View Full Version : Good news about HD support
KaylaKaze
12-26-2004, 06:48 AM
I got this to compile (yay!) which means I can start working on giving it HD support. Hopefully, it shouldn't take too long. And if THIS compiles, hopefully the NES one will too (the 2 are identical from an interface perspective so hopefully the same mods to one can easily be done on the other). So you people can stop asking about HD support (we all know you were gonna).
I got this to compile (yay!) which means I can start working on giving it HD support. Hopefully, it shouldn't take too long. And if THIS compiles, hopefully the NES one will too (the 2 are identical from an interface perspective so hopefully the same mods to one can easily be done on the other). So you people can stop asking about HD support (we all know you were gonna).
great news! :)
hope you release src too. this is afterall purely GPL.
we also never fully implemented the UI that we wanted. its the gbclens.tga in the package. the transparent bg was supposed to be set with color using some simple random GS color code in order to give random gameboy color shells in the background. :p
KaylaKaze
12-26-2004, 12:04 PM
yeah, I'll need to release the source 'cause I can't make it better alone. I've got the file handling system changed over to the KAPI file handling, so a few commands and I'll have HD access. The problem will be the GUI. I can't figure out how to manipulate the screen much using his graphics system. I rewrote the graphics handler using libIto and the graphics method of KAPI (use a screen buffer made of smaller rectangles and use texture sprites to display them since libIto has a problem with larger textures) but it runs too slow (actually it runs fine but sound is horrible which means it's too slow). So I changed it back. I'm thinking of having it use the libIto stuff when in the GUI and then switch to the raw/fast GS code for the game (assuming that works). After that, it's a small matter adding the HD support (hopefully).
Any help any one can give on understanding what this GS code means (like what the parameters and what not mean) would be appreciated.
KaylaKaze
12-26-2004, 01:23 PM
I've managed to get it to run the GUI in KAPI textmode (which makes things MUCH easier) and then it switches to the fast stuff when the rom is loaded. Unfortunately, when I loaded the HDD modules, the controller stopped working. It's a problem I've had before but never been able to fix completely. All I could do is move the pad initialization command somewhere else in the program... but that's not working. Anyway, once that gets working again, I can start testing to see if the fast grafix can be switched back to text mode for the in-game menu, and then back again to continue. This project also gives me a good oportunity to work on my ListBox class which I've been meaning to do.
But I think I need a break for today.
zabolyx
12-26-2004, 05:05 PM
hey is someone making HDD support for this.... LOL
thanx 1.0e6 KAYLA.... I'll gladly test anything you make... I'm still wanting to learn C so this migh be the chance to pick up (or print out) a few books and start learning the syntax of C...
shazz
12-26-2004, 06:11 PM
Kaylakaze,
I should release in january a full tutorial about GfxPipe... you'll understand then how powerful and optimized it is... get rid of Libito which is a good lib for newbies but not really optimized.... ;-)
In the case of emulators, it is possible to do better than GfxPipe if you plan to write a dedicated gfx lib for 2D, I mean for 2D texture upload to the GS in a efficient maneer, avoiding sending 'no changing blocks',... There are strategies to achieve it efficiently on the PS2 and save DMA bandwith and so time....
But for the moment I don't see any better available GS lib than GfxPipe...
Who can beat Vzzrzzn's and Sjeep's work ??? :D
Have phun....
KaylaKaze
12-27-2004, 03:07 PM
Well, most of what I do doesn't need speed at the moment. Fortunately, it should be easy to switch what graphics engine KAPI uses.
And in other news, HD support is done. Unfortunately, the gamepad won't work for some reason (keeps failing the portOpen command) so I can't test what's been done or add more until I get that fixed. If anyone has any idea why a perfectly good gamepad initialization routine that was working would suddenly stop working by loading HDD modules (and it screws up with other kinds of code changes too, nothing I've been able to pinpoint), please let me know. I really need to figure out why this problem keeps occuring. But the ListBox class is done (quite useful) and a derived class, DirectoryList (also VERY useful). I still need to add config screens, the in-game menu, and a partition selector.
zabolyx
12-27-2004, 06:37 PM
That's ok Kayla... I use telekinetics to play....
KaylaKaze
12-28-2004, 12:24 AM
AAAA!!! This is driving me crazy! No matter where I put it or what else I disable, padOpenPort keeps failing! I'm thinking I may have to add keyboard support just so I have an input device!
