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GCW Zero => Releases => Topic started by: Pate on August 18, 2013, 07:41:57 am

Title: zerox86 released!
Post by: Pate on August 18, 2013, 07:41:57 am
Hi all!

I just today released the first public alpha version 0.01 of zerox86. zerox86 is a PC emulator for the Game Consoles Worldwide (GCW) Zero handheld game console. Its purpose is to allow you to run old DOS games on your GCW0. It is based on the DSx86 PC emulator for Nintendo DS game console.

This is still an early alpha version, so a lot of DOS games will still fail to run correctly. It is also still missing various features (like for example mouse support), but I will improve it in future versions.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for information about the current status of zerox86.

(http://zerox86.patrickaalto.com/4DOS.png)

Thank you for your interest in my emulators!

Pate
Title: Re: zerox86 released!
Post by: zephyrus on August 18, 2013, 09:31:39 am
thx much but i can't get it running, 4dos.com file is always missing. I tried to put it in my defined root dir, in the /local/home/apps dir like the emu says, nothing works.
Title: Re: zerox86 released!
Post by: Drem on August 18, 2013, 11:11:14 am
Good news, thank you, Pate! Wish I could try it right now...
Title: Re: zerox86 released!
Post by: zear on August 18, 2013, 11:44:16 am
thx much but i can't get it running, 4dos.com file is always missing. I tried to put it in my defined root dir, in the /local/home/apps dir like the emu says, nothing works.
Are you sure you are putting it to:
Code: [Select]
/data/local/home/apps/4dos.com (as visible from FTP)
or
Code: [Select]
/boot/local/home/apps/4dos.com (as visible from GCW0)

It works perfectly for me. I already checked case sensitivity and both 4dos.com and 4DOS.COM work, so that shouldn't be the issue.

The correct md5 sum of the file is:
fc3a0078a13d98e611a62c1d6724f8c5
Title: Re: zerox86 released!
Post by: zephyrus on August 18, 2013, 02:43:45 pm
got it solved. zerox86.ini overrides the path so i had to put it there, not in 4dos folder like described on the website:)
Title: Re: zerox86 released!
Post by: Pliskron on August 18, 2013, 02:50:23 pm
Thanks Pate I've always been a fan of DS86
Title: Re: zerox86 released!
Post by: Orion4874 on August 19, 2013, 07:31:57 am
Awsome, gonna try this out right away. DS2x86 was a masterful program and it's great to see you here coding for the Zero.  Hopefully you can get the compatibility beyond what the DS enjoyed, which itself was extremely impressive!
Title: Re: zerox86 released!
Post by: Optimus on August 30, 2013, 03:36:36 pm
Wow! I remember DSx86 and how much faster it was on a DS with just 66mhz than Dosbox in much faster handhelds. And that was when I wished there would be a port in a more modern handheld (like my Caanoo). Although dosbox is now not so bad on GCW0, I am happy the DSx86 is ported to more platforms (for my Caanoo it would be a kick). I can't wait to get my GCW0 and try this one. I am wondering how well it does with demoscene demos.
Title: Re: zerox86 released!
Post by: Pate on September 01, 2013, 07:39:18 am
zerox86 version 0.02 released!

This version has the following fixes and improvements:
- Added SoundBlaster ADPCM support (Duke Nukem 2).
- Fixed SB IRQ handling for very short buffers (Alone in the Dark).
- Fixed reading data directly from disk to EGA VRAM (Heimdall).
- Implemented EGA 640x400 special graphics mode (Mahjong Fantasia).
- Fixed EGA Register Interface Library handling (A-Train).
- Fixed various bugs in FPU emulation (Alien Legacy).
- Added support for launching games given on the zerox86 command line.
- Implemented mouse support using the analog control.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for information about the current status of zerox86.

Thank you for your interest in zerox86!

Pate
Title: Re: zerox86 released!
Post by: Reds on September 01, 2013, 11:40:02 am
I could be missing something, but I need a password to get 4DOS. Anyone mind providing one?

Also, if you have mouse support, do you have Mouse1-2 support?
Title: Re: zerox86 released!
Post by: Pate on September 01, 2013, 12:25:57 pm
Sorry, JP Software download site seems to have issues.

In the mean time you can get 4DOS.COM directly from http://rpix86.patrickaalto.com/4DOS.COM where I have just mirrored it.

Pate
Title: Re: zerox86 released!
Post by: trashHeap on September 04, 2013, 03:55:56 am
Got this working with the FreeDos command.com (http://www.ibiblio.org/pub/micro/pc-stuff/freedos/files/dos/command/) just now. Mostly because I like FreeDos (http://www.freedos.org/).
Title: Re: zerox86 released!
Post by: Pate on September 04, 2013, 06:10:02 am
Got this working with the FreeDos command.com (http://www.ibiblio.org/pub/micro/pc-stuff/freedos/files/dos/command/) just now. Mostly because I like FreeDos (http://www.freedos.org/).

Thanks for testing that, and for reporting that it works. :)

Pate
Title: Re: zerox86 released!
Post by: 318197 on September 04, 2013, 09:40:42 am
Ok, No matter where i put the 4DOS file i still can not get the emulator to work.
Title: Re: zerox86 released!
Post by: ruffnutts on September 04, 2013, 09:57:03 am
Ok, No matter where i put the 4DOS file i still can not get the emulator to work.

this is why...it needs to go in data/local/home/apps folder... create the folder

ruffnutts
Title: Re: zerox86 released!
Post by: opt2not on September 05, 2013, 08:38:45 pm
I gotta say, I really love this emulator. It's a lot easier to use than dosbox, and I've found it runs slightly better for certain games.

The new update is boss too!

Thanks Pate!
Title: Re: zerox86 released!
Post by: Pate on September 06, 2013, 06:25:44 am
Thanks for the compliments! Glad to hear you find zerox86 useful. :)

It is still an early alpha version and I hope to improve it by every upcoming version.

Pate
Title: Re: zerox86 released!
Post by: Vato on September 06, 2013, 11:55:41 pm
Thank you, Pate!
I've been a long time user of DSx86 and DS2x86, so I am stoked to see you working on a Zero version.
I made a post over at the 'temp about it (http://gbatemp.net/threads/zerox86-v0-02-new-dos-emulator-for-gcw-zero.354044/)...cuz that's what i do. lol.
Title: Re: zerox86 released!
Post by: trashHeap on September 11, 2013, 03:36:48 am
Is CONFIG_HIGH_RES_TIMERS going to get enabled in the official firmware at some point?
Title: Re: zerox86 released!
Post by: pcercuei on September 11, 2013, 01:26:18 pm
At some point, yes.
Title: Re: zerox86 released!
Post by: grizzly on September 11, 2013, 02:18:57 pm
which dos games are you playing on gcw?
Title: Re: zerox86 released!
Post by: AtariHERO on June 09, 2014, 11:20:51 pm
does this work on new firmware ? 4dos not recognizing the path

trying to run simcity here
Title: Re: zerox86 released!
Post by: zear on June 09, 2014, 11:51:29 pm
Indeed, looks like this emulator uses hardcoded path to locate the /home/ dir, instead of resolving it from the $HOME variable.
I will contact the author, but in the meantime this emulator is unusable. Thanks for pointing it out.
Title: Re: zerox86 released!
Post by: Pate on June 10, 2014, 06:30:44 am
Ah, been a looong time since I last worked on zerox86... In fact my GCW-Zero is currently in use by my nephew, who is testing over 300 different DOS games on zerox86. My plan was to wait for his test results and then continue working on zerox86.

It is possible to run zerox86 by giving it a full path to the DOS game (or perhaps also to 4DOS.COM) as a parameter. I am not sure if this would help in this situation, and can not even remember now how to go about adding this to gmenu2x zerox86 launch configuration, but just in case any of you have ideas feel free to experiment with this.

I'll try to look into this problem in the mean time, but it might take a while before I can test my changes.

Glad to hear there is still interest for zerox86, though!
Title: Re: zerox86 released!
Post by: Malleus on June 10, 2014, 07:33:35 am
Please Please Please continue working on it! :)
Title: Re: zerox86 released!
Post by: Barya on June 10, 2014, 10:06:22 am
The emulator is great!
I've a two proposals for the next version:
1. Mouse sensitivity settings.
2. Possibility to hide the legend display and using the whole 320x240 area for DOS prompt would be great.
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 10, 2014, 11:19:16 am
The emulator is great!
I've a two proposals for the next version:
1. Mouse sensitivity settings.
2. Possibility to hide the legend display and using the whole 320x240 area for DOS prompt would be great.

