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Author Topic: Atarixlbox Current Discussion  (Read 464 times)

XPort

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Atarixlbox Current Discussion
« Reply #60 on: February 15, 2008, 06:26:00 AM »

You may want to dump the information that is written/read to/from the network to a flat file on both xboxs and then compare them.  They should be the same except reversed.  It will probably shed some insight into what the problem is.  Frameskipping may cause a problem - so check that first to make sure they're both running full speed all the time.  The network stuff only transfers the state of the XBox joypads.  I don't think keyboard commands are transferred - which is bound to cause problems.
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madmab

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Atarixlbox Current Discussion
« Reply #61 on: February 17, 2008, 12:33:00 AM »

ok seems the netplay issues are tied in with the problems I had with the record playback working correctly.  Once I passed a certain "variable" things seem to work fine.  Well at least until a keypress is issued, or fast forward, or slowdown, or rewind.  (never have a 9 year old help with testing).  laugh.gif  Playback has the same issue with keypresses.

I should be able to have that squared away soon enough, right now it's an ugly hack.  Of course analog data is not passed either, but I don't even know if I wanna bother with that.

Not very many two player co-op or vs games anyways... and I'm hardly a network gameplay expert.  laugh.gif
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madmab

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Atarixlbox Current Discussion
« Reply #62 on: February 25, 2008, 10:33:00 AM »

ok well I got my xbox where I can run in debug mode but I run into a couple problems.

First it gave me a "A tool returned an error code from "Performing Post-Build Event..."

Something about xbepatch.  So I dug around and found an xbepatch.exe file, plopped it in my atari800 directory along with the other source files.

Recompiled...

It still says "A tool returned an error code, blah, blah, blah".
Before that there is an entry that says "xbcp: warning: No such file exists on the Xbox"
and then all the dots "." from I assume with xbepatch runs.

If I hit F5 to start executing it runs but then it locks up just before going into the main menu.

It runs fine if I select it and run it from the xdk launcher.

I was able to execute one of the demo's in debug mode.

Hmmm... looks like I had to uncomment the following line, although it still gives an error at least I can run it with f5.

#define USE_DEBUGCLIENT
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XPort

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Atarixlbox Current Discussion
« Reply #63 on: February 26, 2008, 06:56:00 AM »

That USE_DEBUGCLIENT should have nothing to do with the real debug kit - that was something I was using before I had set up a real debug kit to facilitate debugging.  A client would run on the PC and the XBox would connect to it over the network and send messages to it.

Regardless, since you have a debug kit set up, why don't you just set a breakpoint near the beginning of execution and step through it to see where the problem is?  You really don't want that DEBUGCLIENT stuff enabled - it's just extra overhead and it's been commented out in all my projects for quite some time.

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madmab

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Atarixlbox Current Discussion
« Reply #64 on: February 29, 2008, 11:46:00 PM »

ok well it seems the debug issues only occur when my xbox is connected to my dev pc via crosswire cable.  If I have it connected thru the router ( my other tv ) it works fine.  On the crossover it hangs during InitializeNetwork() when executing XNetLoadConfigParams( (LPBYTE) &configParams ).

Anyways here is a boring list of things I'm doing.
QUOTE
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Netplay should now work properly and it passes keypresses as well. Not 100% sure, not sure if I care. tongue.gif  No analog yet either. Oddly enough netplay does not confirm that both players have the same ROM loaded so it can make for pretty interesting situations.

Thanks to Kr0tki Bounty Bob is now playable. There are only two working versions of Bounty Bob that I know of. The correct 5200 dump and the cassette version released in the UK. I highly suggest the 5200 version, UK version is a little slower. Set the UK version to PAL for it to work properly.

Record/Playback now works with paddles (0 & 1) when in paddle mode. Yipee! Oddly enough y axis is handled as paddle 1. I'll eventually map this to controller 2 so we can at least have two paddle support.

Switched positioning control of sprites in the skin menu to the left analog stick, that way you don't have to worry about unintentionally lowering the volume of the music.

Changed the config menu around a bit more.
------------------------------------------
removed atari_ostype. If anyone can think of a reason to keep it, let me know.
removed pokey_type. We default to pokey_new. Is there any reason not to?

Configuring a new game is pretty easy now. In 98% of the cases you can just press the B button to exit and that's it. Outside of being asked for a cartridge type. The only exceptions would be if you have to switch to PAL mode or turn of high speed SIO.
------------------------------------------

Rewind is deactivated when in 130Xe or higher mode (crashes).

Basic Cartridge is set to on when autodetect detects a basic program (not sure why I didn't do this a while ago).

Tweaked the rewind size so now menu graphics should not dissapear in those rare cases.

Savestate load screen is a little more informational when sent to it from the save/record option.