Stefy2
12-28-2004, 02:39 AM
i know some that had the same problem with libito making a mcformatter. switched to something else
sincro
12-28-2004, 04:34 AM
AAAA!!! This is driving me crazy! No matter where I put it or what else I disable, padOpenPort keeps failing! I'm thinking I may have to add keyboard support just so I have an input device!
the pad open port failed with graphic lib is mentioned somewere in ps2dev forum...
sincro
KaylaKaze
12-28-2004, 11:22 PM
I know but that doesn't make sense. I initialize the pad before the graphics. I then switched it from libIto to gsLib and still have the problem.
shazz: if you can explain to me how to upload a 128x128 32bit texture to the GS and do a texture rectangle of it in a specific spot using gfxpipe, I can move KAPI over to that. Other than initializing the screen, uploading a texture that represents a screen buffer to the GS, rendering the screen, and centering the screen properly in the configuration screen, KAPI doesn't do anything graphical. I just need to be able to initialize the video to 800x600x4.
stayhye
12-29-2004, 01:58 AM
kayla, since you seem to have the know-how, would it be possible for you to add button config and screen adjust? i know this should be easy for u. i would do it myself but i have no knowledge of c++. As for HD support, if you get that working, you will be a goddess. keep up the good work :)
KaylaKaze
12-29-2004, 08:11 AM
I plan to add that too. :-)
KaylaKaze
12-29-2004, 01:17 PM
Well, I've just officially opened a rom off the hard drive and started it playing! Yay! Unfortunately, the controller still isn't working and now for some weird reason, ps2link doesn't reset when I tell it to (just locks up). Damn this machine! But on the plus side, I have a great file browser and partition browser done.
Also, if anyone is an ANSI artist (you know, ANSI, the stuff from BBSs back in the day) and can make an intro screen in TheDraw, that'd be great. Let me know. I've got one done but it's not that great looking. It's been a long time since my ANSI art days.
Well, I've just officially opened a rom off the hard drive and started it playing! Yay! Unfortunately, the controller still isn't working and now for some weird reason, ps2link doesn't reset when I tell it to (just locks up). Damn this machine! But on the plus side, I have a great file browser and partition browser done.
Also, if anyone is an ANSI artist (you know, ANSI, the stuff from BBSs back in the day) and can make an intro screen in TheDraw, that'd be great. Let me know. I've got one done but it's not that great looking. It's been a long time since my ANSI art days.
ansi? use real art, the gameboy isnt that damn old lol. :p
KaylaKaze
12-29-2004, 11:12 PM
Well, I could do that too, It's just easier me not being an artist, to do ANSI :-) And I already have a function written that takes a buffer made from a TheDraw bin file and makes a TextWindow with it, not that it'd be hard to do that with a graphic. And actually, the GB was around long before I connected to my first BBS :-) But it's all moot anyway since the gamepad won't work and no one will answer on the ps2dev forums.
stayhye
12-30-2004, 02:45 AM
what about usb pen drive? have u thought about that? also the ps2bor looks for the pack file in the same place it was loaded from...would that be an option for u to add in the infogb code, or would that mean a complete re-write?
evilo
12-30-2004, 07:37 AM
KaylaKaze,
Be sure that your link order is correct, I had some problem with it in the past with code hanging if order is wrong (check back in the ps2dev forum, there is a few threads about it).
Then, my one cent opinion about your GUI text lib, imho it would be better to have a nice graphical GUI/splash (or whatever you want) if you want to update it, instead of a text based one... but this is my opinion...
Well, I could do that too, It's just easier me not being an artist, to do ANSI :-) And I already have a function written that takes a buffer made from a TheDraw bin file and makes a TextWindow with it, not that it'd be hard to do that with a graphic. And actually, the GB was around long before I connected to my first BBS :-) But it's all moot anyway since the gamepad won't work and no one will answer on the ps2dev forums.
yeah i searched the ps2dev forums and found nothing on the issue specifically. Your best bet may be to put up your source somewhere and have someone help you debug it. thats about all i can think of right now.
the source package includes some art done, this is how it was originally supposed to look like. You dont have to use it but thats more than likely how the next official version will look like.
zabolyx
12-30-2004, 10:17 AM
Soory this is way off topic... but can anyone recomend a good C++ book.. I've printed the "C++ Standard Library Ref"... and "Thining In C++" vol 1 and 2 (well they are still printing)... I'm wanting to learn the syntac ans code structure for the language so I can take on PS2 programming...
KaylaKaze
12-30-2004, 01:23 PM
I didn't see any art for it. It's no biggie to use that instead. The text based engine just makes it much easier to do text. It's no trouble doing the graphics, but it's much easier in my opinion to do the file browser with the textlib, but I should be able to but the text window file list transparently over any graphic. As for splash screen, no problem at all.
The thing that bothers me about the pad screw-ups is that the code works fine usually but sometimes for no apperent reason, it just doesn't. I was working on some tests at one time that were working fine, I changed the col variable of the TextMode class, which would have no effect on the graphics system or the gamepad, but by setting it to 70 from 75, the pad stopped working. And that screen->cols=75; line is the only bit of code that changed. To me, that just doesn't seem right and feels more like a compiler bug to me than anything. I'd post some code but it'd have to be zipped up.
