Soo i guess theres a compiled build waiting :DJ.F. wrote:Yep! And nope! Shufflepuck Cafe is rather fun, I liked playing that even beyond just testing with it. Spectre is another that was not only a good test, but fun.Wally4000 wrote:I wonder, is shufflepuck cafe amoungst your little collection of games :)J.F. wrote:It SHOULD. That's one of the things I added to this. Once I get everything going, I can work on improvements, like supporting more than just the Sound Manager... support should be added for the older Sound Device as well.
Some of the games I run on the 68K Mac are chosen specifically for how they do the sound. Each one uses one of the older methods of sound production. That gives me a way to test the sound support.
So i guess nothing new yet?
Basilisk II PSP Port (Mac Emulator)
If you noticed in the other thread, I just setup a Code::Blocks project for this so that I can more easily edit the errors I get compiling. I haven't finished that part yet. Once it compiles without error, I'll finally be into the good stuff. :)Wally4000 wrote:Hows it going (Jas0nuk wants to know :P)J.F. wrote:Not yet. I had a slight break while I updated my dev system to 8.04. I just got the sdk set back up the other day, and most of the file types recognized again.
Wally
Which thread :PJ.F. wrote:If you noticed in the other thread, I just setup a Code::Blocks project for this so that I can more easily edit the errors I get compiling. I haven't finished that part yet. Once it compiles without error, I'll finally be into the good stuff. :)Wally4000 wrote:Hows it going (Jas0nuk wants to know :P)J.F. wrote:Not yet. I had a slight break while I updated my dev system to 8.04. I just got the sdk set back up the other day, and most of the file types recognized again.
Wally
The one by me on the first page of this forum with the words "Code::Blocks" in the title. :P :lol:Wally4000 wrote:Which thread :PJ.F. wrote:If you noticed in the other thread, I just setup a Code::Blocks project for this so that I can more easily edit the errors I get compiling. I haven't finished that part yet. Once it compiles without error, I'll finally be into the good stuff. :)Wally4000 wrote: Hows it going (Jas0nuk wants to know :P)
Wally
bahhhh :PJ.F. wrote:The one by me on the first page of this forum with the words "Code::Blocks" in the title. :P :lol:Wally4000 wrote:Which thread :PJ.F. wrote: If you noticed in the other thread, I just setup a Code::Blocks project for this so that I can more easily edit the errors I get compiling. I haven't finished that part yet. Once it compiles without error, I'll finally be into the good stuff. :)
I got a mac os 8 img
hey everyone im new to this psp homebrew stuff, but ive been working at getting a mac os 8 rom if anyone wants it, il try to make soon: i uploaded a os 8 image file here: http://www.mediafire.com/?wmeydmwmhxj
Home page: http://syncronox.co.cc
Re: I got a mac os 8 img
This isnt legal, you cant post this..omba wrote:hey everyone im new to this psp homebrew stuff, but ive been working at getting a mac os 8 rom if anyone wants it, il try to make soon: i uploaded a os 8 image file here: http://www.mediafire.com/?wmeydmwmhxj
Wally
Okay Wally, I know you've been waiting...
Here's a test build. It's not meant to be used, it's for feedback on the GUI mainly. That doesn't mean it doesn't work - it boots my 8.0 CD just fine. It's just not usable yet due to limitations.
Ignore the crappy refresh routines - I'll be replacing them entirely in the next few days. I just used enough of a stretch blit to be able to see something to be certain the emu is running.
Currently, the analog stick is the mouse, with LTRIGGER/RTRIGGER as the buttons. The d-pad is the cursor keys, and X is ENTER. I'll eventually have denzef keyboard and pspirkeyb support, as well as the ability to remap the buttons when in that mode. As I mentioned, this is just a test.
The only volume you can select is the cdrom. You can select hardfiles, but they aren't remembered or used (yet). I'll put a floppy selector in there as well tomorrow or the next day.
The default directory for roms is "roms", the default dir for floppys is "disks" (and floppies should all have an extension of .dsk), the default dir for cdroms is "cdroms", and hardfiles is "hardfiles". It doesn't mean they HAVE to be in those directories, but that is where the file requester will go first.
I allow three Mac resolutions - 512x384, 640x480, and 768x576. You can select four different depths - 4bit, 8bit, 16bit, and 32bit. At the moment, the video is also hardcoded to only display on the LCD. I'll change that when I change the refresh routines.
The binary here is currently set for small memory so I could check how it would work on a phat - you can get up to 16M on a phat and 44M on the slim (not with this build - with a build set for large memory).
Anywho, here's the current test build and src arcs.
binary
source
Here's a test build. It's not meant to be used, it's for feedback on the GUI mainly. That doesn't mean it doesn't work - it boots my 8.0 CD just fine. It's just not usable yet due to limitations.
Ignore the crappy refresh routines - I'll be replacing them entirely in the next few days. I just used enough of a stretch blit to be able to see something to be certain the emu is running.
Currently, the analog stick is the mouse, with LTRIGGER/RTRIGGER as the buttons. The d-pad is the cursor keys, and X is ENTER. I'll eventually have denzef keyboard and pspirkeyb support, as well as the ability to remap the buttons when in that mode. As I mentioned, this is just a test.
