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GCW Zero => Emulation => Topic started by: Gab1975 on July 26, 2014, 09:40:22 am

Title: O2EM - Odyssey2 emulator (WIP)
Post by: Gab1975 on July 26, 2014, 09:40:22 am
Some time ago I made the PNGs for a hypothetical Odyssey 2 emulator... if anyone is interesting in the porting, maybe they will be useful! :) ... work in progress ...

http://sourceforge.net/projects/o2em/

http://o2em2.sourceforge.net/

latest "beta" release: o2emBETA201411012125.opk (https://drive.google.com/file/d/0BwYi4RGX-HSaYjlRMkh3UU5HcFU/view?usp=sharing) (by David Knight)

On first run the emulator creates the .o2em directory in $HOME.
Place uncompressed bios files in the bios sub-folder and uncompressed voice files in the voice sub-folder.

know issues:
- the reset button (in the virtual keyboard) causes the emulator freeze;
- the default volume is a bit too loud;
- the voice module isn't emulated.
Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on July 27, 2014, 03:24:24 pm
i'd love to see O2EM for the gcw.  theres been port discussion on it in the past, sounds highly unlikely it'll ever happen
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on July 27, 2014, 04:46:47 pm
i'd love to see O2EM for the gcw.  theres been port discussion on it in the past, sounds highly unlikely it'll ever happen

There is a proverb which says, "Hope is the last to die"... so one never knows! ;)
Maybe in the near future a benevolent coder will make the porting! :)
Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on July 27, 2014, 05:33:29 pm
I guess stranger things have happened  :D
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 08, 2014, 09:12:45 am
I renew this topic... maybe anyone is interested in the porting! ( hope springs eternal ! :P )
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 08, 2014, 09:54:30 pm
Well it compiles fine with a modified makefile, I don't know much about this console. Does it need a bios? Any demo files I can download to test?
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 09, 2014, 06:46:41 am
Well it compiles fine with a modified makefile, I don't know much about this console. Does it need a bios? Any demo files I can download to test?

Thanks for your interest ! :)

- Yes, Odyssey2 emulator requires the bios file, O2ROM.BIN (or G7400.BIN, C52.BIN, or JOPAC.BIN);
- for the second question you have a pm! ;)
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 09, 2014, 09:09:04 pm
This reminds me of the BBC microcomputer

It uses Allegro which I'm not familiar with but now learning ;)

Graphics, corrupted but working with a little fiddling - needs more work though.
Sound working without changing code
Controls configured and working spoke too soon  :(
Frontend needed - It comes with one but I haven't tried it yet.

Overall seems promising, just played volleyball on it.



Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 09, 2014, 09:54:41 pm
It's a pleasure to read that "the works are progressing" ! :)

Obviously, if you want, you can use the PNGs in the OP for the frontend and, if you need some new specific "drawing", just feel free to ask... I will be happy to give you a little help! :)
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 10, 2014, 12:51:43 am
Thanks, still working on the graphics, it's now drawing to screen correctly, I'll start on the frontend tomorrow.
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 10, 2014, 11:33:26 pm
Frontend coming on nicely, all going well should be good for an initial release over the weekend. Stay tuned ;)

HELP NEEDED:
Which keys do we need to remap? Direction keys obviously, I think 1 and 2, any more?

TESTED ROMS - (with frontend)
All tested load fine, I have not played on the original console so cannot compare. I have not tested gameplay for all as I need to further remap the keys to do this.

alien invaders plus
alpine skiing
amok!
atlantis
attack of the time lord
baseball
clockout & breakdown
bowling & basketball
casino slot machine
catch the ball & noughts and crosses
clay pigeon
computer golf
conquest of the world
cosmic conflict
frogger
volleyball


Will continue testing but so far no roms failed to load.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 11, 2014, 06:32:34 am
HELP NEEDED:
Which keys do we need to remap? Direction keys obviously, I think 1 and 2, any more?

The keys remapping could make "some trouble"... this console is equipped with a keyboard (see the foto), the best thing would be to have a virtual keyboard... in any case (like you wrote), in addition to the direction and action keys, it should be important to remap the number keys (at least 1 and 2): these keys are used to select a game and/or skill level.