Yeah! I agree ^^. This emulator is great, the best option to play games like alone in the dark or little big adventure, i like it!
Title: Re: zerox86 released!
Post by: AtariHERO on June 10, 2014, 01:28:22 pm
Ah, been a looong time since I last worked on zerox86... In fact my GCW-Zero is currently in use by my nephew, who is testing over 300 different DOS games on zerox86. My plan was to wait for his test results and then continue working on zerox86.

It is possible to run zerox86 by giving it a full path to the DOS game (or perhaps also to 4DOS.COM) as a parameter. I am not sure if this would help in this situation, and can not even remember now how to go about adding this to gmenu2x zerox86 launch configuration, but just in case any of you have ideas feel free to experiment with this.

I'll try to look into this problem in the mean time, but it might take a while before I can test my changes.

Glad to hear there is still interest for zerox86, though!

will patiently wait for next version , zerox86 is one of the reasons i bought the ZERO for ! ;D
Title: Re: zerox86 released!
Post by: Pate on June 13, 2014, 05:45:05 am
Okay, I got my GCW0 back from my nephew, and installed the latest firmware on it.

It looks like the current zerox86 does in fact work on the latest firmware. It just looks like none of my example and default directories are correct for the latest firmware. However, you should be able to make zerox86 work simply by:

The above should allow you to make zerox86 running also on the latest firmware.

I plan to release a new version of zerox86 in a few days, I hope to have time to look into the mouse sensitivity settings in addition to fixing the defaults and error messages to be more informative for the current firmware.

I also noticed that my FAQ page and other documentation is rather lacking, so I try to improve that as well.

Btw, my nephew has already tested over 100 of my 300+ collection of DOS games. So I will have a lot of information when I continue enhancing the compatibility of zerox86, hopefully later this summer.

Thanks again for your interest in zerox86!

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on June 13, 2014, 06:33:18 am
Thanks again for your interest in zerox86!

Pate

Thanks to you for your work! :)

The ZeroX86 is a very efficient x86 PC MS-DOS emulator! ;)
Title: Re: zerox86 released!
Post by: AtariHERO on June 13, 2014, 01:14:50 pm
great,looking fot the new release
Title: Re: zerox86 released!
Post by: Malleus on June 13, 2014, 01:24:14 pm

Thanks again for your interest in zerox86!

Pate

Thats great news!
will any of the new features like SDL tripplebuffering be able to make it even faster?

Soooo looking forward to a new version!
Title: Re: zerox86 released!
Post by: toto on June 13, 2014, 01:26:30 pm
Hopefully an .opk easy to use for noobs like me!  ;D
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 13, 2014, 08:17:47 pm
Quote
will any of the new features like SDL tripplebuffering be able to make it even faster?

Uoh! that would be fantastic ;D
Title: Re: zerox86 released!
Post by: Pate on June 15, 2014, 05:51:41 am
zerox86 version 0.03 released!

This version has the following fixes and improvements:
- Implemented mouse scaling configuration, MouseXScale and MouseYScale.
- Fixed opcodes E0..E3 66/67 prefix handling (Grand Prix 2)
- Improved error messaging and directory defaults.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for information about the current status of zerox86.

@toto: Yes, it is an OPK you need to install. I also added some installation instructions to my FAQ page at http://zerox86.patrickaalto.com/zfaq.html
@Malleus: I doubt triple buffering would speed up the emulation all that much, but I hope to find a way to make zerox86 run at the correct speed even with no high-res timers in the kernel. This is my project for my summer vacation. :-)

Thank you for your interest in zerox86!

Pate
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 15, 2014, 08:19:09 am
Oh, thank you Pate!!!!! ;D

One question:

Quote
but I hope to find a way to make zerox86 run at the correct speed even with no high-res timers in the kernel.

The high-res timers works in the new firmware? How can activate it?
Title: Re: zerox86 released!
Post by: AtariHERO on June 15, 2014, 12:44:12 pm
running simycity now, thankssssssssssssssss!  ;D
Title: Re: zerox86 released!
Post by: toto on June 15, 2014, 03:30:23 pm
Thanks for your hard work! When I Sa?d than an .opk would be nice I meant an .opk where you juste have tout put games and voila.... I dont really understand the installation FAQ with the .ini ans all the stuff...
Title: Re: zerox86 released!
Post by: Gab1975 on June 15, 2014, 06:48:28 pm
Thanks for the update! :) I tried some games and they work fine! (Alley Cat, Alone in the Dark, Cadaver, Nebulus, Stunt Car Racer, Total Eclipse)

PS: Can you add a second mode to exit from the emulator (e.g. select+start) in the next release?
Title: Re: zerox86 released!
Post by: Malleus on June 15, 2014, 07:11:28 pm
Micromachines 1 is veeeery slow
Wingcommander 1 is veeery fast

ps, I like the way to exit, perhaps it can be changed in the ini file?
Title: Re: zerox86 released!
Post by: Gab1975 on June 15, 2014, 07:41:07 pm
Where can I find the exact scan-codes (PC keyboard hardware key numbers) to customize the GCW0 keys?
Thanks in advance! :)
Title: Re: zerox86 released!
Post by: Gab1975 on June 15, 2014, 08:22:55 pm
Where can I find the exact scan-codes (PC keyboard hardware key numbers) to customize the GCW0 keys?
Thanks in advance! :)

Probably I found the right scan-codes! ;)
http://msdn.microsoft.com/en-us/library/aa299374(v=vs.60).aspx
Title: Re: zerox86 released!
Post by: Pate on June 16, 2014, 05:33:49 am
@TimeDevouncer: Sorry for being unclear.. I meant that I plan to enhance zerox86 so it work properly also without the high-res timers, because the current kernel does not yet support high-res timers.
@toto: Well, you will still need to copy the DOS games to where you want them etc, so the OPK can not be automated much further than how it currently works. Consider 4DOS.COM just another DOS game, so it is only the INI file that you probably need to adjust. Take a look at the contents of my default INI file, it is not all that difficult to understand.
@Gab1975: I will consider making the exit configurable. Thanks for testing those games! And yeah, that scan code table should be at least mostly correct. You may need to add E0 before the actual scan code for some games that differentiate between the keypad and normal cursor keys, but otherwise that table should work as-is.
@Malleus: Thanks for the info! Could be because of the lack of high-res timers, but could also be caused by a bug in zerox86. I'll take a look this summer.

Thanks for your interest and feedback!

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on June 16, 2014, 07:38:52 am
@Gab1975: I will consider making the exit configurable.

The power slider seems to be rather breakable, so it's better to not use it often (IMHO)...

Thanks for testing those games!

Thanks to you for your work! :) I tested some other games: Alcatraz runs very slow; Deathbringer runs perfectly; Fire and Forget II runs perfectly; Indy 500 runs perfectly; Joe and Mac Caveman Ninja runs very slow; Krusty's Super Fun house runs very slow; Lotus the Ultimate Challenge has some graphic glitches, but, in general, it runs pretty well; Power Drive runs perfectly; Skyroads runs perfectly; Star Wars, the vector graphic game, runs too fast)

And yeah, that scan code table should be at least mostly correct. You may need to add E0 before the actual scan code for some games that differentiate between the keypad and normal cursor keys, but otherwise that table should work as-is.

Yes, I tried to customize the keys for some games and they work fine! ;)
Title: Re: zerox86 released!
Post by: toto on June 16, 2014, 07:12:15 pm
Do I have to create the .zerox86 file? How can I download the .ini? When I click on it a text apppears.
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 16, 2014, 07:18:29 pm
Do I have to create the .zerox86 file? How can I download the .ini? When I click on it a text apppears.

Second button of the mouse over the ini, and download ;). If you click with the first button you open the file.

I have to find more time to try all my games calmly, but...

