
Using a Mac (OSX)
Sounds great!Sorgelig wrote:Ah, before rolling the update for all cores may be it would be worth to try the script on MiSTer, since scripts are now supported.
It would be good to have ability to do it on MiSTer - this would be a common for all users.
Hi Sorgelig,Sorgelig wrote:Currently, arcade cores process keyboard keys.
Actually it's not necessary, so arcades could use just joystick buttons. In this case keyboard will force switch to joystick emulation.
Probably i will modify arcades to use only joystick events later when i will start to propagate the new framework to them.
Yes, and it will be easier as you can define the keys you like. You can define your keys now as well, but you need to switch the keyboard to joystick emulation with every core start.robbo43 wrote:Hi Sorgelig,Sorgelig wrote:Currently, arcade cores process keyboard keys.
Actually it's not necessary, so arcades could use just joystick buttons. In this case keyboard will force switch to joystick emulation.
Probably i will modify arcades to use only joystick events later when i will start to propagate the new framework to them.
Would we still be able to control the arcade cores in a jamma arcade cabinet installation. The easiest way to do this right now is with an Ultimarc JPAC which translates the joystick/buttons in the cabinet into the keyboard inputs over USB.
Thanks
Rob
Yeah, it works on MiSTer so we're good there.Sorgelig wrote:Ah, before rolling the update for all cores may be it would be worth to try the script on MiSTer, since scripts are now supported.
It would be good to have ability to do it on MiSTer - this would be a common for all users.
if i remember correct, OSD doesn't wrap long strings, so it would be good to adapt the error reporting to short strings for user to understand.hubertbanas wrote:Yeah, it works on MiSTer so we're good there.
robbo43 wrote:Hi Sorgelig,Sorgelig wrote:Currently, arcade cores process keyboard keys.
Actually it's not necessary, so arcades could use just joystick buttons. In this case keyboard will force switch to joystick emulation.
Probably i will modify arcades to use only joystick events later when i will start to propagate the new framework to them.
Would we still be able to control the arcade cores in a jamma arcade cabinet installation. The easiest way to do this right now is with an Ultimarc JPAC which translates the joystick/buttons in the cabinet into the keyboard inputs over USB.
Thanks
Rob
Will do.Sorgelig wrote:if i remember correct, OSD doesn't wrap long strings, so it would be good to adapt the error reporting to short strings for user to understand.hubertbanas wrote:Yeah, it works on MiSTer so we're good there.
You may use several strings for error.
The build_rom.sh is now OSD friendly.Sorgelig wrote: if i remember correct, OSD doesn't wrap long strings, so it would be good to adapt the error reporting to short strings for user to understand.
You may use several strings for error.
Maybe use the updater script?bitfan2011 wrote:would anyone be willing to bundle all the arcade files together so we don't need to d/l all 60 github repos? not the ROMs, just the directories with the rbf, script, etc..
cheers
so it will download this dir and the contents for every arcade core?Hewhoisred wrote:Maybe use the updater script?bitfan2011 wrote:would anyone be willing to bundle all the arcade files together so we don't need to d/l all 60 github repos? not the ROMs, just the directories with the rbf, script, etc..
cheers
http://www.atari-forum.com/viewtopic.php?f=117&t=34898
It will go and download every single core for you from within the OSD.
It will download every arcade core .rbf file into a single _Arcade directory, which the mister will understand.bitfan2011 wrote:so it will download this dir and the contents for every arcade core?Hewhoisred wrote:Maybe use the updater script?bitfan2011 wrote:would anyone be willing to bundle all the arcade files together so we don't need to d/l all 60 github repos? not the ROMs, just the directories with the rbf, script, etc..
cheers
http://www.atari-forum.com/viewtopic.php?f=117&t=34898
It will go and download every single core for you from within the OSD.
https://github.com/MiSTer-devel/Arcade- ... r/releases
grrrr I found a bug ... left over from when adjusting to be OSD compatible. Please replace the following:Sorgelig wrote:hmm..
it seems script doesn't work. It tries to write to / Why?
Code: Select all
check_permissions () {
if [ ! -w . ]; then
exit_with_error "Cannot write to\n$PWD"
fi
}
Code: Select all
check_permissions () {
if [ ! -w ${BASEDIR} ]; then
exit_with_error "Cannot write to\n${BASEDIR}"
fi
}
it works now. But you need to try yourself to double confirm. Put your script and zip file into /media/fat/bootrom and then execute it from OSD.hubertbanas wrote:I will push it once confirmed.
Confirmed working on the following:Sorgelig wrote: ... try yourself to double confirm ...
build_rom.sh: line 21: [: /Users/ghoust/Downloads/neues: binary operator expected
build_rom.sh: line 27: [: /Users/ghoust/Downloads/neues: binary operator expected
build_rom.sh: line 30: /Users/ghoust/Downloads/neues: No such file or directory
I noted two sprites of this game have the 1-pixel-offset bug commented at pacman.c of MAME:Sorgelig wrote:Pengo has been released.
As i've expected, it requires a special support. Not just ROM replacement.
Pengo & Pac Man are almost identical, the only differences being the
extra gfx bank in Pengo, and the need to compensate for an hardware
sprite positioning "bug" in Pac Man.
The two sprites affected are the own Pengo and the sliding block (when a sliding block is show, of course)./* In the Pac Man based games (NOT Pengo) the first two sprites must be offset */
/* one pixel to the left to get a more correct placement */
xoffsethack = 1;
Hmmm ... are you following these steps:SegaMan wrote:Did not work on OSX anymore:build_rom.sh: line 21: [: /Users/ghoust/Downloads/neues: binary operator expected
build_rom.sh: line 27: [: /Users/ghoust/Downloads/neues: binary operator expected
build_rom.sh: line 30: /Users/ghoust/Downloads/neues: No such file or directory
Code: Select all
jack@macbook:/tmp/Arcade-DonkeyKong_MiSTer-master/releases
-->./build_rom.sh
Generating ROM ...
Checksum verification passed
Copy the a.dkong.rom
into root of SD card
along with the rbf file.