DC Speccyal K v0.1b
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DC Speccyal K v0.1b
hey _Tyrell_ this is great news another release
but before i burn this can you explain the key configs, what to call them and where to put them.
what extension do they have ? and can we have an example one to see how to do it.
theres nothing in the instructions about this
anyway I'm glad you've got the 128 bit sorted for speed.
oh and what about that damn border flashing is that gone ?
keep it up, can't wait to try it,
then maybe a list of configs can be done for the best games, i'm gonna do a load when i've got some time.
but before i burn this can you explain the key configs, what to call them and where to put them.
what extension do they have ? and can we have an example one to see how to do it.
theres nothing in the instructions about this
anyway I'm glad you've got the 128 bit sorted for speed.
oh and what about that damn border flashing is that gone ?
keep it up, can't wait to try it,
then maybe a list of configs can be done for the best games, i'm gonna do a load when i've got some time.
- Hawq
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Re: DC Speccyal K v0.1b
128 bit, if only a return of my beloved Speccy would be nice, you obviously meant 128k however so I digressbugaboo wrote:anyway I'm glad you've got the 128 bit sorted for speed.
If you mean flashing when a games loading thats meant to happen, if not ignore this I havent tried this emu yetbugaboo wrote:oh and what about that damn border flashing is that gone ?
theres no-one else to blameThe Prisoner - Makes NGE's ending look almost intelligible.
Bored? figure out where the above lines from. Answers
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Re: DC Speccyal K v0.1b
Hawq wrote:128 bit, if only a return of my beloved Speccy would be nice, you obviously meant 128k however so I digressbugaboo wrote:anyway I'm glad you've got the 128 bit sorted for speed.
If you mean flashing when a games loading thats meant to happen, if not ignore this I havent tried this emu yetbugaboo wrote:oh and what about that damn border flashing is that gone ?
no i meant what i said
yes, I forgot to mention about the .KEY config files. Sorry about that. It will be changed in the next release.but before i burn this can you explain the key configs, what to call them and where to put them.
what extension do they have ? and can we have an example one to see how to do it.
theres nothing in the instructions about this
In the meantime, here's what's contained in a .KEY file.
These files, which are made to be used on the cd, together with the games, contains custom game keys.
What's inside:
Simply 6 characters, which are assigned to the UP, DOWN, LEFT, RIGHT, FIRE1, FIRE2 joystick buttons.
Example of a key file : AQIO0#
Special characters ? and # are used for shift and enter keys.
These files are based on the DreamSpec config files. Don't know if you can use them straight though.
For the next release, I'm planning to have this "screen freeze" bug finally sorted out (can still plague some games ... sorry .. but Dan Potter told me it could be fixed by using the latest KOS release, so I'm going to test it one of these evenings !).
In the next release, I'll also try to include the possibility to save 3 memory snapshots (you'd choose between 1 or 3 available save slots). Could be useful if you want to write basic programs
_tyrell_
Yes, it seems like some 128k .tap are not correctly working... dunno why !
128k Z80 should be fine, however. And most of the time 128k .tap games also exist in Z80 format (or you can convert them) so get the Z80 version.
100% correct .tap support is on the list of things to do.
Strange, because for example, it's working with head over heels, robocop2 (I think) and others...
_tyrell_
128k Z80 should be fine, however. And most of the time 128k .tap games also exist in Z80 format (or you can convert them) so get the Z80 version.
100% correct .tap support is on the list of things to do.
Strange, because for example, it's working with head over heels, robocop2 (I think) and others...
_tyrell_
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so the config files have the .KEY extension, right i put them in the same directory as the snapfiles ? what are they named ?, the exact as the game ?
ie.
aticatac.SNA=aticatac.KEY yes ?
also about the yellow border flashing in no fullscreen mode, has that gone ?
is there anyway you can make a display option somehow for 50hz pal display ? like the real speccy ?
sorry for all the questions, the work you're doing is real good
ie.
aticatac.SNA=aticatac.KEY yes ?
also about the yellow border flashing in no fullscreen mode, has that gone ?
is there anyway you can make a display option somehow for 50hz pal display ? like the real speccy ?
sorry for all the questions, the work you're doing is real good
Yes.so the config files have the .KEY extension, right i put them in the same directory as the snapfiles ? what are they named ?, the exact as the game ?
ie.
aticatac.SNA=aticatac.KEY yes ?
I could but PAL mode is not interesting. NTSC does not have any effects on the the speccy speed, only on the screen presentation.is there anyway you can make a display option somehow for 50hz pal display ? like the real speccy ?
320x240 PAL mode is not usable (graphics are not correctly displayed) while NTSC is so that's why I choosed to use it.
_tyrell_
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one more thing
what do you put in the .key file if you want to skip a key
ie
manic miner
nothing for up and down then q,w=left,right then space=jump and l=sound off second fire
what do i put in for the up and down ? i don't want up and down recognised
also now you've got the green button free can you add another fire button to use ? that would be helpful, the more the better.
what do you put in the .key file if you want to skip a key
ie
manic miner
nothing for up and down then q,w=left,right then space=jump and l=sound off second fire
what do i put in for the up and down ? i don't want up and down recognised
also now you've got the green button free can you add another fire button to use ? that would be helpful, the more the better.
To skip a key in the .KEy file, use the . (dot) character.
Have fun.
_tyrell_
ps: I'm already working on the next versio which will be perfectly stable (does not use this DMA transfer stuff anymore).
I'm also looking to support tzx format but this won't come before one or two releases if I implement it one day.
Have fun.
_tyrell_
ps: I'm already working on the next versio which will be perfectly stable (does not use this DMA transfer stuff anymore).
I'm also looking to support tzx format but this won't come before one or two releases if I implement it one day.
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In what way doesn't display correctly?
If you mean the borders at the top and bottom of the screen, they shouldn't be that hard to get rid of. You'd need to tweak the video mode table in KOS to add a 320x288 mode though.
If it's because there is no 320x240 mode, that's easily fixed too. There's a patch for it somewhere.
If you mean the borders at the top and bottom of the screen, they shouldn't be that hard to get rid of. You'd need to tweak the video mode table in KOS to add a 320x288 mode though.
If it's because there is no 320x240 mode, that's easily fixed too. There's a patch for it somewhere.
No, in fact when I setup a 320x240 PAL screen, the fonts get screwed up (seems like one out of two pixels are displayed or so...). Very strange. But maybe I don't setup correctly this mode ??
No I'm looking for way to optimize the speccy border rendering to get nice border effects. Right now it's too slow to play 128k games at full speed with correct (line by line rendering) borders.
Things are progressing very well anyway !
If only if this dma stuff was stable...
_tyrell_
No I'm looking for way to optimize the speccy border rendering to get nice border effects. Right now it's too slow to play 128k games at full speed with correct (line by line rendering) borders.
Things are progressing very well anyway !
If only if this dma stuff was stable...
_tyrell_