Maybe it can be useful... in the Windows O2EM the "joysticks" default keymap is the follow:
joystick 1: direction keys W (up) S (down) A (left) D (right) - spacebar (action)
joystick 2: direction keys "cursor keys" - L (action)

(http://www.museumofplay.org/online-collections/images/Z006/Z00684/Z0068443.jpg)

Here a video review: https://www.youtube.com/watch?v=yXsDlDFO-SE
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 11, 2014, 07:28:47 am
Sound working without changing code

Did you try also "The VOICE module" playback (speech synthesis and enhanced sound effects) ?

PS: An example of game which uses this extra module it's K.C.'s Krazy...
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 12, 2014, 06:23:48 pm
Yes the voice modules work fine, pretty impressive for ~1980!
Ideally this needs a virtual keyboard, for now I'll configure joysticks as it'll take me a while to figure out how to do this.
Almost there ;)
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 12, 2014, 10:00:48 pm
Yes the voice modules work fine, pretty impressive for ~1980!
Ideally this needs a virtual keyboard, for now I'll configure joysticks as it'll take me a while to figure out how to do this.
Almost there ;)

If I'm not mistaken the Odyssey 2 vertical resolution should be 200 pixels, so 40 pixels are unused (240px LCD)... they could be used for a virtual keyboard... I made a fitted keyboard layout, in case you will try to implement it! :)

 
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 12, 2014, 10:25:05 pm
This is a beta version of O2em, an Odyssey 2/VideoPac emulator. The finished version will include a virtual keyboard. I have no experience of the original console. Please feel free to report issues here. There is a slowdown issue on some games I have noticed.

You will need the bios files, rom files and (optionally) voice files.

On first run it will create the .o2em directory in $HOME.
Place uncompressed bios files in the bios folder and uncompressed voice files in the voice folder.

Use the rom selector to find and run your roms. Obviously roms requiring the keyboard will not currently work!

For some reason some games require you to use the player 2 joystick even if you are player 1 (eg Frogger, Amok!). I like the idea of having 2 player games on the gcw but of course the player 2 keys are not nice to use. Any suggestions?

Controls:

Player 1
D-pad: movement
L-shoulderpad: fire

Player 2
X,A,Y,B: movement
R-shoulderpad: fire

SELECT: quit to rom selector
START: "Enter"
L-shoulderpad: "1"
R-shoulderpad: "2"

opk with sourcecode:

https://drive.google.com/file/d/0BwYi4RGX-HSaYk9NSTBkRVJLeHM/view?usp=sharing
newer version available
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 12, 2014, 11:15:17 pm

For some reason some games require you to use the player 2 joystick even if you are player 1 (eg Frogger, Amok!). I like the idea of having 2 player games on the gcw but of course the player 2 keys are not nice to use. Any suggestions?

A possible solution could be a settings menu with an option to invert P1 and P2 commands (obviously this menu could have also other options, like " virtual keyboard on/off").
IMHO a good choice it would be to use "select" to access to the menu and select+start to quit to roms selector.

here an example picture:
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 12, 2014, 11:20:51 pm
Another option would be to detect the problem games and flip controls automagically.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 12, 2014, 11:30:15 pm
This is a beta version of O2em, an Odyssey 2/VideoPac emulator. The finished version will include a virtual keyboard. I have no experience of the original console. Please feel free to report issues here. There is a slowdown issue on some games I have noticed.

Honestly, I have no experience of the original console too, however, probably, I found two "issues":
1) the colors seem altered compared with the original hardware;
2) sometimes the sound is a bit crackly (in any case the voice synthesis works fine).

PS: Thanks for your work! :)
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 12, 2014, 11:38:08 pm
Another option would be to detect the problem games and flip controls automagically.

I noticed that the "problem" is also in the Windows version... in this case, there is an option to assign the default left/right keys to the Stick 1 and the Stick 2.

EDIT
Quote
-s1=mode/keys Define stick 1 mode/keys
-s2=mode/keys Define stick 2 mode/keys

These options define how the console joysticks are emulated.
You can use a joystick connected to your computer or use
the keyboard. You can specify a mode number (compatible with
previous versions of O2EM) to disable the joystick emulation,
to select an actual joystick or to set a default keyboard
emulation mode :
0=Disable,
1=Default Right keys (arrows keys and right shift)
2=Default Left keys (W,S,A,D,SPACE)
3=Joystick
Example: o2em <game> -s1=1 -s2=3
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 13, 2014, 12:41:36 am
1) the colors seem altered compared with the original hardware;

This seems to be due to me using 16bit graphics mode instead of the intended 8bit mode as 8bit is not supported by gcw, the colours are shifted towards the blue end of the spectrum.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 13, 2014, 06:37:21 am
This seems to be due to me using 16bit graphics mode instead of the intended 8bit mode as 8bit is not supported by gcw, the colours are shifted towards the blue end of the spectrum.