The only volume you can select is the cdrom. You can select hardfiles, but they aren't remembered or used (yet). I'll put a floppy selector in there as well tomorrow or the next day.
The default directory for roms is "roms", the default dir for floppys is "disks" (and floppies should all have an extension of .dsk), the default dir for cdroms is "cdroms", and hardfiles is "hardfiles". It doesn't mean they HAVE to be in those directories, but that is where the file requester will go first.
I allow three Mac resolutions - 512x384, 640x480, and 768x576. You can select four different depths - 4bit, 8bit, 16bit, and 32bit. At the moment, the video is also hardcoded to only display on the LCD. I'll change that when I change the refresh routines.
The binary here is currently set for small memory so I could check how it would work on a phat - you can get up to 16M on a phat and 44M on the slim (not with this build - with a build set for large memory).
Anywho, here's the current test build and src arcs.
binary
source
Yeah, it crashes on exit at the moment... haven't looked into that. Given how the PSP doesn't really need you to clean up after yourself, I might just shortcut that and exit without doing their cleanup. :)jas0nuk wrote:Wow. J.F., I love the GUI. Shame it doesn't load from hard files yet, but niice :)
Just one request: could you add a way of ending the emulation and going back to the menus without exiting?
Glad you like the GUI. I'm using the same code that I used for Doom. It's actually pretty small and flexible - about 600 lines handles everything from static text to selection controls. It makes for nice SIMPLE GUIs like you'd use on a limited system. I even used it for their alert system - try starting the emulation without a rom selected (just delete the rom line from the prefs file).
I'll make some more changes and upload another test probably later tonight.
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- Posts: 409
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Ok I tested it and I noticed one thing (I don't know if it should be like that or not :P) the highlighted option when we enter the menu is title of the menu we are in but we dont know what is highlighted until we press a key :/
I can't test the real emulator as I don't know where to place the rom("roms" or "cdrom") and with what name :X
I can't test the real emulator as I don't know where to place the rom("roms" or "cdrom") and with what name :X
Yes, I might change the hiliting a smidgen so that the current location is hilited always, just differently than when over an active control.Pirata Nervo wrote:Ok I tested it and I noticed one thing (I don't know if it should be like that or not :P) the highlighted option when we enter the menu is title of the menu we are in but we dont know what is highlighted until we press a key :/
I can't test the real emulator as I don't know where to place the rom("roms" or "cdrom") and with what name :X
The ROM goes in roms. It can be any name, but the default B2 uses is "Mac.rom". Just press X when over the Rom filename entry in the GUI to get the file requester, then select the rom you wish. I'm using one named "Quadra900.rom", but like I said, the name doesn't matter. It could be called "kjhr3y4856739thkjergiw3y*&^%*&UG.&^GGHGJH" and it would work fine as long as you selected it in the file requester. :)
CDROMs go in "cdroms". You put a set of bin/cue files there. I don't yet use the cue file, but I will eventually so that CD with audio tracks will work in the emu. At the moment, CDs will work as long as they are just a single data session.
I found what causes the hang on exit - it's VideoExit(). Don't know what is wrong with it yet, I'm just going to skip it for now and look at it more later. I'm going to work on hardfiles and floppies right now.
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- Posts: 409
- Joined: Tue Oct 09, 2007 4:22 am
:)Pirata Nervo wrote:Ok I got an error and can't read it >.<
The message goes out of the screen (maybe you should fix this :P)
"Basilisk II error: Invalid ROM file size. Basilisk II require as 612 kb or MB MacII (I can't read the rest)"
so it needs to be macintosh II ?
Yeah, I should change that message as it's clearly intended for console output, not display on a PSP. :)
It means you aren't using a rom that's EXACTLY 512K or 1MB - the only roms supported are 512K and 1M roms. If you have a header on the rom, you need to strip it first. Also, the rom cannot be compressed. This is a limitation in B2 in acceptable roms. I might change that later to look for roms with headers and such.
Okay, here's test 2. Heaps of new stuff...
You can create and select hardfiles. Boots from hardfile fine, will ask to format blank hardfiles (the ones you create in the GUI).
You can select a floppy at the start. Boots from it fine. The next step is to make add the ability to change the floppy and cd while in B2. Press SELECT to see the change menu... it doesn't do anything other than show the first cd and floppy in their respective folders right now. Press SEL again to leave the menu.
binary
source
You can create and select hardfiles. Boots from hardfile fine, will ask to format blank hardfiles (the ones you create in the GUI).
You can select a floppy at the start. Boots from it fine. The next step is to make add the ability to change the floppy and cd while in B2. Press SELECT to see the change menu... it doesn't do anything other than show the first cd and floppy in their respective folders right now. Press SEL again to leave the menu.
binary
source
Could you possibly allow basilisk 2 to make the hardfile folder on the fly?J.F. wrote:Okay, here's test 2. Heaps of new stuff...
You can create and select hardfiles. Boots from hardfile fine, will ask to format blank hardfiles (the ones you create in the GUI).
You can select a floppy at the start. Boots from it fine. The next step is to make add the ability to change the floppy and cd while in B2. Press SELECT to see the change menu... it doesn't do anything other than show the first cd and floppy in their respective folders right now. Press SEL again to leave the menu.
binary
source
Wally
Last edited by Wally on Sat Jul 05, 2008 12:55 pm, edited 1 time in total.