But in other news, my test program (the program I use to test new KAPI capabilities) managed to fix the pad problem so I could test my file browser class and partition selection functions, so as soon as the controller issue is fixed in the emu, it should only be a couple hours before I can release the HD working one. In the mean time, I'll work on the InGame menu and config menu functions so they can be ready to go to.
I didn't see any art for it. It's no biggie to use that instead. The text based engine just makes it much easier to do text. It's no trouble doing the graphics, but it's much easier in my opinion to do the file browser with the textlib, but I should be able to but the text window file list transparently over any graphic. As for splash screen, no problem at all.
The thing that bothers me about the pad screw-ups is that the code works fine usually but sometimes for no apperent reason, it just doesn't. I was working on some tests at one time that were working fine, I changed the col variable of the TextMode class, which would have no effect on the graphics system or the gamepad, but by setting it to 70 from 75, the pad stopped working. And that screen->cols=75; line is the only bit of code that changed. To me, that just doesn't seem right and feels more like a compiler bug to me than anything. I'd post some code but it'd have to be zipped up.
But in other news, my test program (the program I use to test new KAPI capabilities) managed to fix the pad problem so I could test my file browser class and partition selection functions, so as soon as the controller issue is fixed in the emu, it should only be a couple hours before I can release the HD working one. In the mean time, I'll work on the InGame menu and config menu functions so they can be ready to go to.
i talked to bravedog(pvcs project) this morning and he was looking at the infogb sources. he said there is something up with the pad stuff aswell and that it needs an update. I would suggest giving him a talk. if not then let me know, im sure i can get some sort of dialouge going between you two.
the image should be a .tga in the infogb folder. if you still cant see it i can upload it here along with an example of what we had in mind. basically the bg color was just something simple that we thought up of. it wont be constantly flashing colors, it would just show a different color each time you would restart ps2infogb. I never got around to making a font for it.
KaylaKaze
12-31-2004, 12:00 AM
My pad code is taken from the PS2SDK pad sample and as far as I can tell is the same functions everyone else uses for their code, but if he can help, that'd be great. I'm KaylaKaze on all major messagers.
I see the graphic. Now, that's going to be like an opening splash screen with text written in the window? That shouldn't be too hard. I can make a TextWindow with a transparent background over the window and put whatever text in it. What part changes color?
My pad code is taken from the PS2SDK pad sample and as far as I can tell is the same functions everyone else uses for their code, but if he can help, that'd be great. I'm KaylaKaze on all major messagers.
I see the graphic. Now, that's going to be like an opening splash screen with text written in the window? That shouldn't be too hard. I can make a TextWindow with a transparent background over the window and put whatever text in it. What part changes color?
you will notice the corners are transparent. We had plans to add the rgba colors of the first set of gameboy colors (see attachment). this way you would be able to see the colors set by the gs(gfxpipe code for us, possibly ito or gslib for you) through the transparent areas of the gameboy lens. The colors would not change all the time(flicker) but a random one would be chosen at startup. This gives people the impression that the screen mockup is almost zoomed in to a real gameboy. :p
You dont have to do all of this. This is just what we were going to do before not6 decided to put a halt on developing all of them further. :)
KaylaKaze
12-31-2004, 01:55 PM
Well, we can have that filed under future cosmetic developments I suppose :-) First, we just have to get it running fully. If not just for this project, I wanna figure out this controller thing for future projects. With KAPI, when I get graphics and sound support added, hopefully we'll get a decent sized boom in homebrew games, but this pad issue has to no longer be a problem first.
BraveDog
12-31-2004, 02:17 PM
Hey, the libpad change I was talking about is mentioned here:
http://forums.ps2dev.org/viewtopic.php?t=798&highlight=libpad
They just changed the btns from an array to an unsigned short. This is so it would work with the latest libpad. I haven't messed with it too much. It compiled, but locked up when I ran it, so I need to find out what I did wrong. I have beed spending my free time on PVCS. It has support for cdrom now, got some bugs to fix though.
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12-31-2004, 08:57 PM
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KaylaKaze
01-01-2005, 01:36 AM
I did it! I got the port working! If anyone needs to know how to fix that problem, I posted it on the ps2dev boards. Just search for padOpenPort. BUT, with this working, it should mean I can release today! (after some more testing of course) :-)
KaylaKaze
01-01-2005, 05:58 AM
It's done. Here it is. It's kinda big so you probably don't want to run it off your MC.
I'll try to have the source out soon. I'll have to get KAPI libbed up and fix some references to it since the source would be useless without it.
EDIT:
There was a slight slight controller bug in the first post. I didn't notice it until I tried to play mario. It's fixed now.
