you alway loose your helicopter and cannot really startthe game.


I tried to get it working but no luck, I tested the pc version(normal) that i ported and it behaves the same way.

Frodo comes in three {flavours}: The "normal" Frodo with a line-based emulation, the improved line-based emulation "Frodo PC", and the single-cycle emulation Frodo SC that is slower but far more compatible.

I wish it would work, cause that was one of my favorite games also.

Troy(GPF)

#117884 - Diddl - Thu Feb 08, 2007 8:25 am

ah, maybe a bug in the game which works randomly on the real hardware.

I remember many many years ago, I also crashed sometimes (very rare) on the real C64 while v-scroll

#117998 - GPFerror - Fri Feb 09, 2007 12:56 am

ok new test build up.

http://www.dcemu.co.uk/vbulletin/showthread.php?p=352142#post352142

I have for now made the start button do a fast reset.

Select button switch joystick between port 1 and port 2

Now left trigger no longer loads snapshots(as I keep hitting that everytime I am playing a game and it loads my test snapshot lol), so now left trigger brings up the list of d64 files in the /rd folder and allows you to select which is mounted on drive 8

right trigger still types LOAD"*",8,1 and then RUN after it is done loading.

Troy(GPF)

#118084 - Darkflame - Fri Feb 09, 2007 11:38 pm

nice work :)
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#118087 - Tantrum - Sat Feb 10, 2007 12:13 am

Cool. Bruce Lee works now :) However, when I press the left trigger for the menu it appears corrupt (it still functions, I just have no idea what I'm choosing).

#118237 - GPFerror - Sun Feb 11, 2007 10:53 am

http://www.dcemu.co.uk/vbulletin/showthread.php?p=353937#post353937

#118305 - GPFerror - Mon Feb 12, 2007 12:06 am

http://www.dcemu.co.uk/vbulletin/showthread.php?p=354306

#118728 - GPFerror - Fri Feb 16, 2007 7:22 am

http://www.dcemu.co.uk/vbulletin/showthread.php?p=357374#post357374

#118740 - Diddl - Fri Feb 16, 2007 10:00 am

thank you for your work, I like it much!

#120662 - GPFerror - Mon Mar 05, 2007 9:39 am

http://www.dcemu.co.uk/vbulletin/showthread.php?p=371096#post371096

new test build :)

Troy(GPF)

#120892 - Darkflame - Wed Mar 07, 2007 2:40 am

Thanks.
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#120954 - MarcoZ - Wed Mar 07, 2007 6:30 pm

It's not working with DSLink, using DLMS_moon driver. gives me scrambled top screen(it works, but i can't see anything) and white bottom screen.

#120967 - Diddl - Wed Mar 07, 2007 8:20 pm

MarcoZ wrote:
It's not working with DSLink, using DLMS_moon driver. gives me scrambled top screen(it works, but i can't see anything) and white bottom screen.


@MarcoZ

Take this DLDI for your DS Link, it's working!

Working DS Linker DLDI: DLDI

#120978 - tepples - Wed Mar 07, 2007 10:52 pm

Is there a difference between the DS Link and the DS Linker?
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#120983 - Diddl - Wed Mar 07, 2007 11:12 pm

yes of course.

DS Link is a TF card based slot 1 card. to upload a game you have to remove the TF card and write it in a card reader connected to the PC. DS Link has no integrated Passme, so you need a flashed NDS or you need to insert a passme bevore starting DS Link Menu.
*** Link ***

DS Linker has a internal memory (Nand based) with 8GBit or 16 GBit. To upload a .nds file you only need the fireline (slot 2 module) inserted in your NDS and connect directly to PC.
DS Linker is same as [PIRATECARD], MK5, N-Card, Fireline, Express card ... you can change the OS simply between all this products.
*** Link ***

[Removed name of a card whose manufacturer's web site distributes infringing copies of commercial DS games. -- MOD]

#157450 - GPFerror - Sat May 24, 2008 6:33 pm

http://www.dcemu.co.uk/vbulletin/showpost.php?p=2148070052&postcount=433

new test build :) , now with snapshot save support

Troy(GPF)

#157824 - GPFerror - Fri May 30, 2008 1:26 am

GPFerror wrote:
http://www.dcemu.co.uk/vbulletin/showpost.php?p=2148070052&postcount=433

new test build :) , now with snapshot save support

Troy(GPF)


I have updated my website
http://gpf.dcemu.co.uk/Frodoc64.shtml
with the latest release and sourcecode.

#158075 - Jakeohagan - Wed Jun 04, 2008 6:12 am

i want to know how to work this, because i want to play Castle Wolf.
and i have no idea what to type in for commands... etc.
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#159634 - GPFerror - Thu Jul 03, 2008 9:24 am

Jakeohagan wrote:
i want to know how to work this, because i want to play Castle Wolf.
and i have no idea what to type in for commands... etc.


load "*",8,1
run

if not either post on my forum or here and someone can help.

Troy(GPF)

#160188 - LDAsh - Fri Jul 11, 2008 9:23 am

Man, thanks so much for your efforts on the newer version! I can't express how awesome this is in my life, I grew up suckling the bosoms of C64 as a child and this new version is so much more enjoyable! Thank you thank you!

Though there are a couple of issues I thought I'd bring up.
- C= key doesn't respond (needed in a couple of games)
- Filebrowser bogs down too much, perhaps can support multiple RD folders?
- Still a little laggy for some games that need smoother gameplay, but getting close! (I wonder if the EZ 3-in-1 may be of some use here?) ;)