Indeed when you launch the emulator (Windows version) the OS displays a message which "says": new color profile set ...
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 13, 2014, 07:22:47 am
The Odyssey 2 graphic interface should use a 16 colors palette (8 colors of two intensity)... I found the "hex-codes" of these colors, maybe they can be useful:

Character/Sprite Colors:
- Dark Grey (#5a6b6b)
- Red (#ff4252)
- Light Green (#39f77b)
- Orange (#dead5a)
- Light Blue (#6ba5ff)
- Violet (#ff9cff)
- Lighter Blue (#31ffff)
- White (#ffffff)

DARK BACK/GRID COLORS:
- Black (#000000)
- Dark Blue (#0839d6)
- Dark Green (#009c18)
- Blue (#00bdde)
- Dark Red (#c60008)
- Dark Violet (#ce10b5)
- Dark Orange (#9c8410)
- Light Grey (#e7dee7)

LIGHT BACK/GRID COLORS:
- Dark Grey (#5a6b6b)
- Light Blue (#6ba5ff)
- Light Green (#39f77b)
- Lighter Blue (#31ffff)
- Red (#ff4252)
- Violet (#ff9cff)
- Orange (#dead5a)
- White (#ffffff)

(http://www.ozyr.com/o2colors.png)
Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on October 13, 2014, 10:45:04 am
this is coming along nicely thanks!  all my fav games worked - the kc's, killer bees, pick axe pete, turtles :) hopefully the color issue can get resolved
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 15, 2014, 07:15:54 am
Is it possible to add a splashscreen (like one below) before to enter in the Gmenu2X file browser? ... obviously it's not an important "task", however it can give a little contribute to enhance the release... ;)
Title: Re: Port request/possibility: O2EM
Post by: Nebuleon on October 15, 2014, 09:33:01 am
Is it possible to add a splashscreen (like one below) before to enter in the Gmenu2X file browser? ... obviously it's not an important "task", however it can give a little contribute to enhance the release... ;)
I'd rather not have a splash screen that happens-before the selector, thank you very much. It's a waste of time, and splash screens are meant to show something during the loading time of an application. (see Visual Studio, Eclipse, Photoshop, older versions of Acrobat, etc.)

The gmenu2x file browser is still in gmenu2x, transferring control from itself to itself, so it'd be showing a splash screen for... loading the file list, lasting under 50 milliseconds?
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 15, 2014, 09:54:01 am
Nebuleon got there first ;)

The behaviour prior to executing the rom is governed by Gmenu2x, not o2em.

My main concern is currently getting the colour palette right, 8bit colours are hard-coded so I'm have a hard time getting it to display correctly in 16bit.

There is a gp2x version of o2em with virtual keyboard, the author doesn't appear to have had the same issues with colour so it would be worth investigating the source code. There's also a wii port. Unfortunately none of the code appears to be available any more...

...however there is a fork of o2em called o2em2 which uses SDL instead of allegro which would solve the colour issues (SDL supports emulated 8bit in 32bit mode) so this looks promising.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 15, 2014, 10:20:30 am
There is a gp2x version of o2em with virtual keyboard, the author doesn't appear to have had the same issues with colour so it would be worth investigating the source code. There's also a wii port. Unfortunately none of the code appears to be available any more...

For the o2em_gp2x the sourcecode is inside the zip file...
http://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,71,1840
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 15, 2014, 10:38:23 am
Doh! How did I miss it? Anyway the vdc.c file is unaltered, the gp2x runs o2em in 8bit mode so no good to us. However the virtual keyboard emulation code is there.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 15, 2014, 04:30:48 pm
Doh! How did I miss it? Anyway the vdc.c file is unaltered, the gp2x runs o2em in 8bit mode so no good to us. However the virtual keyboard emulation code is there.