HypERSoniC
01-01-2005, 06:39 AM
testing now...
edit: ahhh super mario 2... the memories
works perfectly :) cheers KaylaKaze :cheers:
zabolyx
01-01-2005, 09:03 AM
hey kayla... me and the guys are wondering...... are you married?.... LOL thanks love.
so you still think that this can be done with the other EMUs of 7not6's?
KaylaKaze
01-01-2005, 09:54 AM
If I can compile them, yes. I can't get the NES one to link (relocation truncated errors) and I haven't tried any others. I designed the code I used to be as universal as I could so that I could do the others easily. Unless someone can tell me how to compile NES, I'm thinking I'll try PCE next.
Married? No, but I prefer girls :-)
nigecube
01-01-2005, 10:52 AM
Good work fella!
vinniev2222
01-01-2005, 11:56 AM
thank you very much
vinniev2222
01-01-2005, 11:57 AM
to 7not6 as well of course.
agentboolen
01-01-2005, 12:13 PM
great work! I'll post it in the news right now
edit: did you remove cdrom support from this version?
evilo
01-01-2005, 12:29 PM
KaylaKaze,
I just tried your version, and I allow my self to give you my 2 cents feedback :
1. Why didn't you put any automatic detection for the video mode, meaning that people like me (with tv not supporting 60hz mode) must try to look into the rolling screen to find out how to switch to PAL 50hz mode.
2. With all my respects, the txt based gui is not cute (sorry).... I'm not saying that I would do better if I had to write a GUI api, but If you intend to update all 7not6 emulators with it, I think it would be better to have the gfx based one.
3. why did you rip off the cdrom support ? I beleived at start that this version will ADD hdd support for people having it, and not *ONLY* have hdd support. This way, you create two version to be maintained in parallel in case of evolution.
4. you should let the orignial readme in your zip file (with credit to the original author).
Else, of course very nice job on the hdd support.
evilo
KaylaKaze
01-01-2005, 01:00 PM
That's the problem with software these days; everyone is so busy trying to make something cute they waste all their time on that and rush everything else and release crap. It's the whole style over substance thing that infests software these days and it's disgusting. I really don't feel like spending all day making graphics and fonts and putting them all nice and pretty when there's more important stuff to be done, especially when I'm not an artist in the first place. The original readme is in the file, except the HTML which is in japanese. Credit to both authors is in the splash screen. I ripped CD Rom support 'cause the other one has cdrom support and I didn't feel it was critical to keep it at for the moment. I plan to add it later. I've never used the CD and I didn't want to waste time trying to figure it out. I wanted to get this done ASAP so I could play it myself, not just release it. Since development was halted, I figured I'd either have that done or have the source out before parallel branches became an issue. As for the graphics thing, that's just an oversight. I thought it was set to AUTO but it wasn't. Would you like me to upload a fixed version or wait until CD support is done?
nigecube
01-01-2005, 01:16 PM
It's the whole style over substance thing that infests software these days and it's disgusting.
Good the hear that! I had a feeling that the first thing people would do to these emulators is infest them with nasty menus and Amiga tracker tunes. I like your GUI, but then I'm an old fart, "we only had monochrome in my day.."
evilo
01-01-2005, 01:39 PM
note that I also had only monochrome in my day... but thing evolves !!
else why did you bought a ps2 ?
a software can run just fine and be nice ! I wasn't meaning a fancy menu with animated images, music, etc... just something more "actual", and not with an old BBS feeling !
KaylaKaze
01-01-2005, 02:23 PM
It's not designed this way to generate a nostagic feeling. It's designed this way to provide the most efficient form of "getting the job done". I'll agree that it's not pretty but the alternative would add more complexity. If nothing else, if I had a graphic with a blank spot in it, I could get rid of the border and draw the file list in the window. It's still text. I'm working on the CD stuff now. Stupid thing won't respond to fioDopen.
KaylaKaze
01-01-2005, 03:27 PM
Okay, it looks like I'm more efficient than I thought. Next version done. Now has CD support and fixes that PAL bug.
RyDaWg2k1
01-01-2005, 04:58 PM
I definitly hope someone helps you out gettin' the NES emu problem solved, not such a huge GB fan, but seeing it can be done here, and you saying the code was made to be universal ... gives me hope :) Awesome work KaylaKaze
totnak
01-01-2005, 05:35 PM
Hey KaylaKaze I got this problem that whenever I pick a partition then browse it in directory it always hangs!! Also whenever I try to save the confi it always say "Error saving settings to mc0:/SYS-CONF/TEXTMODE.CFG" but my MC is inserted in the first slot. I know it's a very good program and thanks for that. Can anyone help me on how to make it to work. I put the elf in the hardrive and there are 200 roms on a 1024mb partition. Is there any size limits or something?
Thanks and hppy New Year..