- The Indredible Machine. Sound Off works perfect. Sound On crash.
- Little Big Adventure. Works fine, but in exteriors has slowdowns.
- Shadow of the comer. Perfect ^^.
- Ishar 2. Music problem and graphics bugs.
- Alone in the Dark. It seems that all goes fine.
- Alone in the Dark 3. It seems that all goes fine.
- Battle Chess. Perfect! But...It's possible to set the mouse to DPAD? I hate the stick :P
- Jazz JackRabbit. A little slowdowns and little problems with sound, but playable.
- DiscWorld. It seems that all goes fine.
- Terminal Velocity. Slooooooooow ;D

Ah! In some games or Setups, the size doesn't fit Zero Screen and it's very very hard to use. For example: The setup of LBA.

Great work with this emu, I love it ;). Ah! it's possible to remove the screen of controls with a key combination? Thanks!!
Title: Re: zerox86 released!
Post by: Malleus on June 16, 2014, 07:33:54 pm
Is there any way of using an emulated PC joystick for the knob instead of mouse?
I think many simulation games would be alot easier to play if that could be implemented somehow!

Gotta go rumage through the attic for more old games!

Title: Re: zerox86 released!
Post by: Beerman1138 on June 16, 2014, 08:25:33 pm
Toto -- right click on the zerox86.ini link that gives you the text, and go to "Save As...."

The INI file is a text file, and web browsers will display text files rather than download them by default. 
Title: Re: zerox86 released!
Post by: toto on June 16, 2014, 08:31:41 pm
Thanks guys, I managed to make it work. I created the .ini with gedit. I ve been trying some games, it's awsome!
Title: Re: zerox86 released!
Post by: Gab1975 on June 17, 2014, 03:16:20 pm
- Battle Chess. Perfect! But...It's possible to set the mouse to DPAD? I hate the stick :P

I don't think it's possible to set the d-pad as "virtual mouse"... but I may be wrong!
In any case, I decreased  the mouse speed (I edited the zerox86.ini file) and it works pretty well ! ;)

hereunder the code added to the zerox86.ini file:

;
[chess]
MouseXScale=0.5   ; Mouse scaling factor, X direction
MouseYScale=0.5   ; Mouse scaling factor, Y direction
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 18, 2014, 07:11:35 pm
- Battle Chess. Perfect! But...It's possible to set the mouse to DPAD? I hate the stick :P

I don't think it's possible to set the d-pad as "virtual mouse"... but I may be wrong!
In any case, I decreased  the mouse speed (I edited the zerox86.ini file) and it works pretty well ! ;)

hereunder the code added to the zerox86.ini file:

;
[chess]
MouseXScale=0.5   ; Mouse scaling factor, X direction
MouseYScale=0.5   ; Mouse scaling factor, Y direction

Yeah, I try this configuration too...it's playable, but I keep hating the stick ;D ;D

I found two bugs:

1. Many times, In my first start of zerox86, the emulator freezes when I enter in a folder. When I reset everything works fine. EDIT. It's not a freeze, only slow to enter :P

2. I'm playing Alone in the Dark (great classic game and works almost perfect). I'm very happy with the performance, but I found a boring sound bug. When this sounds plays:

https://www.youtube.com/watch?v=bBF1R_X5mOs

The sound crash, and sometimes the error persists even when you exit of the game and return to DOS ::).

Title: Re: zerox86 released!
Post by: Pate on June 19, 2014, 05:26:49 am
Thanks for the feedback again!

I plan to continue working on zerox86 in a week or two, in the mean time I'll collect your comments and suggestions into my TODO list. :-)

Pate
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 19, 2014, 09:33:34 am
Thanks to you Pate ;)
Title: Re: zerox86 released!
Post by: Gab1975 on June 20, 2014, 08:33:30 am
I have a question/curiosity:
Do the "high res timers" need to be embedded in the Open Dingux kernel or can they be also implemented through the ZeroX86 software?
Title: Re: zerox86 released!
Post by: Gab1975 on June 20, 2014, 03:38:19 pm
I'm thinking that a hypothetical second mode to exit from the emulator it could be to add a dedicated "key" in the virtual keyboard... hereunder a png to illustrate the idea:
Title: Re: zerox86 released!
Post by: zear on June 20, 2014, 04:00:23 pm
I like that idea! Although what if the game is running at 320x240? Unless it's not a problem if the virtual keyboard overlay is displayed on SELECT key press even on full screen size games.
Title: Re: zerox86 released!
Post by: Gab1975 on June 20, 2014, 05:57:58 pm
In my example, to obtain the space for the "exit from emu" key, I deleted the keys "PrtS, Scrl and Pause"... I think that these keys are mostly unuseful for the emulation, however they could represent a "relative problem"...
Title: zerox86 released!
Post by: surfi80 on June 20, 2014, 08:23:45 pm
thanks, a million and a half thanks jo jo jo ;) ;) ;)
(http://i.imgur.com/3bSRqUu.png)
Title: Re: zerox86 released!
Post by: AtariHERO on June 24, 2014, 05:28:13 pm
has anyone got Tempest 2000 working ?
Title: Re: zerox86 released!
Post by: Gab1975 on June 24, 2014, 06:52:13 pm
has anyone got Tempest 2000 working ?

For me it doesn't work... when I try to launch "tempest.exe" the emulator crashes and it comes back to the Gmenu2X !
Title: Re: zerox86 released!
Post by: AtariHERO on June 24, 2014, 09:15:48 pm
dosbox?
Title: Re: zerox86 released!
Post by: Gab1975 on June 24, 2014, 09:51:23 pm
dosbox?

I don't know, the Dosbox should have a better software compatibility... however I prefer the ZeroX86, because his x86 dynarec is more efficient... in the DosBox the emulation speed is comparable to a 80386 at 33 Mhz, while in the ZeroX86 to a 80486 at 40 Mhz (or a hypotetic 80386 at 80 Mhz) !
Title: Re: zerox86 released!
Post by: Pate on June 25, 2014, 05:00:12 am
Actually, zerox86 does not use dynarec at all, it is a simple brute force emulator. :-)

I'll add tempest 2000 to my list of games to test.

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on June 25, 2014, 06:34:05 am
Actually, zerox86 does not use dynarec at all, it is a simple brute force emulator. :-)

Wow, zerox86 is very efficient for use a static compiler! You made an excellent work! :)

Reading this topic (9^ post), I was misled:
http://boards.dingoonity.org/gcw-zero-emulation/any-chance-of-an-dosbox-turbo-port/msg98136/#msg98136
Title: Re: zerox86 released!
Post by: Pate on June 25, 2014, 07:52:24 am
Thanks for pointing me to that thread! I wrote a post there, hopefully clarifying the zerox86 situation. :-)

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on June 25, 2014, 08:27:03 am
Hereunder the "outcome" of some games which I tested... maybe it can be useful! :)

PS: I made a quick test, I didn't check the games from the beginning to the end...

- Alien Breed (Team 17, 1993) runs correctly, but the background has some scrolling glitches
- Arctic Fox (Dynamix, 1987) runs too fast
- Axe of Rage (Palace Software, 1989) doesn't work (the emulator crashes when you try to launch the game)
- Battle Zone (Atari, 1983) runs too fast
- Bombuzal (Image Works, 1989) runs perfectly
- Bubble Dizzy (Codemasters, 1993) runs perfectly
- BurgerTime (Data East Corp, 1983) runs perfectly
- Castle Master (Incentive Software, 1990) doesn't runs (the emulator crashes when you try to launch the game)
- Catacomb the Abyss (Gamer's Edge, 1992) runs perfectly
- Death Bringer (Empire Software, 1992) runs perfectly
- DragonStrike (Westwood Associates, 1990) runs perfectly
- Fire & Ice (Graftgold ltd, 1993) runs slowly (very slowly)
- Gremlins (Atari, 1984) runs perfectly
- Gremlins II: the new batch (Motivetime ltd, 1990) doesn't run (the emulator crashes when you try to launch the game)
- Gods (Bitmaps Brothers, 1992) runs perfectly
- Horror Zombies from the Crypt  (Astral Software, 1990) runs perfectly in VGA mode and it runs slowly in EGA mode
- HoverTank One (Id Software, 1991) runs perfectly
- Karateka (Broderbund, 1986) runs perfectly
- Krusty's fun house (Audiogenic Software, 1992) runs too slow
- Lamborghini American Challenge (Titus, 1992) works well during the intro/select menu, but the emulator crashes when you try to begin a race
- Lone Wolf: the mirror of Death (Audiogenic Software, 1991) runs perfectly
- Mach 3 (Loriciels, 1987) doesn't run (the emulator freezes to the title screen)
- Menace (Psygnosis, 1989) runs perfectly
- Monster Bash (Apogee Software, 1993) runs slowly (at about 50% of full speed)
- Navy Moves (Dinamic Software, 1990) runs too fast
- Nebulus (Hewson, 1988) runs correctly, but without audio
- Nicky 2 (Microids, 1993) runs correctly, but the background has some scrolling glithces
- Obliterator (Psygnosis, 1989) runs perfectly
- Pinball Dreams (Digital Illusions, 1993) runs slowly (very slowly) and the action seems to be freezed on the select menu
- Rocket Ranger (Cinemaware, 1988) runs too fast
- Savage (Probe Software, 1989) runs too fast
- Space Racer (Loriciels, 1988) doesn't run (the emulator freezes to the title screen)
- Stunts (Distinctive Software, 1990) runs perfectly
- Summer Games II (Epix, 1986) runs too fast
- Superman: the man of steel (Tynesoft Computer, 1991) runs too fast
- Test Drive 3 the Passion (Accolade, 1990) runs too fast
Title: Re: zerox86 released!
Post by: Gab1975 on June 25, 2014, 03:30:48 pm
PART II:

- Aces on the Pacific (Dynamix, 1992) runs perfectly
- Advantage Tennis (Infogrames, 1991) runs perfectly
- (the) Amazing Spider-man (Paragon Software Corp, 1990) runs correctly, but in EGA and VGA modes some colors are wrong (e.g. the red is displayed as green)
- Baal (Psygnosis, 1989) doesn't work (the emulator crashes when you try to launch the game)
- Brutal: Paws of Fury (Gametek, 1995) runs perfectly
- Cloud Kingdoms (Electralyte, 1990) runs with various glithes on the background layer
- Conqueror (Rainbow Arts Software, 1990) runs too fast
- Dangerous Dave in the Haunted Mansion (Id Software, 1991) runs perfectly
- Dizzy: Prince of the Yolkfolk (Codemasters, 1993) runs perfectly
- (the) Dream Team 3 on3 challenge (Park Place Productions, 1991) runs well, but without audio
- Grand Prix Circuit (Distinctive Software, 1988) runs perfectly
- Grand Prix Unlimited (Accolade, 1992) during the gameplay it runs alternately too fast and too slow
- It Came from the Desert (Cinemaware, 1990) run slowly (very slowly)
- LHX Attack Chopper (Electronic Arts, 1990) runs perfectly
- Lorna (Topo Soft, 1990) runs perfectly
- Magic Pockets (Bitmap Brothers, 1992) runs perfectly
- Mario Andretti's Racing Challenge (Distinctive Software, 1991) doesn't work (the emulator crashes when you try to launch the game)
- Night Raid (Argo Games, 1991) runs perfectly
- Oil's Well (Sierra On-Line, 1984) runs perfectly
- PC-man (Orion Software, 1982) runs perfectly
- Prohibition (Infogrames, 1987) doesn't work (the emulator crashes when you try to launch the game)
- Starquake (Bubble Bus Software, 1988) runs perfectly
- Team Suzuki (Gremlin Graphics Software, 1991) runs perfectly
- Turbo Cup (Loriciels, 1988) runs slowly
- World Karate Championship (System 3 Software ltd, 1986) runs too fast
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 27, 2014, 06:38:20 pm
My last tests:

- Ecstatica: Works well (a little slow), but no sound.
- Lands of Lore (Floppy): Works perfect, AWESOME game :P
- Lands of Lore (CD): Doesn't works :(
- Alone in the Dark series: The floppy versions runs well, CD-Version don't works.
- Los Justicieros: Good, but with sound problems.

I found a bug: When you play a game with zerox86, the sound mixer doesn't run anymore if you don't reboot.

And a request: Can further lower mouse speed? Even in 0.5 i feel very fast.

Sorry for my bad english :P
Title: Re: zerox86 released!
Post by: Gab1975 on June 27, 2014, 08:40:39 pm
And a request: Can further lower mouse speed? Even in 0.5 i feel very fast.

Did you try to decrease the value from 0.5 to 0.2/0.1 ?
Title: Re: zerox86 released!
Post by: TimeDevouncer on June 27, 2014, 09:16:20 pm
And a request: Can further lower mouse speed? Even in 0.5 i feel very fast.

Did you try to decrease the value from 0.5 to 0.2/0.1 ?

 :o I thought the minimum was 0.5 and the maximum 2.0.

I'll try it now! Thank you ;)

EDIT

It works, it works! Thank you so much! :-*
Title: Re: zerox86 released!
Post by: Gab1975 on June 29, 2014, 09:18:40 am
I found a "pseudo" second mode to exit from the emulator...
if you type the command "exit" in the DOS prompt the emulator quits and you come back to the Gmenu2X ! ;)
Title: Re: zerox86 released!
Post by: ker on June 29, 2014, 05:22:08 pm
Wizardry 6: Bane of the Cosmic Forge is tagged as "Not working" in official compatibility list (Gives an "unsupported opcode" error at the title screen) but it works nice. You can change in game configuration to keyboard input (default is mouse) and play this fantastic game with dpad.

I just can say thank you soooo much for your work. I really appreciate the chance to replay all CRPGs I still love (W6, W7, Bloodwych, Eye of the Beholder,...)
Title: Re: zerox86 released!
Post by: Malleus on June 30, 2014, 09:59:40 am
Wizardry 6: Bane of the Cosmic Forge is tagged as "Not working" in official compatibility list (Gives an "unsupported opcode" error at the title screen) but it works nice. You can change in game configuration to keyboard input (default is mouse) and play this fantastic game with dpad.

I just can say thank you soooo much for your work. I really appreciate the chance to replay all CRPGs I still love (W6, W7, Bloodwych, Eye of the Beholder,...)

how do you play with keyboard?!
I loved W7 and EOB1,2,3 but have never played W6, perhaps now is my chance  :)
Title: Re: zerox86 released!
Post by: ker on June 30, 2014, 10:36:35 am
how do you play with keyboard?!
I loved W7 and EOB1,2,3 but have never played W6, perhaps now is my chance  :)

Launch game with BANE.BAT to adjust game speed. When game is launched select "GAME CONFIGURATION" main menu option. There you can modify some game features (sound, speed, level, etc...) One of the options is INPUT (MOUSE as default) change it clicking with the mouse. Then click on EXIT and you can use dpad to move a yellow marker over menus.

W7 is one of the best games I've never played.
Title: Re: zerox86 released!
Post by: ker on July 01, 2014, 09:48:13 am
Launch game with BANE.BAT to adjust game speed. When game is launched select "GAME CONFIGURATION" main menu option. There you can modify some game features (sound, speed, level, etc...) One of the options is INPUT (MOUSE as default) change it clicking with the mouse. Then click on EXIT and you can use dpad to move a yellow marker over menus.

W7 is one of the best games I've never played.

I quote myself. Sound doesn't work in Wizardy 6. If you activate sound game freeze (T_T)
Title: Re: zerox86 released!
Post by: ker on July 01, 2014, 05:38:40 pm
Wizardry 6 console output:

Code: [Select]
Opened joystick 'linkdev device (Analog 2-axis 8-button 2-hat)'
home='/usr/local/home'
clock_getres(CLOCK_MONOTONIC, &res) = 4000000 nsec!
SDL_GetTicks() - ticks = 182
Adjusted itimer to 30 usec interval = 33098Hz!

"Adjusted itimer to 30 usec interval = 33098Hz!" is shown just when game freezes
Title: Re: zerox86 released!
Post by: Surkow on July 01, 2014, 06:03:41 pm
The compatibility list referenced on the zerox86 page links to the DSx86 Compatibility list (http://dsx86compatibility.pbworks.com/w/page/26738915/Compatibility%20List). It might be a good idea to create a GCW Zero specific compatibility list at the GCW Zero wiki (http://wiki.gcw-zero.com/) for zerox86.
Title: Re: zerox86 released!
Post by: Pate on July 02, 2014, 01:49:29 pm
Thanks for your test reports! I'll take a look at the misbehaving games, and try to fix at least some of them for the next version.

