Homebrew [Release] Vice3DS (C64 Emulator)

urherenow

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About the keyboard... both the shift and Commodore key stay pressed when you press them (as it probably should be). But not the Run/Stop key. Either it needs the same treatment, or you need to enable simultaneous key presses. Run/Stop+Restore is a thing that's needed in a lot of situations, and not simply resetting the machine in the Vice menu.

Now, on the Latest Luma3ds commit, and on the latest firmware, the .cia now works. Yay! However, in Gateway mode (FW 11.2 emunand), the .cia gets as far as the bottom screen loading, and then the system freezes (black top screen). Also the .3ds still does not show an icon in the rom selection menu, and it will not mount. FBI works as it should as a .3ds (and shows an icon).

EDIT: and the pic posted with the orange bottom screen? Yea... I just reproduced it. hblauncher_loader uses *hax to launch the homebrew launcher, from 11.2 in Gateway mode. Because Gateway never kept up with the times... :gun::hateit::whip:

Sadly, I don't think the .3ds version will ever be a viable option on hardware: Citrus-only. (and let's face it... why would anybody use that, when they can simply use the real vice emulator for PC?)
 
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spinal_cord

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Suggestion for the keyboard - Do it the way phones do, use double-tap to hold shift,C=,run/stop etc. OR hold+drag. If the shift key is held and the stylus is dragged to a different key, once the stylus is released send the released key shifted...

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hmmmm, the latest version just doesn't work well at all.
I have the screen overlapping the top and bottom screen and the menu barely works.
 

urherenow

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hmmmm, the latest version just doesn't work well at all.
I have the screen overlapping the top and bottom screen and the menu barely works.
The menu barely working is some kind of extreme lag. It is actually working, but sometimes the screen doesn't update. hit your buttons slowly, and it seems fine most of the time.

You're the second person (I think) I've seen mentioning screen overlap, but I don't have that issue. What model are you using? I'm on a N3DSXL.
 
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Badda

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so it's fair to think that it isn't scaling down to the N3DS's smaller screen size. I bet the keyboard and graphic size/position are hard-coded

Both 3DSXL and 3DS have the same resolution, only different screen sizes, so that does not make a difference.

@spinal_cord : v0.4 works for you, right? I actually did not change a lot from 0.4 to 0.9, so I wonder what it could be. I did change some of the compiler options. Here is a .3dsx v0.9 compiled with the old compile options. Could you please check if this works on your machine?
http://badda.de/dl/vice3ds.3dsx

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Any chance cartridge images can be loaded? Or am I doing something wrong?
I tried a couple of cartridges and all but one worked. The working ones that I tried, you can download here http://badda.de/dl
For one cartridge I tested (Action Replay 4.2), I get a "Cannot load cartridge image" error. However, I'm getting the same error for this cartridge when trying to load it with WinVICE. Means, the cartridge support is as good as VICE has implemented it :-)

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Badda that’s great news :)

Just tried 0.9 3dsx on mine and it still crashes the same...
I can only think that perhaps something needs full system access and it won’t do it???
Thank you very much though Badda, it looks a great emu :)

Sorry to hear this. I'm kind of limited in my abilities to test on hardware - only have one N3DS with b9s/luma9.1. I guess I need a way how to enable others to test and send me the results. Maybe some kind of debug version would be helpful that spits out a trace log which would help me find and fix the issues?
Need to think about that ...

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About the keyboard... both the shift and Commodore key stay pressed when you press them (as it probably should be). But not the Run/Stop key. Either it needs the same treatment, or you need to enable simultaneous key presses. Run/Stop+Restore is a thing that's needed in a lot of situations, and not simply resetting the machine in the Vice menu.

Thanks for the feedback! I'll add that to the ToDo list: Need a way to hit run stop/restore

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The menu barely working is some kind of extreme lag. It is actually working, but sometimes the screen doesn't update. hit your buttons slowly, and it seems fine most of the time.

You're the second person (I think) I've seen mentioning screen overlap, but I don't have that issue. What model are you using? I'm on a N3DSXL.