Goberg
01-01-2005, 08:20 PM
nice work KaylaKaze :D
gonna try this thing tomorrow...
i hope someone can help you getting the NES emulator working, that would be pretty awesome
w1ze0ne
01-01-2005, 10:14 PM
Hey KaylaKaze I got this problem that whenever I pick a partition then browse it in directory it always hangs!! Also whenever I try to save the confi it always say "Error saving settings to mc0:/SYS-CONF/TEXTMODE.CFG" but my MC is inserted in the first slot. I know it's a very good program and thanks for that. Can anyone help me on how to make it to work. I put the elf in the hardrive and there are 200 roms on a 1024mb partition. Is there any size limits or something?
Thanks and hppy New Year..
I get same error and Hangs in same spot.
P__S__2
01-01-2005, 10:31 PM
i dont want to sound like an idiout but, how do i compile this...do i just add my folder full of roms......and turn it into as ISO..and transer it to my hdd through wiinhip....
KaylaKaze
01-01-2005, 11:31 PM
That hanging thing is weird. What models PS2s are you using? Also, it doesn't create SYS-CONF (I should have made it do that but didn't think about people not having it) so if you don't have a SYS-CONF subdir on your MC, you'll have to make it. Since PS2menu has a keyboard without a - , I'll post a small program to create that directory if necessary. There aren't any size limits except 4000 files on a CD per directory, and whatever the memory is limited to. 200 shouldn't cause problems. That directory hanging problem just has me baffled. Sorry. Especially without more info.
Or, to create the SYS-CONF, start PS2Menu. It'll do it for you. Keeps me from having to UL something else.
vinniev2222
01-02-2005, 12:41 AM
Thanks again for taking up the work on these things. I noticed it would not boot from Key-Launcher, but like most other proggies, sending it through ps2-packer (0.4.1 for me), not only makes saving mc space easy, but also solves the Key-Launcher issue. Just in case anyone was wondering. :) Cool to play all those old gb games I had back in the day. I agree RyDawg, NES rocks.
totnak
01-02-2005, 02:22 AM
There aren't any size limits except 4000 files on a CD per directory, and whatever the memory is limited to. 200 shouldn't cause problems. That directory hanging problem just has me baffled. Sorry. Especially without more info.
Or, to create the SYS-CONF, start PS2Menu. It'll do it for you. Keeps me from having to UL something else.
I tried to put just 10 roms in one partition and it doesn't hangs no more when I click the directory, but the problem is that I can see the roms but whenever I press the start button on a rom it hangs up. Also I don't have PS2Menu because I use keylaunche, can you teach me how to make the SYS-CONF. Last question KaylaKaze, does it support both GBC and GB roms? I tried both roms but it always hangs on me. Thanks for the help !!
KaylaKaze
01-02-2005, 04:25 AM
Both GB and GBC work. If you don't have SYS-CONF, I see the problem. What the system does on startup is, if it can't find your config files, runs the config functions. I'm betting you're never even getting to the rom screen, just the save path config ('cause you don't use start on the rom selection screen, that'd pull up the main menu). To make the SYS-CONF, download PS2Menu and run it. Or use ExecFTP to make that directory.That's about all you can do. I modified the code to make that directory but I'm not gonna upload another version just for that. But I can now say after checking code in that section that not having mc0:/SYS-CONF/ was definitely the problem. I forgot to verify that the settings file opened correctly before trying to write to it.
And a side note. Due to changes in the pad in the new version of PS2SDK, you'll probably have to run the button configuration on all future versions before it works right.
KaylaKaze
01-02-2005, 04:26 AM
Thanks again for taking up the work on these things. I noticed it would not boot from Key-Launcher, but like most other proggies, sending it through ps2-packer (0.4.1 for me), not only makes saving mc space easy, but also solves the Key-Launcher issue. Just in case anyone was wondering. :) Cool to play all those old gb games I had back in the day. I agree RyDawg, NES rocks.
When I tried to pack it, the resulting file crashed the PS2. Oh well, no biggie. I wassn't gonna run it from my MC anyway.
HypERSoniC
01-02-2005, 05:32 AM
i know there are problems with pokemon, but i'd like to add that on any pokemon rom the emulator will return "this is not a valid GB rom", or, it will load, but the UP button on the pad does not work during the menus. When actaully playing, the main character runs upward and you cannot stop him.
Also, all my roms seem to run in black and white mode. Is anyone experiencing this too? I'm on a PAL system if that makes any difference
Stefy2
01-02-2005, 06:13 AM
kaylakaze can you release also the source code being an opensource project?
KaylaKaze
01-02-2005, 06:32 AM
yeah, I'm gonna release the source, but I have to get kapi into a packagable state. Plus I need to stop changing the code every 2 hours. :)
Hypersonic: Pokemon runs fine for me (except for the graphical errors). Your errors are WAY weird. I wouldn't even know where to begin on that. Have you tried something other than pokemon?