I am currently working on the high-resolution timer issue, and it looks like I will be able to eliminate that problem in the next version. So, most likely you can run many more games at their correct speed in the upcoming version. :)

Now, back to coding...

Pate
Title: Re: zerox86 released!
Post by: AtariHERO on July 02, 2014, 02:08:11 pm
Thanks for your test reports! I'll take a look at the misbehaving games, and try to fix at least some of them for the next version.

I am currently working on the high-resolution timer issue, and it looks like I will be able to eliminate that problem in the next version. So, most likely you can run many more games at their correct speed in the upcoming version. :)

Now, back to coding...

Pate

amazing!

please remember Tempest 2000
Title: Re: zerox86 released!
Post by: Gab1975 on July 02, 2014, 02:58:34 pm
I am currently working on the high-resolution timer issue, and it looks like I will be able to eliminate that problem in the next version. So, most likely you can run many more games at their correct speed in the upcoming version. :)

This is a very good news! Thanks a lot for your work! :)
Title: Re: zerox86 released!
Post by: slapstick on July 03, 2014, 08:06:37 am
Will you be able to get http://p.sos.gd/ to work in the future?
Title: Re: zerox86 released!
Post by: Gab1975 on July 03, 2014, 08:46:19 am
Will you be able to get http://p.sos.gd/ to work in the future?

I'm reading the "system requirements" and they should be too high for the current zerox86 emulation speed... the minimum CPU needed is a 80486DX2 66 MHz, while the zerox86 emulation speed is equivalent to a virtual 80486DX2 40 MHz...
Title: Re: zerox86 released!
Post by: Malleus on July 03, 2014, 02:28:14 pm
I am currently working on the high-resolution timer issue, and it looks like I will be able to eliminate that problem in the next version. So, most likely you can run many more games at their correct speed in the upcoming version. :)

Pate

Sounds like great news in the making!
Title: Re: zerox86 released!
Post by: Pate on July 06, 2014, 06:22:09 am
zerox86 version 0.04 released!

This version has the following fixes and improvements:
- Removed the requirement for high-resolution timer kernel support.
- Fixed screen corruption problems in various games.
- Fixed Sound Blaster detection in Ishar: Legend of the Fortress.
- Added separate error message for games using Virtual Memory.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for information about the current status of zerox86.

Thank you for your interest in zerox86!

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on July 06, 2014, 08:32:27 am
Thanks a lot for the update! Now games like Avoid the Noid, Monster Bash and Prehistorik run at the right speed ! :)

PS: other games (like Arctic Fox, Battle Zone and Test Drive 3) still run too fast... 
Title: Re: zerox86 released!
Post by: TimeDevouncer on July 06, 2014, 09:29:50 am
Oh yeah! Thank you Pate! ;D ;D
Title: Re: zerox86 released!
Post by: ker on July 06, 2014, 10:18:15 am
Thank you very much Pate!!!!

Wizardy 6 still freezes when sound is activated  :'( :'(

I've tried this game with DSx86 port on a 3DS XL. It crashes with an error but it works fine on DS2x86... sound included!!! I don't know if it's very difficult to add DS2x86 patches on zerox86 port. I'll really appreciate it!!!

By the way, DSx86 screen touch is displaced when launched in DS compatibility mode. Emulator uses 100% of touchscreen when just 2/3 of it is been used.
Title: Re: zerox86 released!
Post by: zear on July 06, 2014, 01:51:21 pm
Wizardy 6 still freezes when sound is activated  :'( :'(
I don't believe that's on the list of changes, so no surprise it didn't get magically fixed ;)
Title: Re: zerox86 released!
Post by: ker on July 06, 2014, 03:22:51 pm
Wizardy 6 still freezes when sound is activated  :'( :'(
I don't believe that's on the list of changes, so no surprise it didn't get magically fixed ;)
I know, but he touched some code related to sound detection. It could be fixed Wiz6 issue wihout know it. In fact, Wiz6 is marked as non working in compatibility list but it works (with no sound)
Title: Re: zerox86 released!
Post by: Surkow on July 06, 2014, 03:28:29 pm
Wizardy 6 still freezes when sound is activated  :'( :'(
I don't believe that's on the list of changes, so no surprise it didn't get magically fixed ;)
I know, but he touched some code related to sound detection. It could be fixed Wiz6 issue wihout know it. In fact, Wiz6 is marked as non working in compatibility list but it works (with no sound)
Like I mentioned before, I'd suggest people to start a compatibility list at the GCW Zero wiki (http://wiki.gcw-zero.com/zerox86). The DSx86 compatibility list is not applicable due to architectural changes.
Title: Re: zerox86 released!
Post by: AtariHERO on July 06, 2014, 03:37:50 pm
Tempest 2000 still not working  ???
Title: Re: zerox86 released!
Post by: ker on July 06, 2014, 05:02:37 pm
Like I mentioned before, I'd suggest people to start a compatibility list at the GCW Zero wiki (http://wiki.gcw-zero.com/zerox86). The DSx86 compatibility list is not applicable due to architectural changes.

You are right. I've created the compatibility table. Thank you for insisting ;-)
Title: Re: zerox86 released!
Post by: Gab1975 on July 06, 2014, 09:18:40 pm
I added some games to the compatibility list! ;)
Title: Re: zerox86 released!
Post by: ker on July 06, 2014, 09:58:24 pm
I added some games to the compatibility list! ;)
I see we have a totally different favourite games ;-P
Title: Re: zerox86 released!
Post by: Gab1975 on July 06, 2014, 10:42:58 pm
I see we have a totally different favourite games ;-P

I like the adventure/RPG games too... but the action games are more easy to test! :P
Title: Re: zerox86 released!
Post by: Pate on July 07, 2014, 06:00:59 am
Big thanks for all your work on the compatibility wiki! I added a link to that to my zerox86 pages. The wiki is of great help both to me and to the fellow zerox86 users.  :)

@AtariHERO: I tested Tempest 2000, but there is something weird going on with that game. It crashes in a strange place, and even the crash address and SIGSEGV address are something that should be perfectly legal. So it still needs more debugging.

@ker: Wizardry 6 sets the timer IRQ frequency to 33kHz which is REALLY high, so this is probably the reason for the hang. I'm not sure if it even actually hangs, it just becomes REALLY slow (like one frame every minute  :) ). I hope that when I have time to optimize my timer IRQ handling still further, it might start running better.

Thanks again for your interest in zerox86!
Title: Re: zerox86 released!
Post by: ker on July 07, 2014, 06:11:44 am
@ker: Wizardry 6 sets the timer IRQ frequency to 33kHz which is REALLY high, so this is probably the reason for the hang. I'm not sure if it even actually hangs, it just becomes REALLY slow (like one frame every minute  :) ). I hope that when I have time to optimize my timer IRQ handling still further, it might start running better.

I had the same thought and let my GCW at Wiz6 logo screen. Several minutes after, logo disappeared. So it becomes really really slow.
Title: Re: zerox86 released!
Post by: Gab1975 on July 07, 2014, 06:27:06 am
Thanks again for your interest in zerox86!

We have to thanks you for your work! ;)

PS: as I wrote some replies ago, it would be useful to add a second method to quit the emulator; a specific option/button in the virtual keyboard or a keys combo (e.g. to press L+R when the virtual keyboard is on) it could be the solution... do you think to add this feature in a next release?
Title: Re: zerox86 released!
Post by: ker on July 07, 2014, 06:42:31 am
The ability to map combinations of keys would be awesome. Some old games need a lot of different keys  :'( :'(
Title: Re: zerox86 released!
Post by: Malleus on July 07, 2014, 07:38:27 am
You guys who are testing games and what not, how about adding keycombo files to the wiki for the different games that need them?

Tried railroad tycoon, but didnt remember the important keys and forgot to change the mousesensitivity (can that be changed per game also?)


Title: Re: zerox86 released!
Post by: Malleus on July 07, 2014, 05:03:01 pm
@ker: Wizardry 6 sets the timer IRQ frequency to 33kHz which is REALLY high, so this is probably the reason for the hang. I'm not sure if it even actually hangs, it just becomes REALLY slow (like one frame every minute  :) ). I hope that when I have time to optimize my timer IRQ handling still further, it might start running better.

