Currently supporting the C64, PLUS4 and C16.
C128 support in the next release.
Source code to be made available pending some serious cleanup and refactoring.
Build 1.0 (20-11-2010):
- Initial Release, based on Vice 2.2.7
Audio enabled (FastSID)
Fullscreen support, 16:9, 4:3
Video filters, with preview
Warp Mode (Achieves ~ 350-700% actual speed)
On-Screen Keyboard (partial support).
Keyboard Support (partially implemented).
Supports all known (uncompressed) formats (.d64 .d71 .d80 .d81 .d82 .g64 .g41 .x64 .t64 .tap .prg .p00)
Thanks go out to Squarepusher, Shinhalsafar, Cm0nkey, Airmaker for their hard work on the Snes9x PS3 port, and their cellFramework library. This work also incorporates their menu system and config UI. Also to the original VICE team for creating a solid and well maintained codebase to work with.
CROSS - Launches the emulator with the selected title set to fast autoload
TRIANGLE - Launches the emulator directly into C64 BASIC
SELECT - Settings / Configuration
START - Returns to the emulator
TRIANGLE - Mapped to keyboard for 'Y'
CIRCLE - Mapped to keyboard for 'N' - Doubly mapped to 'UP' (See note 1)
SQUARE - Mapped to keyboard for
L1 - Mapped to keyboard for 'F1'
L2 - Mapped to keyboard for 'F3'
R1 - Mapped to keyboard for 'F5'
R2 - Mapped to keyboard for 'F7'
R3 - On-Screen-Keyboard (partially supported)
L2 + R2 - Warp Mode
*1 The CIRCLE button has been doubly mapped to the joystick 'UP' direction. This is useful for platform style games where the UP direction indicates a JUMP action. Clearly a difference in design aesthetics between joysticks and control pads, this might be more desirable.
- Compressed formats currently NOT supported (.zip .bz2 .gz .d6z .d7z .d8z .g6z .g4z .x6z)
- On-Screen-Keyboard is not fully mapped yet. Some keys will register incorrectly, if at all.
- Actual Keyboard support not fully implemented, but good enough for the minute.
- Does not save settings / configuration
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With the latest developments coming out in the last couple of days, has the acidcfw team changed their game plan?
With the release of geohot's firmware decryptor tool, and the coming ability to be able to sign things, how does this affect your approach?
Personally I would love it if this meant that a fully functioning cfw, complete with mkv and ntfs support is on the way from you guys.
I'm sure there will be lots of cfw's on offer, I just hope you are capable of getting in there fast. I would prefer to use a release from acidcfw, as they put in so much time and work before these new developments.
Give me some space here, it's just a theory but that message is stating after a game/app exit, no other command requests were in the queue or have been made.
For example: When you are playing a game, and go back to the XMB and try to start another game, and hit Yes, it will exit the original game, put the NEW game into the queue, and that would be your "Request event"
Also in theory: we can probably do something with that for our own stuff.
Let's say if someone is playing with snes9x, has a ton of roms, adding a new app to the request event queue such as a defrag tool (NOT AVAILABLE YET) would defrag the hdd.
Long story short, I believe the "Request event" is the event/app in queue after one quits a game. It may even be for system events such as shutting down or something.
i have the same problem i noticed that the files got larger and found the reason to be when it compiles the dumped files are not converted back from PNG to GIM if you don't convert the files when you dump the file still works.