HypERSoniC
01-02-2005, 07:54 AM
yup.. zelda, mario2, and ff3 work perfectly ok (no PAD issue).. although they are all still black and white
pokemon red, green, yellow, blue all have the PAD problems,
Gold(beta), Gold(retail), and Silver(retail) say "not a valid gb rom", although they run fine on the PC
KaylaKaze
01-02-2005, 09:24 AM
Zelda, Marioland 2 and FF3 are GB roms, not GBC (unless it's zelda dx and mario dx). They should be in black and white. I haven't tried Gold and Silver, but if they're returning errors, they must be a format infogb doesn't recognize. The pokemon pad issue is just weird and there's no reason why it should happen. Doesn't for me.
yup.. zelda, mario2, and ff3 work perfectly ok (no PAD issue).. although they are all still black and white
pokemon red, green, yellow, blue all have the PAD problems,
Gold(beta), Gold(retail), and Silver(retail) say "not a valid gb rom", although they run fine on the PC
Pokemon shouldnt have pad problems, at least the final one i ran. there are however sprite problems when your in a battle, you cant see the pokemon. :p
gold and silver do not work with the pc version of infogb, not yet at least. Infogb is a very early emulator and is only in its first release. We got the idea to port infogb while doing infones. Infones has been ported to many many different systems including ps2linux. The ps2linux version gave us the idea to port it to native ps2.
yeah, I'm gonna release the source, but I have to get kapi into a packagable state. Plus I need to stop changing the code every 2 hours. :)
when you do ill add the gb lens myself. Ive already done so with the wonderswan emu. I already re-created the ws lens so there wont be any legal issues. The name we picked so far is wonder-station :p. We have also added the lens during non full screen play, looks pretty cool that way. :)
totnak
01-02-2005, 11:04 AM
[QUOTE=KaylaKaze]Both GB and GBC work. If you don't have SYS-CONF, I see the problem. What the system does on startup is, if it can't find your config files, runs the config functions. I'm betting you're never even getting to the rom screen, just the save path config ('cause you don't use start on the rom selection screen, that'd pull up the main menu). To make the SYS-CONF, download PS2Menu and run it. Or use ExecFTP to make that directory.That's about all you can do.QUOTE]
You're so tru Kayla once I created a folder"SYS-CONF" all the roms seems to works and it looks so good than playing in the PC. I got a question though, is it possible to convert GB files to GBC to make it colorful? eheheh !!
Thanks again Kayla and the 7not6 crew, you guys rock the boat !!!
You're so tru Kayla once I created a folder"SYS-CONF" all the roms seems to works and it looks so good than playing in the PC. I got a question though, is it possible to convert GB files to GBC to make it colorful? eheheh !!
Thanks again Kayla and the 7not6 crew, you guys rock the boat !!!
use gbcolorizer.
http://www.zophar.net/utilities/gbgraph.html
KaylaKaze
01-02-2005, 11:37 AM
Why did you decide to port InfoNES? I was looking at the source for FCE Ultra today and it looks like it should be fairly easy to port, especially if you're doing MC and CD only. It's much more compatible than Info from what I've seen. I'm thinking of trying it sometime.
KaylaKaze
01-02-2005, 11:41 AM
I've never seen GBColorizer before. Sweet.
Vegeta
01-02-2005, 11:43 AM
Yeah, FCEUltra was ported to Xbox as FCEUltraX and its a great emulator with great compatibility and sound.
A port to PS2 would be great because I prefer playing emulators in low resolution ie as close to the original systems resolution and unforunately the Xbox draws all of its emu's at 2x scale ie 640x480 so games look blurry, especially with the flicker filter.
Does InfoGB run at 320x240, 640x480 or some other resolution?
Why did you decide to port InfoNES? I was looking at the source for FCE Ultra today and it looks like it should be fairly easy to port, especially if you're doing MC and CD only. It's much more compatible than Info from what I've seen. I'm thinking of trying it sometime.
we thought of it but infones was more of a proof of concept since it has excellent results on other platforms(check out the original infones page). Once we began we had full speed and very good sound almost immediately so not6 just kept going with it. :p
I dont see the point in porting fceu atm. It only has great support for obscure and pirate mappers. You would still need to fix the sound barrier we are all facing with sjpcm.
w1ze0ne
01-02-2005, 12:19 PM
Both GB and GBC work. If you don't have SYS-CONF, I see the problem. What the system does on startup is, if it can't find your config files, runs the config functions. I'm betting you're never even getting to the rom screen, just the save path config ('cause you don't use start on the rom selection screen, that'd pull up the main menu). To make the SYS-CONF, download PS2Menu and run it. Or use ExecFTP to make that directory.That's about all you can do. I modified the code to make that directory but I'm not gonna upload another version just for that. But I can now say after checking code in that section that not having mc0:/SYS-CONF/ was definitely the problem. I forgot to verify that the settings file opened correctly before trying to write to it.