Did you try to use the 32 bit graphic mode instead of the 16 bit mode ? Maybe it can't solve the "issue", but it's interesting to see if something changes in the colors visualization !
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 15, 2014, 09:52:32 pm
Of course, that was my first thought. Unfortunately though colour representation was much worse, also pixel positioning seemed to be off as well.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 15, 2014, 10:29:16 pm
Unfortunately, as far as I know, the frame buffer driver doesn't support the 8 bit mode in no way... maybe some expert dingoonity user will be able to give an help to solve this "task" !
Title: Re: Port request/possibility: O2EM
Post by: Nebuleon on October 16, 2014, 03:40:35 am
Unfortunately, as far as I know, the frame buffer driver doesn't support the 8 bit mode in no way... maybe some expert dingoonity user will be able to give an help to solve this "task" !
or let David Knight investigate o2em2 as in #26 (http://boards.dingoonity.org/gcw-games-and-homebrew/port-requestpossibility-o2em/msg115031/#msg115031)
Title: Re: Port request/possibility: O2EM
Post by: pcercuei on October 16, 2014, 05:55:28 am
Or just convert to 16/32bpp yourself.
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 16, 2014, 10:10:58 pm
O2em2 is already compiled for gcw, I just haven't had a chance to test it yet.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 17, 2014, 06:16:03 am
O2em2 is already compiled for gcw, I just haven't had a chance to test it yet.

... so, in theory (fingers crossed ! ;) ), the colors' wrong assignment should be solved !
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 19, 2014, 08:14:10 pm
I've had little time to dedicate to this recently, and not much time this week either :(

Colours are fixed, virtual keyboard is next to be implemented, expect a release later this week.

In case anyone's interested I've scrapped o2em in favour of o2em2. It's code is easier to understand, it uses SDL
(and allegro), bugs have been fixed and it is more likely to receive updates in future.
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 24, 2014, 11:37:30 pm
A little update on this fun project.

Colours are displaying correctly, graphical tearing is resolved and gameplay feels less jerky. However quite a bit of code hasn't been converted yet from allegro to sdl so I've spent the past few days porting functions.

I have still to reimplement voices and I have partially finished the virtual keyboard. I have completed the joystick selector so you can use the D pad and A normally, left shoulderpad switches between player 1 and 2.

Once I have completed the virtual keyboard I would appreciate any testers who are familiar with the original console giving feedback.

Btw I did play on this machine once as a child, I played turtles on it. I'd forgotten until I saw the graphics!
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 25, 2014, 06:41:18 am
I'm glad to see that you make progress... so an official release should be out quite soon! ;)
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 28, 2014, 11:40:49 pm
Update:
Port to SDL going nicely now I've fixed a couple of memory leaks.

Colours - Fixed
Switch joystick and early state virtual keyboard are implemented

Controls now:
D-pad: movement
A: Fire/select character on virtual keyboard
Switch player - Left Shoulderpad
(hacky) Virtual Keyboard - Right Shoulderpad

Hold down right shoulderpad whilst using virtual keyboard, select the character with the "A" key and release right shoulderpad to go back.

e = enter
d = clear text (delete)

A few of the keys from the console are currently missing ("=", "YES", "NO", "RESET", "?"). I don't know how important they are as I haven't seen a need for them yet.

I still need to improve the keyboard but would appreciate anyone's feedback as to how best to do this.

I also would like to have a go at finishing porting voices although as this was an add-on and not part of the official console this only enhances a few roms. Currently voices are disabled.

btw, for those unfamiliar with the system (like me!), at the "SELECT GAME" screen you usually need to press "0" or "1" which you can now do with the virtual keyboard!

Latest beta (source code included):
https://drive.google.com/file/d/0BwYi4RGX-HSaOTVYS1VvSk92VU0/view?usp=sharing
New version out!

As before, a bios is required to run placed in the ~/.o2em/bios directory.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 29, 2014, 07:42:37 am
Thanks for the new update! :)
I tried few games and they seem to run properly (full speed and without graphic glitches).
I noticed that in this new release the "voice module emulation" is not implemented... I think that you will add it in the next release...
for the "special keys" ("=", "YES", "NO", "RESET", "?") I don't know if and how they are important, in any case it would be good to add them (just to be sure).


PS: attached the "manual" txt file (with controls instructions updated)
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 29, 2014, 07:54:59 am
I also would like to have a go at finishing porting voices although as this was an add-on and not part of the official console this only enhances a few roms. Currently voices are disabled.