Is it possible to add highres timers to the GCW0 instead of these hacks? (even if that means waiting for the next FW update) or doesnt it support it?
Talking to the guys doing the actual firmware if its possible to add might be preferable to these "extra" opcodes?

also are you taking into account the MIPS Branch/load delay slots to "save" an opcode here and there as you've said you are doing mostly ASM?
(would be AWESOME if you could write up something of your findings in ASM programming for the GCW0, these things are allways enlightning to read)

Also what are your thoughts on the Second cpu on the jz4770? the VPU unit @500mhz which seems to be the same CPU without FPU instructions, could it be used to offload ADLIB/Soundblaster and such stuff from the main CPU?
https://blog.visucore.com/2013/9/27/vpu-proof-of-concept-ingenic-jz4770 (https://blog.visucore.com/2013/9/27/vpu-proof-of-concept-ingenic-jz4770)
or perhaps do something funky with it as the IRQ handler?
Title: Re: zerox86 released!
Post by: Pate on July 08, 2014, 08:31:06 am
Is it possible to add highres timers to the GCW0 instead of these hacks? (even if that means waiting for the next FW update) or doesnt it support it?

Yes it is, and the firmware people plan to support it at some point. My understanding is that switching to high-res timers caused some slowdowns in other software on GCW0, so they do not want to do that switch until this is resolved.

also are you taking into account the MIPS Branch/load delay slots to "save" an opcode here and there as you've said you are doing mostly ASM?

Yes, I try to put those delay slots to good use. It is annoying occasionally having to let the assembler put NOPs there, but sometimes there just is nothing useful that can be done there.

(would be AWESOME if you could write up something of your findings in ASM programming for the GCW0, these things are allways enlightning to read)

I have written something on my zerox86 blog, but I have recently tried to avoid boring people to death by going too technical. Nice to know at least some people would be interested in such info, I'll see about writing some more detailed descriptions in the future. :)

Also what are your thoughts on the Second cpu on the jz4770? the VPU unit @500mhz which seems to be the same CPU without FPU instructions, could it be used to offload ADLIB/Soundblaster and such stuff from the main CPU?

That would certainly be very interesting, but I haven't looked into that yet. The situation on GCW0 is a bit different to the situation on DSTwo, though, as here we work within the constraints of the Linux operating system, while on the DSTwo all code runs at superuser privileges and without limitations. Thus it was pretty easy to offload the audio and graphics handling to different processors on DS2x86.

@Gab1975: I'll think about the additional exit method, can not promise it will be in the next version yet, though. :)

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on July 08, 2014, 09:58:53 am
@Gab1975: I'll think about the additional exit method, can not promise it will be in the next version yet, though. :)

Thanks Pate! :)

PS: What do you think about an option to force a specific "Using Config" for the keys/buttons combo? It should be useful when two or more games use the same name for the executable file. (this is only an idea! ;) )
Title: Re: zerox86 released!
Post by: Pate on July 08, 2014, 11:31:12 am
Actually, Gab1975, the virtual "Exit" (or "Power Off" zerox86) button will in fact be in the next version, I just implemented it. :)

(http://zerox86.patrickaalto.com/PowerKey.png)

On the top right corner you will find a button that has a red horizontal line, selecting that will "power off" zerox86.

About the "use config", that is also a good idea, and I had that feature in DSx86. I'll think about how to implement that in the future as well. It was easier to do on DSx86 using the touch screen, but I'll figure something out.

Pate
Title: Re: zerox86 released!
Post by: AtariHERO on July 08, 2014, 02:35:39 pm
Actually, Gab1975, the virtual "Exit" (or "Power Off" zerox86) button will in fact be in the next version, I just implemented it. :)

(http://zerox86.patrickaalto.com/PowerKey.png)

On the top right corner you will find a button that has a red horizontal line, selecting that will "power off" zerox86.

About the "use config", that is also a good idea, and I had that feature in DSx86. I'll think about how to implement that in the future as well. It was easier to do on DSx86 using the touch screen, but I'll figure something out.

Pate

how can you make keyboard / lower menu dissapear to get full screen ?
Title: Re: zerox86 released!
Post by: Gab1975 on July 08, 2014, 04:48:17 pm
how can you make keyboard / lower menu dissapear to get full screen ?

In the SVGA games (640x480px) the menu/keyboard disappears automatically (obviously the resolution is downscaled to 320x240px)... in the CGA, EGA and VGA games the horizontal lines are 200, so the menu/keyboard uses the 40 lines which remain unused...
Title: Re: zerox86 released!
Post by: Pate on July 13, 2014, 07:16:27 am
zerox86 version 0.05 released!

This version has the following fixes and improvements:
- Implemented simple CD-ROM emulation.
- Implemented joystick support.
- Fixed PC Timer 2 handling.
- Added a new Power Off key to the virtual keyboard.
- Added a separate error message for invalid SB configuration.
- Fixed several bugs causing Tempest 2000 not to run.
- Fixed crashes and unsupported situations in various games.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for more information about the changes in this version.

Thank you for your interest in zerox86, and for your work on the compatibility wiki! I worked on several games marked as "Not Working" on the wiki, so if you have time to re-test those games in this version, I would very much appreciate that!  :)

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on July 13, 2014, 09:16:15 am
Thanks Pate! The virtual power off key is very useful! :)

I tested some games with the new release and I updated the related items in the compatibility list... Bio Menace still gives the "unsupported situation" error (like in the previous release)... I don't know, maybe I'm testing a faulty version of the game!
Title: Re: zerox86 released!
Post by: TimeDevouncer on July 13, 2014, 09:21:52 am
Oh my God! CD support? Thanks Pate!!!! :-*
Title: Re: zerox86 released!
Post by: Malleus on July 13, 2014, 01:43:22 pm
Nice blog entry!
Also, would it be possible to add a way of changing the .ini settings from the program? a special button on the virtual keyboard or something?

Title: Re: zerox86 released!
Post by: AtariHERO on July 13, 2014, 02:04:10 pm
Anyone got rayman working?
Title: Re: zerox86 released!
Post by: zear on July 13, 2014, 04:48:12 pm
Yep, I did. Had to set the CDROM path, nothing beyond it. It runs a little bit slow though and without the music.
Title: Re: zerox86 released!
Post by: AtariHERO on July 13, 2014, 06:07:26 pm
can't thank you enough for tempest 2000 compatibility !!
Title: Re: zerox86 released!
Post by: Gab1975 on July 13, 2014, 10:37:18 pm
@Pate: considering there is still room for another key (similar to the Power Off button), an idea could be a key to reset the zerox86 (without the need to exit and re-launch the emu) or a key to select/force a specific "user config"...
Title: Re: zerox86 released!
Post by: AtariHERO on July 14, 2014, 12:01:22 am
tempest 2000 is now resetting and fails to reasign buttons
Title: Re: zerox86 released!
Post by: Gab1975 on July 14, 2014, 07:14:12 am
I tested some games with the new release and I updated the related items in the compatibility list... Bio Menace still gives the "unsupported situation" error (like in the previous release)... I don't know, maybe I'm testing a faulty version of the game!

I downloaded Bio Menace from te official website (3drealms.com)... inside the zipped file there is an additional executable (BioPatch.exe), if you apply this, before to launch the game, all works well! :)
Title: Re: zerox86 released!
Post by: Kouen Hasuki on July 14, 2014, 03:19:25 pm
Duke Nukem 2 works quite well on Zerox86 with only some minor sound glitches ;D

That made my day!
Title: Re: zerox86 released!
Post by: Edviner on July 14, 2014, 05:47:10 pm
Blake Stone works now faster with full textures!  ...I think  :)
Title: Re: zerox86 released!
Post by: Gab1975 on July 15, 2014, 01:36:01 pm
@Pate: in the next release you could add the option to configure the d-pad as a joystick (DPAD=JOYSTICK)... in some games, like Prince of Persia, it may be useful... :)
Title: Re: zerox86 released!
Post by: Zuby on July 15, 2014, 02:53:00 pm
Thanks for all.. you are doing awesome job!

