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Thread: Frodo C64 emulator ported to Wii

                  
   
  1. #41

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    I've released version 6 today. Can be downloaded from http://frodo-wii.googlecode.com as always.

    It has two user-visible features:

    - A virtual keyboard that can be used to do the key bindings and type stuff
    - When loading files from d64 disks, zero-sized files are skipped. This allows some more games to load with LOAD "*",8,1. You would have got "File not found error" for these cases before.

    There are also some small bug fixes and quite a bit of internal restructuring, but you have to look at the sources to see that :-)

  2. #42
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    Great stuff!
    Got three days off after shift, nicely coinciding with weekend....think I'll give this a little whirl.....
    Good work..

  3. #43
    DCEmu Rookie Sir_Voe's Avatar
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    Nice update. The virtual keyboard is really handy. Some trainers don't seem to recognise it's keypresses, but the actual game menus do. Do you see the virtual keyboard eventually being used via Wiimote pointing? It would be really nice to be able to hold down a button in game and bring up a transparent OSK that you could point and click on.
    Last edited by Sir_Voe; January 24th, 2009 at 19:59.

  4. #44

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    A transparent pointing keyboard that works while games are running would be useful, but unfortunately probably a bit tricky to implement. The current menu system and keyboard is completely contained "outside" of the regular frodo and is therefore very simple.

    So I don't know, the current keyboard works fine for me and until I need something better I'm unlikely to do something about the situation :-)

  5. #45
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    Hi Simon

    Awesome new features. Now a LOT more of my games start with LOAD"*",8,1. And for those that don't the keyboard makes it a lot easier...

    Thank you very much.

  6. #46
    DCEmu Rookie Sir_Voe's Avatar
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    Quote Originally Posted by SimonKagstrom View Post
    So I don't know, the current keyboard works fine for me and until I need something better I'm unlikely to do something about the situation :-)
    Works fine for me too. I just noticed the pulled release with experimental usb keyboard support featured a functionless IR reactive cursor, and that put the possibility in my mind. Thanks for replying.

  7. #47
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    Works well,..nice touch.........

  8. #48
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    Very nice work, i am playing almost every favourite game i had on the c64. This is what i waited for, and it was worth the wait.

    This in reply to version 5, going to check out version 6 right away.

    Thanx for such a nice emulator

  9. #49

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    @Sir Voe: the pointer was there by default and not something I've added. Anyway, anyone is free to implement that :-)

  10. #50
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    Hi Simon,

    Thanks for the hard work you have put in on the emulator.

    I have a noob question though.

    My classic controller doesnt work whatever I do.

    I swap ports and plug it in prior to booting and nothing happens.

    What is supposed to happen in the left hand corner where it says gamecube initialisation exit?

    Do you have to compile your own version for the classic controller to work?

    Again sorry about the stupid question.

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