(voice module emulation): sorry, I was "distracted" and I didn't read this explanation! :P
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 29, 2014, 09:55:53 am
You used "FreeSans" font for the virtual keyboard layout... maybe a  "8 bit style" font can look better... for example I found this (Grixel Acme 5 CompCapsO): http://www.dafont.com/grixel-acme-5-compc.font (Creative Commons Attribution-NoDerivs 2.5 License).

PS: did you try to see how the virtual keyboard appears with a semi-trasparent effect?


Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on October 29, 2014, 09:36:49 pm
this is looking very nice david  :-* cannot wait for the voice enable!  and a big thanks for the efforts, thanks for pulling o2em out of the grave.  you are the man. never actually owned an odyssey but did get to play a friends a long while back.  so i'm only familar with a dozen or so games but theres some classics on there for sure.  as far as i'm concerned theres not much else to be done here
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 29, 2014, 09:49:27 pm
Thanks for the feedback so far, I'm going to beautify the keyboard and work on porting voice over the weekend. I'm away until Saturday so don't expect further updates until next week but I may finally be ready to release o2em by then. I anyone else has any suggestions for improvements feel free to post!
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 29, 2014, 09:53:44 pm
never actually owned an odyssey but did get to play a friends a long while back.  so i'm only familar with a dozen or so games but theres some classics on there for sure.  as far as i'm concerned theres not much else to be done here

Did you remember if in some game the "special keys" ("=", "YES", "NO", "RESET", "?") were used ?
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 29, 2014, 10:01:10 pm
I did find one (I forget the name) which asked a yes/no question. I just pressed y which worked. Of course I can easily map this behaviour to the relevant buttons.
Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on October 29, 2014, 10:13:51 pm
never actually owned an odyssey but did get to play a friends a long while back.  so i'm only familar with a dozen or so games but theres some classics on there for sure.  as far as i'm concerned theres not much else to be done here

Did you remember if in some game the "special keys" ("=", "YES", "NO", "RESET", "?") were used ?
not one bit  :P

on a side note i do like your idea about using 8 bit style/Grixel Acme text for the keyboard.  or is it possible to use the o2em virtual keyboard you posted on the first page?:
(http://i.imgur.com/NU5nU4o.png)
something along those lines
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 30, 2014, 06:27:25 am
on a side note i do like your idea about using 8 bit style/Grixel Acme text for the keyboard.  or is it possible to use the o2em virtual keyboard you posted on the first page?:
(http://i.imgur.com/NU5nU4o.png)
something along those lines

Moreover, if it's needed, I can make a new virtual keyboard layout... it's enough to know the total size and the characters/keys size! :)
Title: Re: Port request/possibility: O2EM
Post by: David Knight on October 30, 2014, 06:40:46 am
I could more easily use a grid layout with a fixed spacer width and two button sizes for single characters and words. If you give me the dimensions I could easily slot this into the code.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 30, 2014, 07:33:43 am
I could more easily use a grid layout with a fixed spacer width and two button sizes for single characters and words. If you give me the dimensions I could easily slot this into the code.

Ok, in the next days I will work in a new virtual keyboard layout with a fixed space characters grid... do you have any preference in relation to the total virtual keyboard size? I'm thinking to use about 320x200px.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on October 30, 2014, 04:12:17 pm
I made a virtual keyboard layout (png)... the total size is 320x168px, 10 columns x 7 rows, with tiles 32x24px...
the first row is "not operative" (title) and the last row has the "space" key (4 tiles width)...
I used freeware fonts; for the title "Chintzy CPU" font  (by Brian Kent), for the characters "FreeSans" font...

Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on October 31, 2014, 12:59:10 am
^ ooo yes this  :D the line pattern surrounding the space bar at the bottom is a nice touch and also the red outlined keys
Title: Re: Port request/possibility: O2EM
Post by: David Knight on November 01, 2014, 06:31:37 pm
Perfect!, I'll get to work...done, looking good. I'll change fonts, and start working on voices...
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on November 01, 2014, 08:05:27 pm
Perfect!, I'll get to work...

Good ! :) I'm curious to see how the new virtual keyboard will look !
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on November 01, 2014, 08:35:09 pm
Perfect!, I'll get to work...done, looking good. I'll change fonts, and start working on voices...