When you save a picture it removes the screenshot save path making it easier to see long names.

bugs
------------------------------------------
leftover Record/playback time is incorrect when recording/playing paddle games. (I'll fix it l8r)
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QUOTE
Well today was 5200 analog tweak day and I would have to say it was pretty productive. I messed around with the analog calculations routines in order to try to make certain games (cough*missile*cough*command*coughcough) playable. Here is what I got so far. I musta tried every method I know of before settling in on the one I have now.

Missile Command - I'm pretty satisfied with this one. I can play into the higher levels, no problem. The dpad speed is set to the 2nd fastest speed. The speed is probably a tad slow for people with faster reflexes but too bad!!  tongue.gif  Personally I think this is about as close to the 5200 feel it will get.

Star Wars - Not much to say about this except that the stick is now centered. Control should be a little tighter.

Kaboom - I pretty much give up on this one. It's impossible to play with a stick anyways.  laugh.gif

Breakout - more controllable, but still too hard for me. Because of the way the game handles the stick I don't think I'll be able to get this any better.

Tennis - Your player won't jump around (ala pengo style) if you press the stick too far.

Centipede - Well I couldn't leave well enough alone. I adjusted this cause I felt the current settings were too sensitive. Personally I'm satisfied with how I got it, it should be more manageable. The dpad speed is about the same as the 5200 to 8-bit conversion.

Asteroids - You still have to press left/right or right/left in order to rotate, but now your ship doesn't spin around, thus killing you. Oh and you won't super thrust when using the shield or hyperspace. laugh.gif

Pole Position - Probably a little more sensitive than I would like. But I have a feeling most people will prefer it as I have it. The dpad is at the 2nd fastest speed.

Gorf - A total waste of my time. I had no luck with it. Just play the digital conversion.

Space Invaders - Probably didn't need to be messed with but I did anyways. The transition between the two ship speeds should be improved. Dig pad uses the slowest speed.

The dpad should be useable in all of the above except for Gorf (meh), Super Breakout, and Kaboom.


I'm currently working on this..
IPB Image

Right now it is just an empty shell that lets you move the cursor around and that's about it.  The next step is to attach an action to the buttons.  I just wanted to see if I could get it going first.

Of course the next logical step after that would be this.  biggrin.gif

IPB Image
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madmab

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Atarixlbox Current Discussion
« Reply #65 on: March 10, 2008, 02:02:00 AM »

X-port.  I've only had a chance to glance at it but does the mednafenX your ported use SDL?  I was not quite sure.  I did notice the common folder had a couple SDL directories but they were empty.

For anyone who care, just an update.

The overlays are pretty much done and functional.  I ended up making them a bit larger though, although the overlay can be moved.  There are about 23 overlays that have been created and that I even know of.

Other than that I just added a built in disk boot menu for megadisks.  This for anyone that happens to use them.  I have a feeling I'm the only one.  laugh.gif   ohmy.gif

L8r
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zorglub

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Atarixlbox Current Discussion
« Reply #66 on: March 10, 2008, 05:16:00 AM »

ph34r.gif   I suppose i'm not the only one to look forward for the first release.  Can't wait to try.  Thanks for keeping us inform of your progress.  And take care.
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XPort

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Atarixlbox Current Discussion
« Reply #67 on: March 10, 2008, 06:48:00 AM »

QUOTE(madmab @ Mar 10 2008, 03:38 AM) View Post

X-port.  I've only had a chance to glance at it but does the mednafenX your ported use SDL?  I was not quite sure.  I did notice the common folder had a couple SDL directories but they were empty.

For anyone who care, just an update.

The overlays are pretty much done and functional.  I ended up making them a bit larger though, although the overlay can be moved.  There are about 23 overlays that have been created and that I even know of.

Other than that I just added a built in disk boot menu for megadisks.  This for anyone that happens to use them.  I have a feeling I'm the only one.  laugh.gif   ohmy.gif

L8r


No, it does not use SDL.  
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ressurectionx

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Atarixlbox Current Discussion
« Reply #68 on: April 12, 2008, 01:14:00 AM »

Nice work man.  Looking forward to a release.

Had a question for you though.  In your opinion is Ballblazer a functional 5200 game?  I can't for the life of me figure it out.  If it doesn't work for you either and you wouldn't mind taking a look at it and seeing what is wrong, I'd be mighty appreciative.  

Thanks,
~Rx
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ressurectionx

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Atarixlbox Current Discussion
« Reply #69 on: April 12, 2008, 04:35:00 AM »

BINGO!

I'm not even anywhere near my XBox to try it out, but I know that's gotta be the answer.  I never had Ballblazer for the 5200 when I was a kid and didn't even know it was on there till I tried out XPorts emu, so I had no clue it used the keypad functions.   I had the 7800 version.

