Been playing around with FrodoWii lately have added some routines to play around with how the emulation is working, right now I have only implemented gamecube controler, press left trigger and it does the simple
10 PRINT"HELLO WORLD"
20 GOTO 10
RUN
which runs forever
and if you press the start button on the controller, it loads a hardcoded .prg file, right now I have been testing Bruce Lee, but for some reason sound isn't working yet. I did a compile of the source against devkitPPC R14/libogc and was able to run it under an older gc emulator, so I could get this screenshot. But I have also tested it on hardware, kind of cool to be playing Bruce Lee on my TV again.
Hopefully will have time to release a updated test binary and the source code soon.
Early this morning finally got a port of Frodo the c64 emulator running on my Wii, The display is the only thing i've got working so far, still have to figure out filesystem, keyboard/joystick controls. But thought I'd share what I've been working on lately.
here is a test binary if anyone wants to try it out.
I finally had some time to work on FrodoDS again after nearly a year without an update, I have added save snapshot support and loading snapshots directly from filelist.
Will save the snapshot using the currently mounted .D64 name changing extension to .FSS. This new functionality is on the button X.
Also now when it starts the filelist will no longer popup automatically, so after the c64 boots up, press the left trigger to bring up the filelist, now if you select a snapshot file ending in .FSS, it will automount the same name with .D64 and then autostart the snapshot.
The Shredz64 project is an attempt to build an interface to connect the Playstation Guitar Hero controller (and any other PS controller) to the Commodore 64 computer, then create a Guitar Hero like game on the C64 utilizing the guitar controller.
So far the project has been going well! As you can see, the interface, which I call the "PSX64", is 98% functional (There are some tiny bugs which don't really impact functionality on the whole). Not only are all guitar functions mapped over successfully, but it works great for playing C64 games with a normal dual shock controller. What's more, since the same DB9 port is used, the PSX64 can be used on the Amiga, Atari and Sega Master System (All tested except SMS). Read more about the interface by clicking "PSX64 Interface" on the left.
The Shredz64 game itself is still in its infancy, but progressing nicely. You can read more about it by clicking "Shredz64 Game" on the left.
How to Play
-----------
dpad move Duke
a fire
b jump
x duck
y escape back from menu
lefttrig strafe left
righttrig strafe right
touchscreen change weapon
select use item
start select
touchscreen look around
start+select return to menu
dldi patch .nds and copy it and defs.con, game.con, user.con, duke3d.grp and supplied duke3d.cfg to /duke3d directory of card.
REminiscence is a rewrite of the engine used in the game Flashback from Delphine Software. This program is designed as a cross-platform replacement for the original executable and uses the SDL library. Original version by Gregory Montoir, cyx@users.sourceforge.net - http://membres.lycos.fr/cyxdown/reminiscence/
Copy the original dos files into /data/flashback/Data/ directory, and
In order to hear music, you'll need the original music files (.mod) of the
amiga version. Copy them to the DATA directory and rename them like this :
Thanks to Gregory Montoir for the great engine and for releasing the source.
Thanks to Sektor for his Flashback port/update of my previous REminiscenceDS 0.1.8 version, I have tried to incorporate his changes into this new release.
Fixes in this release from PC version
release 0.1.9 (2007/03/16)
- fixed minor glitches in cutscenes
- fixed several Conrad moves
- fixed fast mode
- made game version autodetection defaulting to English
- added support for SegaCD speech files
for the DS I have add pausing the system when closing the lid, and poweroff the ds when choosing exit from menu as well as saving/loading save states, and jumping to new levels from the password menu.
Sound is alot better now with the use of my updated libSDL release which supports streaming sound.
Port of the Duke3d from the GP2x port
The home page of the NDS port is http://gpf.dcemu.co.uk .
dpad move Duke
a fire
b jump
x look up
y look down
lefttrig strafe left
righttrig strafe right
select use item
start select
touchscreen look around, change weapon
dldi patch .nds and copy it and defs.con, game.con, user.con, duke3d.grp and supplied duke3d.cfg to /duke3d directory of card. might be case sensitive with Uppercase. It still needs sound added and network support, but is playable with your own provided shareware .grp or full version .grp file.
My port of gpm to dslinux still needs some work in libgpm, so the mouse isn't working yet. And there are alot of graphicaly problems with fonts, but the graphics show up great if they fit the screen size
-- Credits to Exophase for releasing such a fine emulator that I have merely ported it to run on the dreamcast using the included C core, does not use dynarec like the psp version.
please check the other readmes.
included is a scrambled binary, game_config.txt. requires a gba bios named gba_bios.bin(you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)
place your gba roms on the root of the cd and burn everything to cdr, in what ever method you need to make a bootable cd.