Btw for some reason the new version (0.05) won't execute autoexec.bat. I just got message autoexec.bat
Title: Re: zerox86 released!
Post by: Pate on July 20, 2014, 06:30:48 am
Thanks for your comments, and sorry for my delayed reply! I have been busy working on the next release of zerox86, but was not yet able to get enough work done to release it today. You can read about the upcoming enhancements on my blog, though: http://zerox86.patrickaalto.com/zblog.html

@Malleus: Built-in configuration editor is something that I hope to add eventually. I am not much of an UI designer, though, which is why I keep pushing that back..
@Gab1975: Those are good ideas, I'll look into implementing the DPad configuration and the possibility to reset. The latter may be somewhat more difficult to implement, though.
@AtariHERO: Can you give me some more detailed info about your problem with Tempest 2000?
@Zuby: The default autoexec file for 4DOS is called 4START.BTM. You can try renaming your autoexec.bat to that. Usually that "batch file missing" is caused by some access rights or file name case problem on the Linux side, though.

@All: Thanks again for your interest in zerox86! I try to release the next version next weekend, or at the latest two weeks from now, when my summer vacation ends.

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on July 20, 2014, 06:52:46 am
Maybe I found an issue/bug in the management of the zerox86.ini file...
if you use more than 497 active/setting lines (the blank and comment ";" lines are kept out) the emulator gives a message error in the DOS screen: error in usr/local/home/.zerox86/zerox86.ini line 498

From the line 498 all settings aren't evaluated.

PS: I made a specific zerox86.ini file, I removed all blank and comment lines.
Title: Re: zerox86 released!
Post by: Gab1975 on July 20, 2014, 08:47:38 am
EDIT: I made other tests, the issue seems to be related to the number of different specified executables and not to the number of the lines... in other words, if the number of specified executables overtakes 130 ([default] included) the emulator gives the error...
Title: Re: zerox86 released!
Post by: Malleus on July 20, 2014, 09:28:21 am
Fun read,
Are you self modifying your VGA code and exchanging the C6/C7 opcodes for XOR enabled ones when the flag is set or did you add the XOR code to the 2 opcodes directly?

PS, it doesnt need to be a pretty UI :) might even be something built into dingux you could use?
Title: Re: zerox86 released!
Post by: Pate on July 20, 2014, 02:25:52 pm
@Gab1975: Perhaps this is the reason for your zerox86.ini problem:

#define   MAXCONFIGS   128

I'll increase the number of game configs to at least 512 in the next version. :-)

@Malleus: I didn't bother making those opcodes self-modifying, as they are not used in very many games and the change was not all that big. I simply check whether the VGA function register is zero, and if not, jump to the new code that handles the XOR function. Else the code is the same as it was originally.

I'll look into the config UI at some point!

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on July 20, 2014, 04:37:06 pm
@Gab1975: Perhaps this is the reason for your zerox86.ini problem:

#define   MAXCONFIGS   128

I'll increase the number of game configs to at least 512 in the next version. :-)

Thanks for your work! :)
Title: Re: zerox86 released!
Post by: Zuby on July 24, 2014, 06:41:02 pm
@Zuby: The default autoexec file for 4DOS is called 4START.BTM. You can try renaming your autoexec.bat to that. Usually that "batch file missing" is caused by some access rights or file name case problem on the Linux side, though.

Thanks.. 4START.BTM works. I'm not sure why autoexec does not, because i used that in previous version without changing 4dos. Btw is there any possibility to run MSDOS instead? By adding some options to ini file or something. And is there any way how to work with long file/folder name with 4DOS? I actually see them correctly instead of ~*. But i'm not able to open such stuff.
Title: Re: zerox86 released!
Post by: AtariHERO on July 24, 2014, 06:42:22 pm
Thanks for your comments, and sorry for my delayed reply! I have been busy working on the next release of zerox86, but was not yet able to get enough work done to release it today. You can read about the upcoming enhancements on my blog, though: http://zerox86.patrickaalto.com/zblog.html

@Malleus: Built-in configuration editor is something that I hope to add eventually. I am not much of an UI designer, though, which is why I keep pushing that back..
@Gab1975: Those are good ideas, I'll look into implementing the DPad configuration and the possibility to reset. The latter may be somewhat more difficult to implement, though.
@AtariHERO: Can you give me some more detailed info about your problem with Tempest 2000?
@Zuby: The default autoexec file for 4DOS is called 4START.BTM. You can try renaming your autoexec.bat to that. Usually that "batch file missing" is caused by some access rights or file name case problem on the Linux side, though.

@All: Thanks again for your interest in zerox86! I try to release the next version next weekend, or at the latest two weeks from now, when my summer vacation ends.

Pate

you cant configure the jump and bomb buttons (most important)
and sometimes the game won't configure/run
Title: Re: zerox86 released!
Post by: Kouen Hasuki on July 26, 2014, 10:24:44 am
Could I get permission to show this in a GCW Zero Video Review please?
Title: Re: zerox86 released!
Post by: Pate on July 27, 2014, 06:50:28 am
zerox86 version 0.06 released!

This version has the following fixes and improvements:
- Enabled Virtual Memory (paging) support in zerox86.
- Implemented a slowdown feature using key MHZ in zerox86.ini.
- Implemented further optimizations to IRQ emulation.
- Increased max number of game configs in zerox86.ini to 512.
- Fixed Jazz Jackrabbit audio crackling.
- Fixed Jazz Jackrabbit pause menu selector drawing problem.
- Fixed unsupported situation in Corridor 7.
- Fixed unsupported situation in Ultrabots.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for more information about the changes in this version.

@Zuby: Interesting that the AUTOEXEC.BAT behaviour has changed, I don't think I changed anything that could cause that. Glad to hear at least 4START.BTM works! Actually, 4DOS works fine with long file names, it is just my internal DOS routines in zerox86 that do not. My long term plans are to have a version of my emulator that can boot any operating system, but that will need more low-level BIOS emulation work before I can support that.

@AtariHERO: Did you use zerox86.ini or the game itself to configure the buttons? I experimented with zerox86.ini and did not find any problems configuring the keys.

@Kouen Hasuki: Sure, feel free to show zerox86 in your video review! I would be glad if you did.  :)

Pate
Title: Re: zerox86 released!
Post by: Gab1975 on July 27, 2014, 08:40:24 am
@Pate: Thanks a lot for your excellent work! :)

The idea to add the speed setting (MHZ) in the config file is very good... I'm thinking that it could be good to add also an option to set the default sound volume (in some games is very low)... :)
Title: Re: zerox86 released!
Post by: Kouen Hasuki on July 30, 2014, 06:35:46 pm
Hey Pate!

I was doing some testing today and adding the results to the wiki http://wiki.surkow.com/Zerox86#Game_compatibility_list

I happened upon what seems that one game has broken between 0.03 and 0.06 which is "Dangerous Dave Goes Nutz"

If its of any help I got the game files from GOG.com and here is also a screenshot. The ini is set to defaults with no modifications to it of any kind

(http://i.imgur.com/XmVC8gu.png)
Title: Re: zerox86 released!
Post by: Gab1975 on July 30, 2014, 09:13:17 pm
I confirm, with the latest release (0.06)  "Dangerous Dave Goes Nutz" doesn't work properly!

@ Kouen Hasuki: if a game runs too fast you should try to manage the zerox86.ini (below an example):

;
[sbega]      ; Speedball EGA
MHZ=12
KEY_A=1C   ; ENTER = Fire
KEY_UP=48   ; 8 (KP) = Up
KEY_DOWN=50   ; 2 (KP) = Down
KEY_LEFT=4B   ; 4 (KP) = Left
KEY_RIGHT=4D   ; 6 (KP) = Right

In most case, with a correct MHZ "value", the game become fully playable...

Thanks for your contribution! :)
Title: Re: zerox86 released!
Post by: Elaphe on November 25, 2014, 06:03:32 pm
Any idea why the program is ignoring my ini settings. It reads the ini but the button configuration keeps on being the default one.
Title: Re: zerox86 released!
Post by: Gab1975 on November 25, 2014, 07:36:36 pm
Any idea why the program is ignoring my ini settings. It reads the ini but the button configuration keeps on being the default one.

