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Micro64 with new PAL and CRT monitor emulation
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PeteD
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PostPosted: Wed Jul 04, 2012 9:42 am    Post subject: Reply with quote

Don't forget your IP Wink telnet.exe 127.0.0.1 3172 should do the trick.
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Mclane
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PostPosted: Wed Jul 04, 2012 10:28 am    Post subject: Reply with quote

PeteD wrote:
Don't forget your IP Wink telnet.exe 127.0.0.1 3172 should do the trick.

Did indeed, thanks Pete...

Nice monitor indeed..This bit I CAN play with Smile

Just missing a search mem feature it seems?
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BeRo
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PostPosted: Wed Jul 04, 2012 5:47 pm    Post subject: Reply with quote

Mclane wrote:
Just missing a search mem feature it seems?

Wished feature added Smile Build 706 changelog:

Code:

======================================================================= bero ===
Version: 1.00.2012.07.04 Build 706      SVN revision: 2713
   Date: 04. July 2012                          Time: 17:38 UTC
--------------------------------------------------------------------------------
- Added memory/NeoRAM/GeoRAM/REU byte-wise search and
  memory/NeoRAM/GeoRAM/REU regular expression grep commands in the NEMO
  network monitor
- Extended string syntax in the NEMO network monitor, examples: "abc\r\n"
  (C-like) and 'abc''def' (pascal-like)
================================================================================


Micro64 is using my own regular expression engine BRRE (see http://code.google.com/p/brre/ and http://code.google.com/p/brre/wiki/Benchmark ) for the grep commands. It's PCRE/Perl-RegExp-syntax compatible, but it's much faster than PCRE and another 08/15 regular expression engines, what can be good for fast grepping in big REU or NeoRAM/GeoRAM memory ranges. Smile
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Mclane
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PostPosted: Thu Jul 05, 2012 7:49 am    Post subject: Reply with quote

Bero, thank you again...

Your dedication to the emulator is amazing, it puts you right up there for me with Toni Wilen (WinUAE) and Avery Lee (Altirra Atari 8bit emu and Virtualdub video software) for update frequency and effort towards perfect emulation.

Us C64 fans appreciate your hard work and time..

As said I know your concentration is emulation correctness but in the future would you consider adding things like background / image dumping and sprite / character set rippers?

I know its possible to do this from the monitor (or load up the Action replay) if you have the knowledge but it would be a nice 'fun' thing all built in for when you get to the point you are happy that the emulation is 100%?

NOT a request, just a thought...
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groepaz
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PostPosted: Thu Jul 05, 2012 11:28 pm    Post subject: Reply with quote

the NEMO interface should infact make it very easy (if not trivial) for other people to add such things as external utilities. someone might want to point the NESide guy to micro64, he added some vice related stuff recently too Smile
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BeRo
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PostPosted: Fri Jul 06, 2012 2:57 am    Post subject: Reply with quote

Build 708 is online. Changelog:

Code:

======================================================================= bero ===
Version: 1.00.2012.07.06 Build 708      SVN revision: 2735
   Date: 06. July 2012                          Time: 02:48 UTC
--------------------------------------------------------------------------------
- Added "Double buffer..." and time step resolution synchronization
  settings for low latency gaming with much shorter input lag times than
  before. It has 5ms (200Hz), 10ms (100Hz) and 20ms (50Hz) input query time
  interval/frequency modes now than only 20ms (50Hz) as before. You should
  disable double buffering (and maybe enable VSync) then also, for to avoid
  the big output latency part of this lag issue. And it's highly experimental
  yet. :)
================================================================================

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Mclane
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PostPosted: Fri Jul 06, 2012 11:07 am    Post subject: Reply with quote

Not so much a bug as an error trap, in Nemo its possible to send the disassembler crazy by accidentally entering a 5 digit hex end address.

It does stop eventually but the old cpu isn't happy, processor resources get hogged.

I suspect more commands may suffer from the same issue?

I know, don't type 5 digits is the answer but it can happen with big fingers, limiting the hex input to a 4 digit check would be nice but not important.
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BeRo
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PostPosted: Fri Jul 06, 2012 2:10 pm    Post subject: Reply with quote

Mclane wrote:
I suspect more commands may suffer from the same issue?

I know, don't type 5 digits is the answer but it can happen with big fingers, limiting the hex input to a 4 digit check would be nice but not important.

Only the memory dump commands were affected by this issue, but which is fixed now.

Build 710 is online. Changelog:

Code:

======================================================================= bero ===
Version: 1.00.2012.07.06 Build 710      SVN revision: 2768
   Date: 06. July 2012                          Time: 14:04 UTC
--------------------------------------------------------------------------------
- Added size range limit checks in the NEMO network monitor
- Optimized overall memory size usage of micro64 (from 590MB to 196MB down
  memory usage down at me on my computer)
================================================================================

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Mclane
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PostPosted: Fri Jul 06, 2012 2:23 pm    Post subject: Reply with quote

Thanks again Bero..
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BeRo
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PostPosted: Fri Jul 06, 2012 9:43 pm    Post subject: Reply with quote

Build 711 is online. Changelog:

Code:

======================================================================= bero ===
Version: 1.00.2012.07.06 Build 711      SVN revision: 2781
   Date: 06. July 2012                          Time: 21:38 UTC
--------------------------------------------------------------------------------
- Fixed joystick handling
- Added joystick settings menu
================================================================================

and Build 712 also now:

Code:

======================================================================= bero ===
Version: 1.00.2012.07.06 Build 712      SVN revision: 2786
   Date: 06. July 2012                          Time: 21:56 UTC
--------------------------------------------------------------------------------
- Added more joystick settings
================================================================================

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fab
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PostPosted: Sun Jul 08, 2012 11:48 am    Post subject: Reply with quote

You use SVN to store the code. Is a read-only SVN repository available to the public?
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BeRo
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PostPosted: Sun Jul 08, 2012 4:39 pm    Post subject: Reply with quote

fab wrote:
You use SVN to store the code. Is a read-only SVN repository available to the public?

