blueMSX status

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Van gdx

Prophet (3672)

afbeelding van gdx

24-09-2019, 09:35

Thanks, can you fix the RAM initialization of Colecovision because it makes a bug in Smurf?

We talk about it here:
https://www.msx.org/forum/msx-talk/software/mmm-cartridge-ms...

Van konamiman

Paragon (1083)

afbeelding van konamiman

24-09-2019, 12:55

ducasp wrote:

After fixing the vcxproj I could compile and run it fine.

I get 45 errors when trying to build it using Visual Studio 2019 after the project conversion. It would be awesome if we could make this work, blueMSX is an awesome emulator but after so many years it needs some developer love.

Van Manuel

Ascended (16847)

afbeelding van Manuel

24-09-2019, 14:44

gdx wrote:

Thanks, can you fix the RAM initialization of Colecovision because it makes a bug in Smurf?

We talk about it here:
https://www.msx.org/forum/msx-talk/software/mmm-cartridge-msx-colecovisions-games?page=7

Just curious: is it ok in openMSX?

Van gdx

Prophet (3672)

afbeelding van gdx

24-09-2019, 14:55

Does openMSX emulate the Colecovision?

Van Grauw

Ascended (9271)

afbeelding van Grauw

24-09-2019, 15:02

https://www.msx.org/news/en/openmsx-0150-released

Quote:

The openMSX Team released openMSX 0.15.0.

openMSX 0.15.0—Sinterklaasphemy—is a release which was due because we did quite a lot! This time the major new stuff is support for ColecoVision (including Super Game Module and MegaCart mapper)

Van ducasp

Champion (351)

afbeelding van ducasp

24-09-2019, 23:12

konamiman wrote:
ducasp wrote:

After fixing the vcxproj I could compile and run it fine.

I get 45 errors when trying to build it using Visual Studio 2019 after the project conversion. It would be awesome if we could make this work, blueMSX is an awesome emulator but after so many years it needs some developer love.

You can get it down to a few, by removing the SDK and DirectX include directories and retargeting to Windows SDK that VS has... But, and that is a big but, D3D9 functionality is no longer supported in that.... So either you remove the D3D9 includes and change the code to a current DX functionality, or you resort to try to make VS2019 (or 2017) work with the old DX SDK and old platform SDK.... Not an easy task... You can always use VS2008 Express Edition, but it seems it is no longer possible to register it, but there is a registry change that makes it no longer ask you about it... It is a possibility, other than that, either wait until someone is really willing to revamp parts of the code, my wish is just try to fix the UDP OBSONET bug to make it easier to debug UNAPI applications as well as perhaps adding blink support to switch screen page in graphic modes automatically to make it easier to debug a library I'm doing.

While I would love to see blueMSX flourish and get it up to speed with OpenMSX, and understand that moving the project to more recent versions of Visual Studio could help bring more people aboard on this idea, I currently have no time for that at this moment (and probably not enough knowledge of DirectX and so on, but learning is always good Smile ). Hopefuly someone else can get it to compile on most recent tools and help foster its development.

Van ducasp

Champion (351)

afbeelding van ducasp

24-09-2019, 23:18

gdx wrote:

Thanks, can you fix the RAM initialization of Colecovision because it makes a bug in Smurf?

We talk about it here:
https://www.msx.org/forum/msx-talk/software/mmm-cartridge-msx-colecovisions-games?page=7

Hi Gdx, you mean about this:

gdx wrote:

If the RAM is initialized with FFh Smurf works but not Threshold. If the even bytes are set to zero and the odd ones to 0FFh, both games work and the others too apparently. So I updaded all COM files for MMM / Playsoniq. Next time I will update those for Franky.

COL4MMM.zip

ARTRAG wrote:

Would it be possible to develop a rom mapper able to swap 8KB pages in 0x8000-0xBFFF and in 0xC000-0xFFFF ?

According MegaCart pdf, the mapper is 16k. Segments can be selected only on the page 0xC000-0xFFFF. The page 0x8000-0xBFFF is fixed always on the last segment. However, it seems that many games use the module which also has RAM mapped.

This is about the ram memory of the console, the real one initializes even bytes of internal console ram to 00 and odd bytes to 0xff? Is that all needed?

Van ducasp

Champion (351)

afbeelding van ducasp

24-09-2019, 23:52

Manuel wrote:
gdx wrote:

Thanks, can you fix the RAM initialization of Colecovision because it makes a bug in Smurf?

We talk about it here:
https://www.msx.org/forum/msx-talk/software/mmm-cartridge-msx-colecovisions-games?page=7

Just curious: is it ok in openMSX?

It seems so, in BlueMSX, using the same ROM, selecting mode 1, winning the first round, in the second round in the castle, the first castle room, the ghost sprite appears, while this doesn't happen on OpenMSX....

Van gdx

Prophet (3672)

afbeelding van gdx

25-09-2019, 01:58

ducasp wrote:

This is about the ram memory of the console, the real one initializes even bytes of internal console ram to 00 and odd bytes to 0xff? Is that all needed?

From what I remember, I saw that in an emulator but I do not remember which one. I would like to know how OpenMSX initializes the RAM of Coleco.

Van ducasp

Champion (351)

afbeelding van ducasp

25-09-2019, 05:41

gdx wrote:
ducasp wrote:

This is about the ram memory of the console, the real one initializes even bytes of internal console ram to 00 and odd bytes to 0xff? Is that all needed?

From what I remember, I saw that in an emulator but I do not remember which one. I would like to know how OpenMSX initializes the RAM of Coleco.

A quick look at it (really quick), it doesn't seem to be anything special, it seems to just use RAM the same way it uses MSX RAM, doesn't seem to be a distinction of any kind. I'll confirm tomorrow using the debugger of OpenMSX...

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