more!, more!, more!
Well I've pretty much completed upgrading the core to 2.03 with the exception of the sound core (see pokey.c comment below).
Had to back out of the pokey.c update until I can figure out why Beef Drop does not want to work.. ![]()
I was fooling around and put some quick and dirty code in to support the 5200 analog stick. This does create some other issues (like where to map the numpad keys). The analog stick is only read when in 5200 mode. Centipede plays pretty ok, missile command is near impossible to control (I'm wondering if I can hack in some type of sensitivity setting). The only flaw is that I believe the Xbox analog stick has a dead zone that may interfere just a little.
Put in an option/code to allow swapping of the joystick in port 1 and 2.
Been messing around with the H: driver. Not even sure why I am. Anyways everything seems functional under Dos 2.5 except for the delete file option. All other DOS's seem dysfunctional, but then they do the same thing on the windows/dos release of 2.03.
Pokey_old and Pokey_new code. Currently I'm using the ones that came with A800winplus. I have like three different sound core setups so it's a matter of deciding which one I want. Not sure what to do about the sound cores. I can effectively cut out at least one of the core's. But I'm not sure if there are any differences between any of them with the modifications. Supposedly new_pokey is better (at least at lower frequency rates), but on the xbox we don't really care. 44100 all the way baby!!
Update. Hmmm seems the A800winplus sound cores I put in cause the emulation to lock up after a period of sound playing. I'll probably just back out of that and switch to one of the others. It's possible I foobared something while hacking away at the endless (#ifdef/#endif) combo's though. But I have an idea I wanna try.
Since the black button is not used on the virtual keyboard I went ahead and mapped it to the capslock key.
Changed the palette code again, now using some routines created by Kr0tki.
Reactivated the rewind code. I temporarily disable it while I upgraded the core so I would not have to worry about dealing with it. Rewind is a big memory eater so depending on what skin you are using you might see parts of the interface graphics dissapear. In my case the opening animation I created is a bit of a memory hog, I might have to reduce the number of animation frames on it. The menu graphics come back after exiting a game.

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