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Asnivor wrote:
[You still need to press 'Enter' to start the game. Then the kempston joystick (and any other joystick) works as expected. Edit: And as I'm sure you have found out, this is one of these games that has to be run on 48k spectrum.
Yes, of course... :D (I should read the informations in the games's pages on World of Spectrum better.) But it's weird, with a 128k model, the game still loads and everything... Anyway, thanks again, and sorry to bother you with such silly things. Too much inattention... I must say that I finished a little over ten games and I didn't really encounter any problems, except these glitches in Wonder Boy and Power Drift.
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phoenix1291 wrote:
I must say that I finished a little over ten games and I didn't really encounter any problems, except these glitches in Wonder Boy and Power Drift.
Excellent news :) Yeah, I'm still not sure whats going on with those two games. I can't see anything out of order with the memory paging. I think I'll leave it for a while and come back to it in a while. Thats usually the best way to fix stuff ;)
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Yes, it's not a priority. (And thanks for your update list on github, it's helpfull and clear about what's implemented or what's need to be!)
feos wrote:
Quick question. Does it support TR-DOS?
Didn't know that the XZ Spectrum can support video format. http://www.worldofspectrum.org/infoseekid.cgi?id=0021129 Link to video
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I hadn't paid attention, but the "summary" when rereading a movie file is wrong. It counts on 60fps, whereas it is 50, and therefore the length of the movie is wrong too. But the video dump is in 50. I use this version.
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phoenix1291 wrote:
I hadn't paid attention, but the "summary" when rereading a movie file is wrong. It counts on 60fps, whereas it is 50, and therefore the length of the movie is wrong too. But the video dump is in 50. I use this version.
I'm not sure why that is, but it sounds like it should be an easy fix.
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I was wondering: on average, how much faster is loading an .dsk compared to an .tzx or .tap? I'm launching the 128k version of Golden Axe and I'm already at ~20-30 minutes loading (and it doesn't seem to finish loading :D), so I was wondering? Maybe it's just a bad version. (Golden Axe (1988)(Virgin Games)(128k).tzx MD5: 4AE04FA092ABD96E13FC86AABA4B6B4D) (EDIT: The only version that works for me is the TAP frome World of Spectrum) Oh, and will a list be added to GameDB? I also saw that this core takes between 20 and 30% of the processor, is that normal? This is not the case with any other core it seems to me.
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Altered Beast (Altered Beast (Europe).tzx MD5: F0AEA482013194F4EC6D3F6CE24A2AA8) Stage 1, no problem. Stage 2, the character jumps and moves on by himself. No key is pressed. Link to video
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Ok thanks. I'll take a look at this when I finally get myself out of the time-sink that is floppy controller and disk emulation :)
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I suppose I should probably respond to these old things as well...
phoenix1291 wrote:
I was wondering: on average, how much faster is loading an .dsk compared to an .tzx or .tap? I'm launching the 128k version of Golden Axe and I'm already at ~20-30 minutes loading (and it doesn't seem to finish loading :D), so I was wondering?
Probably an issue with the tape image code. I've added it to the list so will take a look at some point. As far as dsk loading goes, it will be MUCH faster than tape (when its finally up and running)
phoenix1291 wrote:
Oh, and will a list be added to GameDB?
I'm not too sure what would be involved in that. Might be for someone else to take on I guess. Unless I become 1000% percent more productive and get all the actual emulation stuff done first.
phoenix1291 wrote:
I also saw that this core takes between 20 and 30% of the processor, is that normal? This is not the case with any other core it seems to me.
I don't actually know what normal is. I've tried to streamline the emulation where possible, but the core in the first instance was built for accuracy (hopefully) rather than speed. Once everything is working properly, then we can take a look at more perfomance benefits. But ultimately, it might end up being a core that requires more resources. Currently it will run at 300-500fps on a 3 year old i5 in my experience. This is actually MUCH better than a lot of other c#-based speccy emulators out there in the wild.
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Thanks a lot for your answers, and good luck with the floppy controller and disk emulation :) (Oh and in the meantime I found another version of Golden Axe that worked very well, I tested 3-4 versions and finally found one that worked correctly, unless I'm mistaken, a TOSEC version. I'll put the MD5 here if I remenber) I'm looking forward to seeing the disk support now, to see the difference :D Good luck and thank you again for your answers and details!