Probably the "config name" in your .ini file doesn't correspond to the "running exe" name.

e.g. : if the executable name is batman.exe, the corresponding in your .ini must be [batman]

;
[batman]   ; Batman the Movie
KEY_A=39   ; Spacebar = Fire
KEY_UP=10   ; Q = Up
KEY_DOWN=1E   ; A = Down
KEY_LEFT=18   ; O = Left
KEY_RIGHT=19   ; P = Right
Title: Re: zerox86 released!
Post by: Elaphe on November 25, 2014, 09:52:39 pm
No, I mean even the general settings (under [default]) are ignored.
Title: Re: zerox86 released!
Post by: Gab1975 on November 26, 2014, 06:20:06 am
No, I mean even the general settings (under [default]) are ignored.

You can try the .ini file that I created some time ago, it should work fine...
http://boards.dingoonity.org/gcw-zero-emulation/zerox86-compatibility-list/msg112365/#msg112365
Title: Re: zerox86 released!
Post by: zear on November 26, 2014, 11:44:22 am
@Elaphe
First step to diagnose your problem would be to:
1) Upload your ini for a public view.
2) Mention the path in the filesystem where you put your ini file.

Right now you make it sound like zerox86 is broken, but I'm pretty sure you did something wrong, since nobody else has these problems.
Title: Re: zerox86 released!
Post by: Elaphe on November 26, 2014, 08:43:59 pm
No, I mean, I'm sure it's a problem with my setup. The strange thing is that I haven't touched anything apart from editing the [default] keys and reuploading the .ini file. I'm do further tests tonight.
Title: Re: zerox86 released!
Post by: zear on November 26, 2014, 09:11:45 pm
The strange thing is that I haven't touched anything apart from editing the [default] keys and reuploading the .ini file. I'm do further tests tonight.
That could be enough if you used a text editor that didn't retain the original endline character format and if zerox86 is expecting to read UNIX style endlines, not Windows style ones (a pretty common problem if you used Windows Notepad program - it will destroy any UNIX style text file and it should never be used to edit anything for GCW0).

People here recommend Notepad++ (http://notepad-plus-plus.org/) as a Windows text editor for editing anything on GCW0. Myself I never tried it since I don't run Windows, so don't expect any help from me for N++ usage.
Title: Re: zerox86 released!
Post by: Elaphe on November 26, 2014, 10:02:11 pm
Found! I was uploading the file to a location that wasn't the one the program was reading.  ;D
Title: Re: zerox86 released!
Post by: Elaphe on November 29, 2014, 08:08:10 pm
Anyone knows how to get sound in Sensible World of Soccer?
Title: Re: zerox86 released!
Post by: AtariHERO on December 27, 2014, 01:03:26 pm
Hi all!

I just today released the first public alpha version 0.01 of zerox86. zerox86 is a PC emulator for the Game Consoles Worldwide (GCW) Zero handheld game console. Its purpose is to allow you to run old DOS games on your GCW0. It is based on the DSx86 PC emulator for Nintendo DS game console.

This is still an early alpha version, so a lot of DOS games will still fail to run correctly. It is also still missing various features (like for example mouse support), but I will improve it in future versions.

See http://zerox86.patrickaalto.com/ for download links and information. Be sure to read my blog posts at http://zerox86.patrickaalto.com/zblog.html for information about the current status of zerox86.

(http://zerox86.patrickaalto.com/4DOS.png)

Thank you for your interest in my emulators!

Pate

tempest 2000 sitll runs only with music, no sound effects, it?s difficult to get the config.exe to work
and still random crashes
Title: Re: zerox86 released!
Post by: dongo on October 22, 2015, 11:04:35 pm
it is saying

could not find '/usr/local/home/.zerox86/zerox86.ini'!
could not find '/usr/local/home/zerox86.ini
c:/ Mounted from /usr/local/home
4dos EMS swapping initialized (240K)

and then I have the flashing C:> flashing command prompt. 

How do I resolve this?  I have looked through my GCW-ZERO and I am not seeing a .zerox folder listed.  So I made a new directory and called it .zerox86 and it still displays the same thing as above.
Title: Re: zerox86 released!
Post by: dongo on October 22, 2015, 11:40:06 pm
I am not seeing this USR folder is that just the root folder?  The file path it is looking for the .ini file in does not seem to exist.   I installed the OPK for zerox86 and it is installed.

What am I missing here?

If I go to my root or base folder all I see is

apps
Home
Media

in that order. 
Title: Re: zerox86 released!
Post by: ker on October 23, 2015, 08:01:14 am
I am not seeing this USR folder is that just the root folder?  The file path it is looking for the .ini file in does not seem to exist.   I installed the OPK for zerox86 and it is installed.

What am I missing here?

If I go to my root or base folder all I see is

apps
Home
Media

in that order.

Just enter into home folder (the one you see) and look for a .zerox86 folder or create it if missing. Verify a .ini file exists inside this hidden folder.
Title: Re: zerox86 released!
Post by: dongo on October 24, 2015, 03:26:29 am
I am not seeing this USR folder is that just the root folder?  The file path it is looking for the .ini file in does not seem to exist.   I installed the OPK for zerox86 and it is installed.

What am I missing here?

If I go to my root or base folder all I see is

apps
Home
Media

in that order.

Just enter into home folder (the one you see) and look for a .zerox86 folder or create it if missing. Verify a .ini file exists inside this hidden folder.

ok so that is working now.  I had typod it.  I got this emulator to load properly now. 

However how do I load games?

If I hit the B button I get the file list and I have unzipped the file for commander keen.  it displays in the list. 

if I hit start it reads

c:>"ckeen1"\

I hit start and then it reads

c:."ckeen1"\
invalid path "ckeen1"\

So how do I get the game to load?

I know I have to point it to the directory but how?  I did not grow up on dos, only used it fleetingly as a 3 to 7 year old kid.   

how can I make it point to the folder and run the game?
Title: Re: zerox86 released!
Post by: dongo on October 25, 2015, 08:13:54 am
bump

I have a folder ckeen 1 in my apps folder of the directories. 

See the error above. 

How do I get a game to run?

or can someone point me to a forum where I can find that information?
Title: Re: zerox86 released!
Post by: George on October 25, 2015, 07:10:43 pm
Dongo to get into a folder just type "cd ckeen1" for example, to get out "cd.." to run a game inside the folder AFTER you get in the folder just type the name of the exe file "keen4e". The game sometimes is either game.exe or game.com or game.bat. You just type the name and ENTER.
Title: Re: zerox86 released!
Post by: George on October 25, 2015, 07:26:41 pm

In zerox86 you see the available folders with A and choose with START.
In example press A to see the folder "games" and press START to go into the folder. Press A again to choose a folder:

ckeen1
ckeen2
ckeen4

Choose with UP or DOWN and START to open the folder "ckeen4"
Then again A to see the executable files:

help.exe
install.exe
keen4e.exe

Apparently keen4e is the game so choose and press START.
Title: Re: zerox86 released!
Post by: dongo on October 29, 2015, 12:39:03 pm

In zerox86 you see the available folders with A and choose with START.
In example press A to see the folder "games" and press START to go into the folder. Press A again to choose a folder:

ckeen1
ckeen2
ckeen4

Choose with UP or DOWN and START to open the folder "ckeen4"
Then again A to see the executable files:

help.exe
install.exe
keen4e.exe

Apparently keen4e is the game so choose and press START.


So

I have hit A

I see then in the list zerox dos or ckeen 1

I tried selecting both and this is whay happened.

I hit A
highlight Zerox Dos and press start
The commmand line then reads C:>"zerox dos"\
I hit start
then I get invalid path "zerox dos"\

then

C:\>

So I hit A
I see now C:\>"zerox dos"\
I hit start again
I have more options
I select \ckeen 1 and hit start
I hit A again
now I have the exact same options as before

And if I hit start I get the invalid path message from above.

Am I maybe not saving the files correctly?  They need to be unzipped and just in a folder on my SD card or internal storage correct?  I dont seem to be getting the other files you are mentioning.  I am not seeing anything to run it or keen4e.exe nothing like those options you mentioned at all. 

It does not seem to be opening the folders in the directory. 
Title: Re: zerox86 released!
Post by: dongo on October 29, 2015, 12:41:03 pm
Dongo to get into a folder just type "cd ckeen1" for example, to get out "cd.." to run a game inside the folder AFTER you get in the folder just type the name of the exe file "keen4e". The game sometimes is either game.exe or game.com or game.bat. You just type the name and ENTER.

If I do

cd ckeen 1 get the same invalid path error.