Help compiling FrNES 0.60 with KOS 1.1.7

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Help compiling FrNES 0.60 with KOS 1.1.7

Post by Moi »

Hi! First I want to say I'm new to programming. I only know basics...

I'd like to compile FrNES to play Robocop3 on it since this rom doesn't run on NesterDC. I want to set frameskip to 1 as standard settings and translate the emu to German/French/Spanish.

There have been some unexpected problems...
The problems I could solve were that some filenames were spelled wrongly. For example the porogram needed xxx_DC.c but the file was called xxx_Dc.c The second problem I could solve was that the makefile did not have commands to create the ELF so I had to add them...

Then I could compile the source. (I had to type make twice)
I converted the ELF to an unscrambled BIN put the needed fonts and the roms on a CDR and tried to run it with DCHakker(yes I pressed Y before loaduing it). The emu seems to load but only black screen appeared...

Does anyone have any ideas?
Thanks for reading.
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Post by Synlor »

I thought you pressed Y first for scrambled bins, but I'm not 100% sure...
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Post by BlueCrab »

Pressing Y is for unscrambled bins in DCHakker (I'm pretty sure at least).
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Post by bizzle »

BlueCrab wrote:Pressing Y is for unscrambled bins in DCHakker (I'm pretty sure at least).
Same for DemoMenu I think..
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Post by BlackAura »

You could scramble it before burning it. Just add a scramble line to the makefile, so it generates an unscrambled bin with sh-elf-objcopy, then scrambles it.
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Post by Moi »

I don't thik its the problem, the problem is somewhere else. I tried i both ways to load the bin w/ and w/out pressing Y. If I try to load it w/ pressing Y the DC reboots. When I do it with pressing Y the DC loads something, changes the resolution then a black screen appears and nothing happens.

Maybe I didn't compile it right. May be I need gfx files. Maybe I didn't configure the romdisk thing... I don't really know. You are my last hope ;)
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Post by Ian Micheal »

Really does depend on what version of kos this was built for some things will not work right example point is dc draw. i had to make a custom version of kos just to compile it then edit the maple code. put up the edited code you have for download and ill see if i can compile it i have every version of kos up and ready to go.
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Post by Alexvrb »

All versions up and ready to go? Wow. Do you think the new one is better, overall?
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Post by Moi »

The makefile says KOS 1.1.5
I think I'll try to compile FrNES with kos115....
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Post by Moi »

for those who wish to try to compile it heres my fixed source code:

http://de-eurosport.ifrance.com/sanmiguel/fr.rar
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Post by Ian Micheal »

Did you get it working or should i try geting it to work?
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Post by Moi »

No I didn't :(
I cant compile kos 115 to test it
If you have free time try to compile this but if you have more important projects don't :)
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Post by Ian Micheal »

Hey i wil have a go i have , every version of kos set up even kos.0.80 built fully working. one click of a short cut i use what ever version i want. i will give it a go.


# Edit do you have the source before your edited it because i cant find it i want to look at it before and after you edited it. main link on this site to the source code is broken.

# Edit i can confirm your fixed source code does not work compiles fine but the bin file only reboots i included the fonts were they should be but it just reboots leads me to thinking it has to be compiled with kos-1.1.5 and might even be a custom version since this does use SH4 asm or bits of it.

compiler settings would make or break it with gcc since it uses bits of sh4ams.
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Post by Moi »

yeah this asm file is for vmu support i think.

here is the original source pack:
http://members.shaw.ca/ReGex/FrNES-0.60 ... wFiles.zip
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Post by ReGex »

Actually, the asm is for PPU rendering (the graphics renderer).

I'm interested in what you've done (or what's been changed in KOS) to get it to be so cranky, although it's pretty ancient code (almost 2 years since I stopped working on it). I may port FrNES to a more current KOS version for a laugh, to see if I can get it working quickly.

Anyways, good luck with it, if you have any specific questions about something, leave them here or email me.

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Post by Moi »

Yeah thats right just looked inside the commments inside file the files :O

I've tried to compile it with kos115(finaly get kos115 to work) without succes. Only with kos117 i can compile the code...
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Post by Ian Micheal »

I can get it to compile with kos1.1.5 but it just reboots like its not reading the font files. dont really know but maybe Regex you should try compile it again. What version of GCC did you use ? compiler settings? SH4 asm breaks on any compiler flag over -O2 that i have tryed.
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Post by ReGex »

Umm, as far as I remember, I was using GCC 2.95.2. -02 was used, but I may be wrong... Yeah, I'm not sure how good using anything over 02 on GCC 3.x SH4 is ...

I'm sure it wouldn't take me too long to get it working, but the fact of the matter right now is that I'm moving and I won't have any time for a couple weeks... but now that you've piqued my interest I'll have to check it out once I reassemble my setup.

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Re: Help compiling FrNES 0.60 with KOS 1.1.7

Post by Ian Robinson »

I know almost 2o years late but.. I can compile this and run it fine now :)

So it's working fine it does not work on any dc emulator

https://streamable.com/zxlqbu
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Re: Help compiling FrNES 0.60 with KOS 1.1.7

Post by maslevin »

This brought a smile to my face :) Glad it compiles and runs even if it doesn't run on any DC emulators!
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