Homebrew [Release] Bread Box (C64 Emulator)

ParzivalWolfram

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Emulator is inaccurate and some sound issues have arisen. A good example of inaccuracy is the demo "Mathematica" having SEVERE graphical issues then just dying. An example of sound issues (and speed issues) is the demo "Access Denied" (seizure warning), which has severe sound issues and spedd issues, then dying later on.
 

baktishari

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Emulator is running really well on my New 2Ds XL. Thank you! Is there any way to map one of the buttons to "joystick up" rather than a keyboard command? This would really help with platform games. The function "joy up" is probably assigned to a number, such as the keyboard buttons. Anyone figured that out?
 

spinal_cord

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Emulator is running really well on my New 2Ds XL. Thank you! Is there any way to map one of the buttons to "joystick up" rather than a keyboard command? This would really help with platform games. The function "joy up" is probably assigned to a number, such as the keyboard buttons. Anyone figured that out?

From what I remember, the joystick functions are also in the list when assigning the button functions. Just keep scrolling through the keys, I think they're at the end.
I can't be sure though, it wont run on my n3DS.
 

baktishari

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Thank you and sorry for the late response, didn't have much time to fiddle around with breadbox lately. The joystick functions can't be mapped to the keys, as far as I have seen. I have cycled through the option a couple of times, all it shows are keypresses. So if there's an easy fix, I'd be more than happy! I also looked up how frodo is configured. Within the ini-files, each keypress is assigned to a numerical parameter. If the joystick directions are also handled this way, I could easily edit the file.
But there's no way to monitor what number represents "joy up" and trying it out by restarting breadbox with random numbers set in the ini file is a bit too much. If there's an undocumented option, it would be just perfect.
 
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spinal_cord

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I have a question to anyone who actually has breadbox running on their n3ds... is the version you have the same as any of the downloads in the first post and does mayhem in monsterland load/run in the version you have?
 

arquillos

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I have a question to anyone who actually has breadbox running on their n3ds... is the version you have the same as any of the downloads in the first post and does mayhem in monsterland load/run in the version you have?

I tested with the "cia" version on my 3DSXL.
The game file used is "Mayhem in Monsterland (1993)(Apex)[cr SCS][t +6 SCS].prg" and I get "An exception occurred" :( :( :(
 

spinal_cord

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I tested with the "cia" version on my 3DSXL.
The game file used is "Mayhem in Monsterland (1993)(Apex)[cr SCS][t +6 SCS].prg" and I get "An exception occurred" :( :( :(

I figured as much. Unfortunately I have no idea what went wrong, I had it working at one point, but I think some time before posting it, I broke it again.
That was a whole computer ago, I don't have any of the tools any more and I'm not sure I even have the source code backed up anywhere :-(
 

arquillos

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I don´t know if anybody has talk about this minor UI problem.
The list of the c64 games to load shows two problems:

34zm1yo.jpg
 

spinal_cord

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Mayhem.d64 runs with this version

socoder.net/uploads/124/BreadBox2_27_08_17.zip


hmmmmmm.... must be something wrong with my cfw, it crashes out when I try to load anything :-(

Can anyone who is able to load mayhem in monsterland in the above version (or any version) please provide any information they can about doing so?
 
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spinal_cord

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OK, I have found an older version that works, has d-pad remapping, runs mayhem but.....

It runs slow. I seem to remember that telling the n3DS to run at higher clock rate is something to do with the .cia header information, but does anyone know how I would go about changing that when I no longer have the .3dsx file?
Can I extract the header, edit it, then recompile it back into the .cia?
 

Dexo

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I tested the latest version on my O3DS and i get an error every time i load a game, does anyone knows how to fix this?
 

urherenow

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try the latest retroarch maybe? It uses VICE for a C64 core. I haven't taken the time to try it out yet, but WinVice happens to be my favorite c64/c128 emulator...

Sorry, I know it's not exactly helpful for your question. Just giving an alternative option in case you care to try.
 
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spinal_cord

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try the latest retroarch maybe? It uses VICE for a C64 core. I haven't taken the time to try it out yet, but WinVice happens to be my favorite c64/c128 emulator...

Sorry, I know it's not exactly helpful for your question. Just giving an alternative option in case you care to try.


I'll have to try that myself, does retroarch allow unscaled display?

[edit] Nope, it seems there is no C64 core for 3DS.
 
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