If you prefer/want use a specific font, just feel free to tell to me... I will make the change! :)
Title: Re: Port request/possibility: O2EM
Post by: David Knight on November 01, 2014, 08:42:32 pm
The only issue I can see is the background and fonts aren't the intended colour, it's a sort of pale brown colour, probably something to do with the 8 bit palette, better going with black background and fonts instead?

Regarding the font, I'm happy with whatever as long as it is identifiable - and legal ;)
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on November 01, 2014, 08:49:19 pm
The only issue I can see is the background isn't the intended colour, it's a sort of pale brown colour, probably something to do with the 8 bit palette, better going with black background instead?

If you give me a specific color "hex-code" I can replace it without problems... in any case, now I'm trying with black background...
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on November 01, 2014, 09:07:40 pm
Here the virtual keyboard with the black background/characters...
Title: Re: Port request/possibility: O2EM
Post by: David Knight on November 01, 2014, 09:31:34 pm
This looks better. I've also changed the player font. Take a look :)
https://drive.google.com/file/d/0BwYi4RGX-HSaYjlRMkh3UU5HcFU/view?usp=sharing


If everyone's happy I'll leave it like this, working on voices tomorrow now.
Title: Re: Port request/possibility: O2EM
Post by: Gab1975 on November 01, 2014, 10:04:20 pm
For me it's ok, very good job! I like the new player font ! :)
Just two "little issues":
- the reset button (virtual keyboard) causes the emulator freeze;
- maybe the default audio volume it's a bit too loud.

EDIT
not an important task, but the readmegcw.txt should be updated...
Title: Re: Port request/possibility: O2EM
Post by: Xaijiqq on November 01, 2014, 10:49:56 pm
new keyboard looks good  ;)

also i noticed the default volume to be significantly louder than other emulators
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Xaijiqq on November 09, 2014, 04:57:29 am
hows the voices coming along for this, any new updates?
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Gab1975 on November 09, 2014, 07:28:05 am
hows the voices coming along for this, any new updates?

For now there aren't news, but don't worry... with a little patience a new release will be out! :)
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: David Knight on November 09, 2014, 02:12:22 pm
hows the voices coming along for this, any new updates?

No progress in the last week as I have have been working on DCaSTaway in my spare time. As I am (hopefully) nearing completion of this I would like to try a couple of other projects before returning to O2em as I have hit a snag with the SDL port which I haven't been able to solve yet.
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Xaijiqq on November 10, 2014, 04:04:11 am
thats unfortunate about the issue, so close lol thanks for the status its still fun to play in its current state 
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Ghaleon on November 25, 2014, 06:52:09 pm
Thank you David, for porting the Odyssey 2 emulator to the Zero. I have loved the Odyssey for years.

On my case, the program runs, however, every time I select a rom, the screen goes black for a split second and then goes back to the rom directory.

The problem is probably with the files' location.  I installed the emulator on the /media/data/apps directory.  I have installed all my emulators there with no problems.

On first launch o2em did not create the .o2em directory in $HOME, so I created it.  According to my FTP client, it is at /home

There were already several folders in that directory that started with a dot and then had the names of the emulators I already installed, so it should be the right location.  I renamed that folder to .o2emBETA201411012125 to no avail.

Inside the .o2em folder (which I renamed to .o2emBETA201411012125) I created a folder called bios

Inside the bios folder I placed the bios file, called O2ROM.BIN

I placed the roms inside another folder I also created, at /apps/oddysey roms

I don't think the location of the roms is a problem.  Sure, I had to navigate there on my first launch, but now it goes to that directory automatically.  All my roms are in directories present at the apps directory, like /apps/atari 2600 roms, /apps/fba roms, /apps/mame4all roms, and /apps/neo geo roms.

The bios file and the rom files should work, since they are the same files I have used on O2Em 1.1.1 on my Mac for years.  I actually played K.C. Munchin again on my Mac today to make sure it rums on OS X Yosemite.

Can anybody help me to troubleshoot this?  Since everybody else who is following that thread can run the games, I have the feeling my files have the wrong names or are at the wrong locations.

Peace,

Ghaleon

Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Gab1975 on November 25, 2014, 07:25:57 pm
"Pay attention": the config-dir ($HOME/.o2em) must not be renamed... otherwise the emulator doesn't recognise it...


