Who would be so kind to test my 6 games on *real hardware*?

Talk about programming of homebrew games only.
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Fabrizio Caruso
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Who would be so kind to test my 6 games on *real hardware*?

Post by Fabrizio Caruso » Mon Jan 16, 2023 12:10 am

Would someone here please be so kind to test my 6 home-brew games on real hardware?

The (beta) binaries are here:
https://github.com/Fabrizio-Caruso/CROS ... eativision

The 16k cartridge files work fine on both Mame/Mess and FunnyMu.

On the other hand the 8k and 18k files only work under Mame.

Could an expert dev help me figure out why the 8k and 18k files are not working under FunnyMy (and maybe not working on real hardware)?

The games are built with my *universal* development framework for vintage systems (https://github.com/Fabrizio-Caruso/CROSS-LIB), which uses CC65, which has rather complex linker configuration files.
In my cases I use:
18k: https://github.com/Fabrizio-Caruso/CROS ... on-18k.cfg
8k: https://github.com/Fabrizio-Caruso/CROS ... ion-8k.cfg
16k: https://github.com/Fabrizio-Caruso/CROS ... on-16k.cfg
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cheshirenoir
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by cheshirenoir » Mon Jan 16, 2023 1:05 am

I'll stick these in my real hardware over the next few days and see how they go.
Again, thanks for putting these out here for the community.

John
Fabrizio Caruso
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by Fabrizio Caruso » Mon Jan 16, 2023 8:24 am

THANKS a lot cheshirenoir!

Would you be so kind to take some pictures and share them with me?
My goal is to understand which ones work and if not how they fail.
In particular Bombenr (8k version) and Shoot (18k) may not work because they don't even load in FunnyMu.

All games except Shoot have very few (currently ugly and experimental) sound effects. Would you please let me know if you hear something?
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Scouter3d
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by Scouter3d » Mon Jan 16, 2023 9:03 am

Hi,

i will give the Creativision-versions a spin on the MegaSDCart...

Cheers, TOM:0)
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@username@
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by @username@ » Mon Jan 16, 2023 11:16 am

Hi Fabrizio,

Both 8K and 18K roms are fine - not sure why FunnyMu doesn't load them - unless it's a mirror thing.

The only minor thing I see is the VDP interrupt being on the stack at 0x1FB - very brave :D

Cheers.
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@username@
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by @username@ » Mon Jan 16, 2023 11:16 am

FunnyMu 0.43 and Wii Unofficial load to the wrong addresses for 18K ROMs.

Use FunnyMu 0.49 and you should be fine.

On Salora Manager, the xBomber ROM has corrupt graphics.

I've seen this before when writing to VDP too quickly.
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by Fabrizio Caruso » Mon Jan 16, 2023 5:51 pm

@username@ the problem comes from CreatiVe when I use it with a folder different from its default ROM. I am able to load all the games as long as I load them directly with FunnyMu (or Mame).
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MADrigal
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by MADrigal » Tue Jan 17, 2023 7:32 am

@username@ wrote:
Mon Jan 16, 2023 11:16 am
Hi Fabrizio,

Both 8K and 18K roms are fine - not sure why FunnyMu doesn't load them - unless it's a mirror thing.

The only minor thing I see is the VDP interrupt being on the stack at 0x1FB - very brave :D

Cheers.
They all loaded perfectly to me on Funnymu 0.49. The problem occurs with the CreatiVE-UI launcher, when the ROMs are stored outside of the Funnymu/Roms path - and the path lenght exceeds 255 characters (eg: D:\development\blablablablabla\rom\file.bin) and/or with spaces in the name.
Loading with all files in a single folder (CreatiVE-UI, Funnymu and ROMs in the /roms subfolder), no problems at all.
CreatiVe-UI is an old program (2007) and I have no chance to fix the path/naming issue atm.
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Re: Who would be so kind to test my 6 games on *real hardware*?

Post by Fabrizio Caruso » Thu Jan 19, 2023 9:19 pm

@username@ Thanks
Did you try Bomber on a real Salora Manager?
Did you also try it on a real Creativision?

How different is the Salora Manager from a Creativision?

My code for displaying graphics is very rudimentary. I am using text mode 1:
https://github.com/Fabrizio-Caruso/CROS ... hics.h#L28

I only write 2 bytes in VDP_CONTROL and 1 single byte into VDP_DATA
Any dev knows how to do this right?
Do I need to add a NOP instruction? Where?
Or do I have to rather poll a register to see when VDP_DATA is ready to receive data?


Could you share a video or photo of the issue?
Could you please send it to me at Fabrizio underscore Caruso at homail dot com ?
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