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Post by spannernick on Jun 5, 2022 19:14:25 GMT
Oh OK, no I don't only have RT2800USB Railink Chipset.
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Post by spannernick on Jun 6, 2022 9:13:15 GMT
Anyone know where host-run is in the Amiberry src folder...?
I have been looking through the code and found where in the gui you activate host-run but not found where it is yet, anyone know where it is in the code?, I am guessing maybe RGL has marked it off so you can not activate it or removed it from the code. Anything RGL has added is marked with
#if defined REDQUARK' found host-run in \src\osdep\gui\PanelMisc.cpp its the check box in the gui.
chkAllowHostRun = new gcn::CheckBox("Allow host-run"); chkAllowHostRun->setId("chkAllowHostRun"); chkAllowHostRun->addActionListener(miscActionListener); I found as well that Amiberry make a save state when it quits but that would make sense cause that's what happens when you press the Menu or Home buttons, it quits Amiberry and then if you press on the floating image of the game in the carousel it start Amiberry and loads the save state so makes it look like its just paused the game.
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Post by jj0 on Jun 6, 2022 10:29:54 GMT
Anyone know where host-run is in the Amiberry src folder...? I have been looking through the code and found where in the gui you activate host-run but not found where it is yet, anyone know where it is in the code?, I am guessing maybe RGL has marked it off so you can not activate it or removed it from the code. Anything RGL has added is marked with #if defined REDQUARK' found host-run in \src\osdep\gui\PanelMisc.cpp its the check box in the gui. chkAllowHostRun = new gcn::CheckBox("Allow host-run"); chkAllowHostRun->setId("chkAllowHostRun"); chkAllowHostRun->addActionListener(miscActionListener); I found as well that Amiberry make a save state when it quits but that would make sense cause that's what happens when you press the Menu or Home buttons, it quits Amiberry and then if you press on the floating image of the game in the carousel it start Amiberry and loads the save state so makes it look like its just paused the game. The changes that remove host-run are in github commit github.com/retro-games-ltd/redquark-amiberry-rb/commit/c800f21f101bcc657642317e90afc15d6ae997b6, search for uaelib.cpp and then you will see them. You only have to remove the #if and #endif lines <EDIT> Oh, and also in src/osdep/amiberry.cpp remve lines 331 and 333 I think.
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Post by spannernick on Aug 7, 2022 13:32:30 GMT
Just noticed something, when you unpack the resource.bod v1.0.0 file, the language files are missing The language files has at the top of the file `(Secondary controls)` in the files, they could be `.msg` files so are .txt files, like in THEC64 Carousel so like `messages_de.msg` Talking about `.msg` files, they are used in Attract Mode too, in `\attract\language` folder... weird, so they could of took the carousel idea from Attract mode. Yep the language .msg files are not in the code... can they be added string[] gameNames = new[]
{
"alien_breed_3d",
"alien_breed_se",
"another_world",
"arcade_pool",
"atr",
"battle_chess",
"cadaver",
"california_games",
"dragons_breath",
"f16_combat_pilot",
"kick_off_2",
"paradroid90",
"pinball_dreams",
"project_x_se",
"qwak",
"simon_the_sorcerer",
"speedball_2",
"stunt_car_racer",
"super_cars_ii",
"chaos_engine",
"lost_patrol",
"sentinel",
"titus_the_fox",
"usb", // non-official name
"worms_dc",
"zool",
};
Dictionary<int, string> nameMapping = new Dictionary<int, string>()
{
[0x80] = "font_atlas.bin",
[0x81] = "fragment.glsl",
[0x82] = "vertex.glsl",
[0x83] = "music.mp3",
[0x84] = "splash.mp3",
[0x85] = "ui_atlas.png",
[0x86] = "ctrlatlas.png",
[0x87] = "Roboto-Regular.ttf",
[0x88] = "RobotoMono-Regular.ttf",
[0x89] = "licenses.txt", // non-official name
[0x8a] = "close.wav",
[0x8b] = "flip.wav",
[0x8c] = "open.wav",
[0x8d] = "select.wav",
[0x8e] = "deny.wav",
[0x8f] = "pop.wav",
[0x90] = "select_game.wav",
[0x91] = "click.wav",
};
Dictionary<int, string> extMapping = new Dictionary<int, string>()
{
[0] = ".png",
[1] = ".uae",
[2] = ".uss", // GZipped
[3] = ".bin", // Font atlas
[4] = ".glsl",
[5] = ".mp3",
[6] = ".ttf",
[7] = ".txt",
[8] = ".wav",
}; This is how there named in THEC64 carousel, it has 5 Languages but THEA500 has 6 Languages in its carousel, so Polish (Polski) was added, so I am guessing Polish would be named `messages_pl.msg` THEC64 Carousel Languages  Attract Mode Languages  We need the Languages unpacked from the resource.bod v1.0.0 file, thats all thats missing that I can see.
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Post by spannernick on Aug 8, 2022 12:59:19 GMT
I think it matter where the files are inside the resource.bod file, in bod v1(v1.0.0 firmware), the files are not in the same place in bod v3(v1.1.1 firmware) and I think RGL has moved them so its harder to easily copy the key code from it or to hack it, in bod v1 it is at the top of the file, in v3 it not, its moved so elsewhere in the file and if you try and load Bod v1 in Manhattan v1.1.1, it shutdown the A500 Mini so Manhattan is looking for the key somewhere else in the Bod file cause it would find it in Bod v1 if it was in the same place. Here is a picture comparing Bodypack files V1 and v3, it starts a 0x0000 and ends at 0x0260, just before the languages, I think its english first.  The language files start here in Bod v1 at the top of the Bod file 0x0270 just after the key code, I have marked it, and ends 0x0ADC0  in Bod v3 the language files are at the bottom of the Bod file and starts at 0x2EA72AB and ends at 0x2EB1720 so like the Bod file has been flipped. so looks like all 6 language files are together in the Bod files code and in one place, but the code(text) in v1 looks different than v3, maybe its compressed differently.  I am wondering if the resource.bod file works like how a CD works and Manhattan picks what tracks it needs and then loads that data into the carousel so Manhattan knows where all are files are inside the Bod file. So if the linup changes in the Bod file then it has to be changed in Manhattan so if the Bod file gets updated then Manhattan will have to be too.
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Post by spannernick on Aug 26, 2022 18:26:39 GMT
This is great work! Which network adapter are you using? Thanks! It's a Realtek 8153 (r8152.ko). I'm using the out-of-tree driver that I was using on the C64 Maxi, though I suspect the in-tree driver works fine too. Can you shear the r8152.ko thats works with THEA500 Mini please...?
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Post by oleavr on Aug 26, 2022 22:47:59 GMT
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Post by spannernick on Aug 27, 2022 13:16:43 GMT
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Post by sharklodon on Mar 21, 2023 11:19:14 GMT
Hi,
Is there any way to boot on a TheC64 Maxi?
Thanks,
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Post by jj0 on Mar 21, 2023 13:50:59 GMT
Hi, Is there any way to boot on a TheC64 Maxi? Thanks, Can you explain a bit more, what do you want to boot on a THE64 Maxi? If it is about running THEA500 Carousel on a THE64 Maxi then no, that doesn't work as far as I know.
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Post by sharklodon on Mar 21, 2023 17:23:38 GMT
Sorry, it's true, my Q is not very clear.
But you understood it perfectly. ;-P
I wanted to run TheA500 Carousel on a TheC64 Maxi.
And Could I run on an Orange Pi One (with AllWinner H3 botting from a SD card)?
Regards, Shark
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