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OperationWolf128.tap (OPRNWOLF.TAP MDR: 6F9317090227C02A0D55253C02EFE323, found on World of Spectrum) (Work with Operation Wolf (1988)(The Hit Squad)[re-release](128k).tzx MD5: , found in "ZX Spectrum - Super Collection 2011")
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phoenix1291 wrote:
OperationWolf128.tap (OPRNWOLF.TAP MDR: 6F9317090227C02A0D55253C02EFE323, found on World of Spectrum) (Work with Operation Wolf (1988)(The Hit Squad)[re-release](128k).tzx MD5: , found in "ZX Spectrum - Super Collection 2011")
Yup, i'll look into that soon (although you should always be using tzx over tap anyway - but thats besides the point :) Thanks for the report. -Asni
Post subject: +3 floppy disk controller
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The latest dev build now has a basic NEC UPD765A floppy disk controller implementation for the +3 machine, along with support for Spectrum *.dsk files (both CPCDSK and EXTENDEDCPCDISK formats). The implementation is so far only partial and emulates the following FDC commands: * Read Data * Read Deleted Data * Read ID * Specify * Seek * Recalibrate * Sense Interrupt Status * Sense Drive Status Not yet emulated: * Write Data * Write Deleted Data * Write ID * Read Diagnostic * Scan Equal * Scan High or Equal * Scan Low of Equal So far in the games I have tested none of the scan commands are used. I will get them implemented eventually though for completeness. There are a few games that use the Read Diagnostic (Read Track) command (eg Platoon) and this will be implemented asap. As you can also see none of the write commands are emulated yet. Again, these will come eventually. For now when a disk image is loaded into the virtual drive the writeprotected flag is set. Also, currently there is only currently support for one dsk image at a time. Very soon I will implement the ability to swap disks (that are supplied through a multi-disk bundler file). Lastly, there is currently no floppy drive timing emulation in place. When the controller requests a disk operation this happens immediately and results are returned when the CPU decides to query the FDC for them. Hopefully I can get better timings implemented eventually, but it's certainly not a trivial task. Compatibility so far seems pretty good, with a few known issues. Should be working: * Standard disk loading schemes * Speedlock protection games (mainly Ocean and Virgin releases - Robocop, Wec le Mons, Golden Axe etc..) Games: http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=S7 http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=S6 http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=S5 http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=S4 Known not working: * Alcatraz protection scheme games (mainly US Gold releases - Turbo Outrun, x-out, etc..) Games: http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=AL * Paul Owens protection system (Untouchables, Cabal, Chase HQ) Games: http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=PO There is still a fair bit more work to do, but I really needed to get this out there for some community bug testing (as I have been working on this for about a month now).
Post subject: Re: +3 floppy disk controller
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Asnivor wrote:
The latest dev build now has a basic NEC UPD765A floppy disk controller implementation for the +3 machine, along with support for Spectrum *.dsk files (both CPCDSK and EXTENDEDCPCDISK formats).
Nice work! :) I'll try some games tonight and the next few days (if it helps, I can post videos below).
Asnivor wrote:
Lastly, there is currently no floppy drive timing emulation in place. When the controller requests a disk operation this happens immediately and results are returned when the CPU decides to query the FDC for them. Hopefully I can get better timings implemented eventually, but it's certainly not a trivial task.
Maybe Alyosha could help you with that? I don't know how close it is, but it seems to me that he has recently reworked the CD loading emulation on the PC Engine core.
Asnivor wrote:
Known not working: * Paul Owens protection system (Untouchables, Cabal, Chase HQ) Games: http://www.worldofspectrum.org/infoseekadv.cgi?what=1&regexp=&yrorder=1&format=DSK&scheme=PO
I don't know what the protection systems are on these two versions, but one of them is playable (and for the first time, I've had 100+ fps). Not playable (The loader loops indefinitly): Chase H.Q. (1989)(Ocean Software).dsk MD5: 428DC442223B318F84CBF727FA94E37B Playable: Chase HQ (Erbe - Serie 5 Estrellas).dsk MD5: 5B325B07EC94927E703A8D6B986365A7 I just finished Cybernoid in dsk format, everything went well, no bug or other, but it seems to me that there is a sound problem with the +3 support, some effects are in mono and others in stereo, this is also the case on Chase HQ. Link to video Link to video
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Post subject: Re: +3 floppy disk controller
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phoenix1291 wrote:
Nice work! :) I'll try some games tonight and the next few days (if it helps, I can post videos below).
Awesome, thanks.
phoenix1291 wrote:
I don't know what the protection systems are on these two versions, but one of them is playable (and for the first time, I've had 100+ fps). Not playable (The loader loops indefinitly): Chase H.Q. (1989)(Ocean Software).dsk MD5: 428DC442223B318F84CBF727FA94E37B Playable: Chase HQ (Erbe - Serie 5 Estrellas).dsk MD5: 5B325B07EC94927E703A8D6B986365A7
The original release has the Paul Owens protection system, the spanish re-issue does not.
phoenix1291 wrote:
I just finished Cybernoid in dsk format, everything went well, no bug or other, but it seems to me that there is a sound problem with the +3 support, some effects are in mono and others in stereo, this is also the case on Chase HQ
Unless you can demonstrate that this is different behavior to the 128 and +2 I would say that this is normal. The 128k spectrums have an equivilent of the 1 channel beeper used in the 48k, but also a 3 channel AY chip. The AY chip is mostly used for music and the beeper for sound fx. But in some 128k games the AY is also used for SFX. Now, the actual 128k spectrums output all these 4 channels to mono, but there were 3rd party AY modifications available that gave a stereo out. Hence the stereo and channel configurations present in ZXHawk. For a truly authentic audio experience, probably just set the AY panning config to MONO :)
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Thanks for your answers! Another question, Is the Gun Stick supported or be planned to? I will list below the +3 disk games that I would have tested (finished) during the next days.