And a side note. Due to changes in the pad in the new version of PS2SDK, you'll probably have to run the button configuration on all future versions before it works right.
Got it now, Works fine after you create SYS-CONF floder on MC.
I didnt realize the Select Partition Part was for saves. (Maybe you can change the text there to "Select Partion and folder for Saves")
THanks for the work put into these programs!
vinniev2222
01-02-2005, 01:33 PM
When I tried to pack it, the resulting file crashed the PS2. Oh well, no biggie. I wassn't gonna run it from my MC anyway.
It crashed? Does it matter what version the PS2 is? mine is 10. Hasn't crashed so far. about 60 roms in the partition. Alot of proggies I discovered don't run from KL, but once packed, they are fine. (ie...ps2mnuk, snes, info nes, infogb, info info info..........) Thanks for the work.
bongen
01-02-2005, 06:02 PM
I think that the most important aspect is wide compatibility and good speed. Of course decent sound is good too.
ImbNES for the PSX handles this pretty well, and runs on the PS2, but of course a dedicated emu running on the PS2 is better for HD-compatibilty etc.
I haven't yet seen infoNES as I'm waiting for HD-support, but how is it? With speed, compatibilty etc. I mean. After all FCEUltra is a more mature emu, but if you say infoNES is sufficient, I trust you.
zabolyx
01-02-2005, 07:08 PM
Mine crashes too... have 20 ROMS... partition/directory ROMS/GameBoy/Gameboy/ gets to select directory and dies...
runing from HDD with Launch Elf 3.33
P__S__2
01-02-2005, 07:21 PM
how do i compile this, should i jus make an iso with all my roms..and transfer it to my hdd through wiinhip.... BTW thnx KaylaKaze and 7not6
bongen
01-02-2005, 07:24 PM
how do i compile this, should i jus make an iso with all my roms..and transfer it to my hdd through wiinhip.... BTW thnx KaylaKaze and 7not6
wiinhiip, isn't that for HDL/HDA?. This emu isn't for HDL/HDA. Try the original PS2infoGB
HypERSoniC
01-02-2005, 07:47 PM
Does InfoGB run at 320x240, 640x480 or some other resolution?
either one, you can select. You can also select to enable the filter (blurs the pixels together a little bit to make it seem less pixelated)
Mine crashes too... have 20 ROMS... partition/directory ROMS/GameBoy/Gameboy/ gets to select directory and dies...
runing from HDD with Launch Elf 3.33
I'm running under the same scenario (but under +Roms/Gameboy/*.gb? and it works fine. :chinscrat :?
hey, out of curiosity increase your roms to 22 or above, or 19 or below, and see if it works. (execftps bug, maybe infogb has it too)
thereal_zap
01-02-2005, 07:48 PM
this is cool, some old school games on the ps2 :)
i have to admit tho, that i'm stumped as to what the method is to get this running.
are you running this from the hdd? if so, how are you installing the elf file and other rom files?
as was just mentioned about winhiip and hdl, is this something i need to make an iso from and install with winhiip? (using a custom system.cnf boot file of course)
or are you networking your ps2<->pc to xfer the files?
i am already running KL on my mc to run various apps (including your MCLoader) so i think i could grasp some simple concepts.
if i could get simple answers to these questions i'd greatly appreciate it.
HypERSoniC
01-02-2005, 07:50 PM
thereal_zap, you need to use ExecFTPs to transfer the program and ROms into a partition on the hdd... Use the dms format tool to create a partition structure.
thereal_zap
01-02-2005, 08:12 PM
thereal_zap, you need to use ExecFTPs to transfer the program and ROms into a partition on the hdd... Use the dms format tool to create a partition structure.
thanks for the speedy response! :)
i have yet to try ExecFTPs so this will be interesting.
too bad you couldn't just make an iso and install it. that 'seems' easiest. but that's probably only because i haven't tried ExecFTPs yet. :)
forgot to ask:
once you have this done, how do you access these files to run the emulator? PS2Menu perhaps?
snake3
01-02-2005, 10:38 PM
heres what i did:
create a new partition for the roms and saves
put all my roms on a cd then loaded launch elf
started the file browser went to the new partition and copied the roms to the hd
then copied the elf to the hd
then i had to go to my mc0 and create the sys-conf folder so the emu could save the settings
after that i was playin my roms off the hd
KaylaKaze
01-02-2005, 11:48 PM
I realized the obscurity of the select partiton thingy after everyone mentioned thinking they were rom browsing at the time and had already updated it in the code to "Save partition" and "Save directory".