This release should create the .o2em folder automatically: o2emBETA201411012125.opk (https://drive.google.com/file/d/0BwYi4RGX-HSaYjlRMkh3UU5HcFU/view?usp=sharing)

Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: David Knight on November 26, 2014, 11:09:41 am
On first launch o2em did not create the .o2em directory in $HOME, so I created it.  According to my FTP client, it is at /home

I just tested with the latest firmware and it does create the directories correctly in the home directory when you try to run a rom but not before.

Quote
There were already several folders in that directory that started with a dot and then had the names of the emulators I already installed, so it should be the right location.  I renamed that folder to .o2emBETA201411012125 to no avail.
As Gab1975 says this will definitely not work. The reason the directory structure is created for you is because it is fixed. If you change the directory name or put the bios in another folder it will not find it correctly.

Quote
I don't think the location of the roms is a problem.  Sure, I had to navigate there on my first launch, but now it goes to that directory automatically.  All my roms are in directories present at the apps directory, like /apps/atari 2600 roms, /apps/fba roms, /apps/mame4all roms, and /apps/neo geo roms.
Correct, rom files can be placed anywhere. The only issue is that the rom picker cannot see hidden directories.

Quote
The bios file and the rom files should work, since they are the same files I have used on O2Em 1.1.1 on my Mac for years.  I actually played K.C. Munchin again on my Mac today to make sure it rums on OS X Yosemite.
O2ROM.BIN is the correct name for the bios and should be recognised if placed in the $HOME/.o2em/bios directory.

Just to let you know, the GCW has a useful Log viewer which will usually give an explanation on what is causing the problem. You need to turn on Output logs from GMenu2X (press START for options) then run the emulator. Try to play the rom. If it fails to work, exit and check the settings menu for "Log Viewer".
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Ghaleon on November 26, 2014, 05:14:17 pm
Thank you to everyone who has tried to help me, especially David.

I deleted all the O2EM related files, and installed o2emBETA201411012125.opk again from the link Gab mentioned.  It probably was the same version I installed before.

I ran the emulator and tried to load a game, and it went back to the game menu, as before.  I did not create the .o2em folder, like it was supposed to, so I created new folders and placed the file O2ROM.BIN in the folder /home/o2em/bios (I'm sorry I'm naming the directories the way Mac OS X names them.  I don't want to guess the way you do it and make a mistake).

Games did not run, so I activated the Output logs and tried again.  The Log Viewer says this message:

/mnt/o2emBETA201411012125/o2em: can't load library 'liballeg.so.4.4'

What am I doing wrong?
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Gab1975 on November 26, 2014, 05:28:30 pm
Did you install the latest firmware release on your device? (you can check the firmware installed on your GCW Zero with the "System Info" application, settings section).
Here you can find the firmware(s): http://www.gcw-zero.com/updates

PS: don't forget that the "work-dir" must have the dot as first character: .o2em
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: David Knight on November 26, 2014, 05:49:30 pm
Games did not run, so I activated the Output logs and tried again.  The Log Viewer says this message:

/mnt/o2emBETA201411012125/o2em: can't load library 'liballeg.so.4.4'

What am I doing wrong?

Allegro is included from firmware 2014-05-05. It is likely your firmware is older than this. Update your firmware to at least 2014-05-05 and it should run fine.

It's not creating the directories as the program is crashing due to the missing library.
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: Ghaleon on November 29, 2014, 05:21:37 am
My firmware and operating system were way old.  I upgraded to the latest version and O2EM runs fine now.  Thank you everybody.
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: David Knight on November 29, 2014, 11:21:46 pm
My firmware and operating system were way old.  I upgraded to the latest version and O2EM runs fine now.  Thank you everybody.

Glad to hear it ;D
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: AtariHERO on January 15, 2016, 08:19:48 pm
any news about voice?s support to make this a release ?
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: David Knight on January 16, 2016, 06:41:33 pm
any news about voice?s support to make this a release ?

Yeah, it's time this was released. I'll take a look at it.
Title: Re: Port request/possibility: O2EM
Post by: wackplayer on September 30, 2019, 02:11:29 am
Any news? Lots of LDK Game and RetroGame things out and about. would be a nice present for a friend who owns the Odyssey system, and the box it came in.
Title: Re: O2EM - Odyssey2 emulator (WIP)
Post by: salvacam on March 07, 2021, 05:01:28 pm
Any advance? can I get the source code from a repository?
I have compiled the code from the version o2emBETA201411012125.opk for the Bittboy but it is too slow