    Hard Drivin' (1989)(Domark).dsk (MD5: 880D28B1EF81CCBC79BCD17F2B65CF34) is recognized as an Apple II disk FIXED Hard Drivin' (1989)(Domark)[a].dsk (MD5: 43A6BC4CC7E59F3D5B8FCD5C7A1A9238) works well Tour De Force.dsk MD5: B5F9D66EB175D407BD9616718150E931 works well WEC Le Mans MD5: C3F2BEB3F1432A4CD98818B34E9778A5 works well Astro Marine Corps.dsk MD5: 70739933A8506DB9B90F7C89B54FD979 works well Stormlord (1989)(Hewson Consultants).dsk MD5: A8F5C520BD1F758EAC4FDDA2A2D89CDB works well Xenon (1988)(Melbourne House).dsk MD5: 17754C40FB4E146B46C4AE034EE427EE works well
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phoenix1291 wrote:
Thanks for your answers! Another question, Is the Gun Stick supported or be planned to?
It wasnt, but I can take a look eventually
phoenix1291 wrote:
Hard Drivin' (1989)(Domark).dsk (MD5: 880D28B1EF81CCBC79BCD17F2B65CF34) is recognized as an Apple II disk
Can you try this with the latest dev? I committed a change yesterday that should fix this problem (I think - let me know if it doesnt).
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Actually, scrub that it. It doesnt work. You have actually identified the first CPC format dsk image I have come across (rather than the newer Extended CPC format). This is good. I'll get this fixed up soon. Thanks!
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Asnivor wrote:
Can you try this with the latest dev? I committed a change yesterday that should fix this problem (I think - let me know if it doesnt).
I already use the latest dev build Edit: Ah, sorry, I didn't see you tested and detected why in the meantime.
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Could someone test on their side? With Savage.tzx MD5: 3D9670676C20898AC63466CCE422B842 (the version you can find on World of Spectrum) I only get 2 fps, while with the other versions, the game goes at normal speed. Is it just a problem on my side or an emulation problem?
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phoenix1291 wrote:
Could someone test on their side? With Savage.tzx MD5: 3D9670676C20898AC63466CCE422B842 (the version you can find on World of Spectrum) I only get 2 fps, while with the other versions, the game goes at normal speed. Is it just a problem on my side or an emulation problem?
i can check tomorrow. In other news, latest build should fix the hard riving issue
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Thanks Asnivor! Yes, Hard Drivin' (1989)(Domark).dsk works now with the latest build! Fixed! I have another question, what are ipf files worth compared to dsk? (I downloaded a "Sinclair - ZX Spectrum +3" pack that only contains this file format. I have the equivalent in dsk format, so it's more a matter of curiosity :D).
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phoenix1291 wrote:
I have another question, what are ipf files worth compared to dsk? (I downloaded a "Sinclair - ZX Spectrum +3" pack that only contains this file format. I have the equivalent in dsk format, so it's more a matter of curiosity :D).
Its a format byt he software preservation society. Not sure if it really took off, but it is supposed to be more accurate for storing disk images. The only speccy emulator that uses it is Spectaulator iirc. http://www.softpres.org/download I might be able to support it eventually. They have developer api stuff for people wanting to use it, although the license looks a little unusual. Might just be easier to roll my own I guess.
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The game stucks on "Firebird presents SAVAGE probe" with a wizard, if I press any key. Then, neither Kempston nor keyboard reacts. At least I have stable 50 fps there. Title screen doesn't provide a demo gameplay, so I can't tell for sure whether the game works fine. Nice music, nice art... and that's all. Please, give a link on wiki that has essentional info about all Spectrum games, especially about controls! Who will play Spectrum since it's complex even to start a game?
TASing is like making a film: only the best takes are shown in the final movie.
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Dimon12321 wrote:
Please, give a link on wiki that has essentional info about all Spectrum games, especially about controls! Who will play Spectrum since it's complex even to start a game?
The easiest way to find all the information about the games, their manuals etc is World of Spectrum ---------------------------------------------------- Dragon Spirit (1989)(The Hit Squad)[re-release].tzx MR5: C03972F2A9BCB0E47EB8DA208EC33B12 After completing level 7, the game loads the last level, level 8, then level 0, 1, 2, 3, 4, 5, 6, 7, 8, then again 0, 1, etc... In Teenage Mutant Hero Turtles (1990)(Image Works).dsk MD5: 0369F87B01C0CBCBDC288C1D2B36DA85 after entering the van, the space bar seems to do nothing. According to the manual,
Once inside, use the joystick to cruise around. Press the SPACE BAR to toggle between Anti-Foot Clan Missiles and the Vulcan Cannon. Press the joystick Fire Button to launch these weapons.
Link to video
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