Heh... I almost forgot that the 5200 had those crazy telephone keypads and the little plastic cards you'd lay over them for easy access to the functions for certain games.  I wonder how many other things I haven't been able to do cause I forgot about that and I don't still have those little plastic cards.

Can't wait to see what you can do with it.  You think that's why Miner 2049'er II - Bounty Bob's Revenge doesn't work for me too?  I can't remember my problem with that after about a year since I've tried it, but I bet that's why that game didn't work either.  I'd love to try that one out.  Miner 2049er was my favorite 5200 game, but I never got a chance to play the sequel yet.



I just had an idea.  I don't believe anything like this is already included in the emu, but I just thought that a kick ass addition might be a key combo, say press both joysticks down at the same time, and if the game had an overlay card it will pause the game and pull up a jpeg/png image of the overlay.

IPB Image

This could be made even more useful if the overlays were edited in paint/photoshop to display the new button(s) that will do that function.  I could help with that if you like the idea.

Talk to you soon,

~Rx
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ressurectionx

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Atarixlbox Current Discussion
« Reply #70 on: April 12, 2008, 07:56:00 AM »

Haha!  I came into this one late and didn't notice that.  I didn't try to steal it, I swear  cool.gif

Awesome on that and awesome on the Bounty Bob my man.  Love knowing there are people on the scene again and that we think on similar wavelengths.  Looking forward to trying the NES emu when I have time tomorrow after work and can't wait to see what you do with the Atari one.

~Rx
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RMM

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Atarixlbox Current Discussion
« Reply #71 on: April 13, 2008, 08:39:00 AM »

Been following your progress here as well as the Atari Age forum and look forward to the release.
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madmab

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Atarixlbox Current Discussion
« Reply #72 on: April 18, 2008, 08:37:00 AM »

ok I'm trying to figure out something here, but it has me a bit baffled.

I'm trying to add some code that is getting errors when it compiles.  The error point to some .obx files.  I know where they are.

Looking in the make file it has the following statement I think that tells the compiler where to look for the files.

PLAYERS_OBX = players/cmc.obx players/mpt.obx players/rmt4.obx players/rmt8.obx players/tmc.obx players/tm2.obx

Anybody know what I need to do?

Thanks.. smile.gif

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madmab

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Atarixlbox Current Discussion
« Reply #73 on: April 18, 2008, 07:34:00 PM »

Nevermind.  I think I got it figured out now.  At least I was able to compile it.  (IMG:style_emoticons/default/laugh.gif)
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madmab

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Atarixlbox Current Discussion
« Reply #74 on: April 27, 2008, 01:35:00 AM »

Just another little updated.

QUOTE
Well after a little head scratching I managed to add in the ability to play SAP to atarixlbox. I used the ASAP code made by Piotr.

Fusik.  Playback speed (for SAP files) can be set to either NTSC or PAL.

For those not in the know SAP is like the Atari equivalent of the SID collection for the C64. It's not quite as nice or complete as the SID collection but I wanted this to be customized towards the Atari series of computers. I'll probably attempt to do the same for Atari ST music files when I work on WinstonX.  So run out to the SAP music archive and help yourself to some SAP files!!!

The player can also play the following formats, although I have not tested CMC Rzog, MPT DoublePlay,Theta Music Composer 2.x.
* CMC (Chaos Music Composer)
* CMR (CMC Rzog)
* DMC (DoublePlay CMC)
* MPT (Music ProTracker)
* MPD (MPT DoublePlay)
* RMT (Raster Music Tracker)
* TMC, TM8 (Theta Music Composer 1.x)
* TM2 (Theta Music Composer 2.x)

Changed order of some of the entries in the "Music Control Menu".  Added options to skip to next/prev song within a SAP/tracker file.

Added an option to show (view) song name when the mp3 player changes songs.

Playlist repeat mode, and View Name setting is saved in INI file.

Fixed (hopefully) issues with the 130xe keyboard code getting confused about which key is highlighted.

When "adding a code" from the "edit code" screen the current code is copied as a template.  To start with a "blank" code "add a code" from the "cheat code" menu.

Changed the cart select screen so it does not show the "oddball" cartridge configurations.  This can be toggled by selecting the "Show Odd Cart Types" line.  This is my solution to the one thing that bothered me about automediadetect, and that is the rather large cartridge type list with mostly useless entries.

I created cheat codes for Jr. Pacman and Ms. Pacman based on the speed hacks done by Nukey Shay. As a result I've modified the cheat code system AGAIN. Seems the a800 team has a strange definition of what they consider ram, rom, and hardware addresses. So now it uses the standard peek/poke system only when the address if greater than $CFFF. Everything else reads directly from the memory table.

Put in some code that hopefully will prevent any conflicts when cold_restart is mapped to a combo where one of the buttons is mapped to something else (like START for example).


I think this pretty much wraps things up so once I get around to testing these changes I can probably release this sucker intto the wild and move on to the next project.
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