HypERSoniC
01-03-2005, 05:41 AM
once you have this done, how do you access these files to run the emulator? PS2Menu perhaps?
that's one option, yes. I would reccomend LaunchELF
I realized the obscurity of the select partiton thingy after everyone mentioned thinking they were rom browsing at the time and had already updated it in the code to "Save partition" and "Save directory".
Yup, i made this mistake at first too :P I thought i was selecting the partition and dir for the rom list to be constructed, but it was the save dir/partition ;)
vinniev2222
01-03-2005, 01:38 PM
there are several methods to get this onto your mem card. execftps, burn to a cd, pendrive if you can figure that one out. Winhiip is to xfer images for HDL. Execftps would be the one to use for files if you're already networked.
vinniev2222
01-03-2005, 01:41 PM
KaylaKaze - - - Haven't tried to put these hdd enabled proggies on a partition over 128 gigs, but do these support larger drives?
Megadeth67
01-03-2005, 02:09 PM
KaylaKaze - - - Haven't tried to put these hdd enabled proggies on a partition over 128 gigs, but do these support larger drives?
Yes..... they have 48 bit support.
vinniev2222
01-03-2005, 03:23 PM
right on. having a prob with the nes one, but ill post over in the nes one. thx
Clutz450
01-03-2005, 03:58 PM
What is the GPL2 file that comes in the zip file? Do I need to send that over to my PS2 along with the elf file?
dlanor
01-03-2005, 04:15 PM
Clutz450:
No, that file is just the "GNU General Public License" statement. (Just a text file.)
It is never used by the program.
Best regards: dlanor
yeah, I'm gonna release the source, but I have to get kapi into a packagable state. Plus I need to stop changing the code every 2 hours. :)
Hypersonic: Pokemon runs fine for me (except for the graphical errors). Your errors are WAY weird. I wouldn't even know where to begin on that. Have you tried something other than pokemon?
so when is the source going to be up? Due to the size of wonderswan roms cdrom support is about the only thing we currently have. We dont feel people will have a good playing experience as is. Do not worry about your KAPI stuff. We barely have a UI in this WS emu and dont plan on adding one due to the simple fact that oswan has very very little settings on its own.
KaylaKaze
01-04-2005, 11:27 PM
Um... without the KAPI stuff, the source would be worthless. KAPI handles the file, pad, and interface. That being said, today I worked on libing it up and all, so apart from docs it's ready, I just have to change the code to work with the lib instead of the .o files
Clutz450
01-04-2005, 11:28 PM
Does it support zipped roms? Or do I have to leave the roms the way they are?
KaylaKaze
01-04-2005, 11:44 PM
No zipped roms (at the moment at least) until me or someone can make zlib read files off the HD
Deeve
01-06-2005, 01:02 AM
Is that hard to do :)
zabolyx
01-06-2005, 01:35 AM
I got mine to run.... I wasn't reading the menus right... the first selection is for Save States... then you can browse for games...
EugeneWE3RD
01-06-2005, 07:27 AM
there are several methods to get this onto your mem card. execftps, burn to a cd, pendrive if you can figure that one out. Winhiip is to xfer images for HDL. Execftps would be the one to use for files if you're already networked.
And don't forget the X-port tutorials which I have over at http://www.ps2-scene.org/forums/showthread.php?t=25623
jchurill
01-06-2005, 08:17 PM
I get the CD to run and have tried selecting the MC0: as the place for save states (but it still locks up as soon as I push start).
snake3
01-06-2005, 08:36 PM
I get the CD to run and have tried selecting the MC0: as the place for save states (but it still locks up as soon as I push start).
create this folder
mc0:\SYS-CONF
then it should work
KaylaKaze
01-07-2005, 08:24 AM
Is that hard to do :)
Well, PGEN does it so 7not6 suggested I check out it's source and I will.
Stefy2
01-09-2005, 03:46 AM
kayla where did you posted the source code (for all modified emus) i can't find it yet
KaylaKaze
01-09-2005, 08:13 AM
I haven't posted the src for nes or pce yet (been busy) but infogb is here somewhere :) not sure where
EugeneWE3RD
01-17-2005, 01:23 AM
Well, I just installed the HD version of InfoGB along with the Gameboy roms which I downloaded from PDROMS & I tried it out & it works good.
I like to thank KaylaKaze for adding HD support to InfoGB. IMO, HD support for emulators is a good idea.
Rascal
04-23-2005, 04:40 AM
Just finished reading this thread and now I will try the emulator. Thanks to kaylakaze and others for their hard work!
Lesoot
01-21-2006, 02:31 PM
Thanks a lot, just need to get a crossover cable to use execftp, then will have it running :D
Cheers again
spikethedevil
11-29-2006, 12:19 PM
how do I burn info boy to a CD with roms on the cd as well?
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