Sorry, but Micro64 is as a whole closed source, because it contains code parts and knowledge, which are business secrets from myself and some other peoples from commerical projects. I'm sharing only uncritical code parts and knowledge from time to time on requests and to the VICE project (see my drive code update stuff at the VICE project).
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Mclane
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PostPosted: Mon Jul 09, 2012 12:16 pm    Post subject: Reply with quote

Might be nice to have a visible indication of what Hardware preset you are using?

I presume its setting is saved in the cfg file?

Cheers

Paul
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BeRo
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PostPosted: Tue Jul 10, 2012 5:45 am    Post subject: Reply with quote

So http://micro64.de/download/micro64.zip contains also SDL 2.0 based test binaries now, but the stable SDL 1.2 based release binaries are also still in the ZIP archive. I did this for to get feedback (bug reports etc.), how usable SDL 2.0 is already at the "end users".

Mclane wrote:
Might be nice to have a visible indication of what Hardware preset you are using?

I presume its setting is saved in the cfg file?

The hardware presets modifies the other settings to match the specifice wished C64 model, so there is no extra hardware preset setting value field in the micro64.stg file.
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Mclane
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PostPosted: Tue Jul 10, 2012 9:03 am    Post subject: Reply with quote

Ok, but those individual settings are saved I presume?

If yes it might be nice to see what preset is being used on the status bar
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BeRo
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PostPosted: Tue Jul 10, 2012 11:09 am    Post subject: Reply with quote

Mclane wrote:
Ok, but those individual settings are saved I presume?

If yes it might be nice to see what preset is being used on the status bar

The individual settings are saved as normal settings in the micro64.stg but not as user-defined presets.

The hardware presets are fixed static predefined hardware presets for to activate the wished C64 model and chip model revision specific settings in an faster way than with the every-single-setting-manual-adjust-for-to-match-a-wished-C64-model-or-chip-model-revision method.
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Mclane
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PostPosted: Tue Jul 10, 2012 12:13 pm    Post subject: Reply with quote

Aha I see what you are saying, the presets are just a block change of the setting as opposed to going in and doing them one by one and although they are individually its just not noted as a collective.

What would you say is the most overall compatible preset, obviously I understand that the very reason you have the presets is that some programs require them to function correctly but what would you say overall works with most?

Sorry for asking about so much, I'm just so used to emulators having various hardware configurations whereas the C64 pretty much bar the odd thing is the same all the way through.
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BeRo
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PostPosted: Wed Jul 11, 2012 12:04 am    Post subject: Reply with quote

Mclane wrote:
What would you say is the most overall compatible preset, obviously I understand that the very reason you have the presets is that some programs require them to function correctly but what would you say overall works with most?.

All hardware presets are very compatible, because the differences between them are very small. Smile

For example Hoxs64 emulates only a C64C (just with a 6569 / 6569A setting).

Micro64 and VICE can emulate more C64 models with more different chip model revisions. But as said, the differences between them are very small for the compatibly. So it's more a matter of taste, except for some very rare exceptions.
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Mclane
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PostPosted: Wed Jul 11, 2012 6:41 am    Post subject: Reply with quote

Thank you for the explanation, appreciated as always.
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Mclane
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PostPosted: Wed Jul 11, 2012 5:49 pm    Post subject: Reply with quote

Possibility of tape auto start / run as a choice?

Just throwing idea's out...
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Mclane
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PostPosted: Fri Jul 20, 2012 2:18 pm    Post subject: Reply with quote

Just saw there was a new build, as Bero must be busy I thought I'd post the details.


Build 713 is online. Changelog:

Code:
======================================================================= bero ===
Version: 1.00.2012.07.19 Build 713      SVN revision: 2903
   Date: 19. July 2012                          Time: 10:21 UTC
--------------------------------------------------------------------------------
- Temporary GCR-based write back bug workaround
================================================================================
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Mclane
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PostPosted: Mon Aug 06, 2012 11:04 am    Post subject: Reply with quote

Hi Bero,

How good would you say the easyflash emulation is?

I only ask as I got a set of Easyflash compilation images, I've not tried them all but I found a game on one that just resets instead of running, I tried it on Vice as well with the same issue.

Thinking it might be a bad rip on the compilation I left a message on the forum asking if it had been checked but got a reply saying all the games were fine?

Here's the collection

http://artful.de/stuff/easyfla...rts_v6.rar

And the game is IO on this image 87-88v1_noboot

Just played with Mirco64 settings hardware wise and no luck?

Don't know if you are interested but I thought I'd pass it on.

Mini update, just got hold of the files used for that cart from the guy, IO does work as a prg just not off the cart for me.
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Mclane
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PostPosted: Mon Aug 06, 2012 5:22 pm    Post subject: Reply with quote

Also think I've found a bug possibly, tried playiing JumpmanJr +3 from CDSB and the cbm key skip levels does nothing.

Tried every key.

Ok on Hox64..
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Hidron
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PostPosted: Mon Aug 06, 2012 5:32 pm    Post subject: Reply with quote

I see what you mean. After the crack intro, it appears to do some crunching (flashing characters at top of regular BASIC screen) then drops to a BASIC READY. prompt.

I can only test it under emulation though, in this case WinVICE 2.3
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Mclane
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PostPosted: Mon Aug 06, 2012 5:36 pm    Post subject: Reply with quote

Its odd, same issue on both emulators but the source file used works fine on its own..

Looks like its not mapping to the right place?
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