NesterDC SE complete source code released

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Strapping Scherzo
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NesterDC SE complete source code released

Post by Strapping Scherzo » Sat Dec 24, 2005 8:15 am

Well, rather than hear more people screaming bloody murder about how Nester is GPL, blah blah blah. Yes, I respect it. I have just been busy and burnt out. But it is my duty to make the source public. So there it is at the NesterDC SE Website.
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Post by MetaFox » Sat Dec 24, 2005 8:18 am

Cool. I'm going to muck about with DreamScript tonight.
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Post by Smurph » Sat Dec 24, 2005 8:33 am

Hmm... How to improve an already perfect emulator?
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Post by DcSteve » Sat Dec 24, 2005 9:17 am

lightgun support should be quick n easy
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Post by Dutchdude » Sat Dec 24, 2005 10:11 am

Perhaps somebody can add proper Pal support. I mean have a 50Hz tv signal output. The current Pal feature in NesterDC SE is still 60Hz although the game speed is 50Hz and 50 frames per second are drawn, and thus is everything choppy in pal mode. Scherzo couldn't test this because his tv doesn't support 50Hz. I hope someone can and will fix this.
But still....great stuff :)
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Post by Sonic-NKT » Sat Dec 24, 2005 10:25 am

lightgun support would be very cool.
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Post by curt_grymala » Sat Dec 24, 2005 10:47 am

Does this source include the source for the Image Builder or is it just for the emu?
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Post by Hobbes T Tiger » Sat Dec 24, 2005 10:55 am

Can you include Genesis emulation guys? :wink:
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Post by Strapping Scherzo » Sat Dec 24, 2005 11:06 am

curt_grymala wrote:Does this source include the source for the Image Builder or is it just for the emu?
Everything: CD Builder, NesterDC SE, and Dreamscript. And although I'm releasing the source to Dreamscript now, I will make an official release of Dreamscript as a means of developing games in the future.
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Post by curt_grymala » Sat Dec 24, 2005 1:36 pm

This is one of the best Xmas presents the DC community could have got this year. Thank you very much, scherzo.

Also, thank you very much for all of your hard work, and for reviving this incredible emulator. :kiss)
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Post by hrb2k3 » Sat Dec 24, 2005 2:29 pm

this is great for coders to look at. maybe someone can add directory browsing support and disc swapping. thats all i think is missing.
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Post by BlackAura » Sat Dec 24, 2005 10:25 pm

hrb2k3 wrote:this is great for coders to look at. maybe someone can add directory browsing support and disc swapping. thats all i think is missing.
I can think of no reason that you'd want to include either. If you're a ROM-whore, you can just stick the entire set of NES ROMs (if you remove the thousands of unnecessary duplicates, bad dumps, overdumps, hacks, translations, and so on) onto a single CD, and don't include any of the goodies (or include only the title shots).

Now, adding the ability to view the games in some way other than a flat list would be useful. So if you could view by genre, or release regions, or date, or whatever. Basically pre-built favourites lists.

Edit: Just tried compiling the builder on Linux (Ubuntu 5.10), and I get loads of errors like this:

Code: Select all

App.cpp: In member function `virtual bool MyApp::OnInit()':
App.cpp:15: error: conversion from `const char[1]' to `const wxString' is
   ambiguous
/usr/include/wx-2.6/wx/string.h:643: error: candidates are:
   wxString::wxString(wchar_t, unsigned int) <near match>
/usr/include/wx-2.6/wx/string.h:632: error:
   wxString::wxString(int) <near match>
App.cpp: In member function `virtual int MyApp::OnExit()':
App.cpp:24: error: conversion from `const char[15]' to `const wxString' is
   ambiguous
/usr/include/wx-2.6/wx/string.h:643: error: candidates are:
   wxString::wxString(wchar_t, unsigned int) <near match>
/usr/include/wx-2.6/wx/string.h:632: error:
   wxString::wxString(int) <near match>
By "loads", I mean "thousands". It would take a very, very long time to run through and fix them all.
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Post by Sir Savant » Sat Dec 24, 2005 11:25 pm

Scherzo, If I document the js files, would you include them on your site? That way others can do much better jobs at building themes.

Also, I have a question about the nsfplayer.js file. There are prints of information of what seems to be nsf stuff (author copyright and so forth). Where does that all go? When I load up any of the nsfs on my demo disc (only has megaman 1 and is used to compare stuff between the default theme and my custom) none of the info shows up. Would I have to main_font.draw it? Or is that information that you use in some unseen form?

It sure is a lot of stuff. Too bad there does not seem to be gif support (or is there? Now I have to check!)

All this stuff is making my theme release take longer. Oh, the irony. :lol: Hopefully I can use the time to improve it, as it does seem lacking (my custom, not yours).

Are those js files Dreamscript?
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Post by curt_grymala » Sun Dec 25, 2005 4:45 am

Savant wrote:Scherzo, If I document the js files, would you include them on your site? That way others can do much better jobs at building themes.
We would be happy to host that info at DCHelp if you put it together.
Are those js files Dreamscript?
That's what DreamScript is. DreamScript is basically a javascript interpreter for the DC.
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Post by Quzar » Sun Dec 25, 2005 5:36 am

Finally I get to see how my suggestions ended up panning out =P.

and maybe take a look at some of those weird mappers...
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Post by Strapping Scherzo » Sun Dec 25, 2005 3:11 pm

There are prints of information of what seems to be nsf stuff
The print function just outputs to the console when using dc-load/dc-tool. Yes, you could use main_font to draw that info somewhere on the screen.
Just tried compiling the builder on Linux (Ubuntu 5.10), and I get loads of errors like this
Ah, sounds like your wxWidgets is configured for Unicode. There's a macro that I was supposed to use on all string literals so that they are converted to the right format at compile time, either narrow or wide strings. It's called wxT().
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four-player support

Post by nsps » Sat Dec 31, 2005 1:21 am

If it's an easy bug to fix, it'd be cool if someone could fix four-player mode in games like Super Spike V'Ball, Harlem Globetrotters, Nightmare on Elm Street (not that it's worth playing), etc. so that players 1 and 2 don't have to mimmick controllers three and four. I don't know anything about it, so it could be a more complicated mapper problem than it seems.

Other than that, I don't think that there's much to improve!
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Post by moora101 » Sat Dec 31, 2005 7:40 am

One request- which I've only thought about since I dug it out of the cupboard- would it be possible to add DC Arcade Stick support? Unfortunately at the moment you have to press left analogue to exit to the menu (which, of course.. isn't there!!)

It would be nice to play track and field on the old stick!!!!
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Post by GyroVorbis » Sat Dec 31, 2005 3:54 pm

MetaFox wrote:Cool. I'm going to muck about with DreamScript tonight.
That was my exact thought too. :D
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