It's not lag, but somehow the menu is not updating correctly sometimes. It's already on the list of known bugs. Sadly, this issue occurrs only on hardware and not in Citra, so debugging is a pain. I'll check into this though ....
 
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P34ch

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Thank you Badda, you’re very kind to even bother with us “homebrew’ers”, if there’s an easy way to do an error log please let me know how I can help.
It’s typical of human nature that the more you can’t have something the more you want it, I’m even contemplating full cfw now lol.
 

urherenow

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Thank you very much Badda.
I’m really looking forward to it (c64 is my all-time favourite computer), I hope you can get to the bottom of the issue. Someone must know why it won’t work (with both cia or Steelminer , which is homebrew only and will only boot .3dsx)?, hopefully perhaps someone who coded other emulators/utils has some experience of this.
I think I’ve already said that the reason is *hax. I highly doubt @Badda is going to be able to do anything about that. If you’re not using b9s+Luma (or with fastboot3ds), then you need to if you want to use this. Even then, you might also need to install hblauncher_loader to your home screen unless steelhax can detect b9s and launch the Homebrew launcher without the use of *hax (I honestly don’t know, but hblauncher_loader certainly does, so I can’t rule it out. My systems have been hacked long before this method was a thing).

I can guarantee that you’ll never be able to install and use the .cia version without b9s/fastboot and a CFW.
 

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@spinal_cord : v0.4 works for you, right? I actually did not change a lot from 0.4 to 0.9, so I wonder what it could be. I did change some of the compiler options. Here is a .3dsx v0.9 compiled with the old compile options. Could you please check if this works on your machine?
http://badda.de/dl/vice3ds.3dsx

That version works, it feels a little fast though. I can't claim to be a fan of the keyboard gfx, but it's not my software so I can live with it :-P
 

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Thank you urherenow, I had guessed this was the case myself. I’m considering installing cfw now as I’d like to try Retroarch, and that also crashes on bootup. Tbh I’d been a bit wary as I didn’t want to brick the console as it’s a snes one and I doubt I’d get another, but it looks like it’s pretty limited without cfw installed.
 
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spinal_cord

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What would you improve wrt the keyboard gfx?

Perhaps just not resize the glyphs.I can see resizing the keys being useful, but I think the letters should be nice and sharp.

c64_keyboard_temp.png


I'm not 100% sure that showing all F keys and cursors looks right, but someone did suggest it so I gave it a try.
 

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Perhaps just not resize the glyphs.I can see resizing the keys being useful, but I think the letters should be nice and sharp.

c64_keyboard_temp.png


I'm not 100% sure that showing all F keys and cursors looks right, but someone did suggest it so I gave it a try.

Ok, interesting suggestion. Following my thoughts:
I understood from some people that the original keys (15x15px) were too small. 16x16 is very close - the current keyboard offers 18x18.
I support your statemen that the letters should be sharp, not blurred (that's why in the current keyboard, the characters are scaled factor 2 - not 1.5 or anything between). This is also the reason why they look too big. Maybe going back to factor 1 is one way to make the keyboard look better.
The cursor keys look like a good idea - but wouldn't this spoil the "original" feeling? The C-Stick is per default mapped to the cursor keys, so you can move the cursor around with the C-stick.
The F-Keys are actually a pretty good idea.
I'm not happy with the keyboard either the way it currently looks, but not sure how to make it better without loosing the bigger keys.
 

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It's very important that the keys can be used comfortably by fingers. Size matters! Remember that the second screen which also happens to be a touch screen makes the DS family the #1 choice for "Commodore on the go", with no competition in sight really. A status screen WITH keyboard active while the emulator runs!

Following these general principles, the function keys definitely need to go to the top, making room for a larger general keyboard. The last time I used the F keys was for Bruce Lee. And that game can't even be started without those keys!

The directional keys are great the way spinal_cord put it up. Just like on a modern keyboard.

Here Commodore's original attempt to create a mobile C64 with keyboard! Screen size about the same.

sx64.jpg
 
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