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About jenergy

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    Space Invader
  1. That's clear now, my knowledge on ECS features is strictly basic. So your GUI will be a separate process than jzintv, and you will replicate this logic?
  2. Guilty, not. But now yes. Just discovered your "Midnight Blue International". Huge and impressive work, congratulations! I'll keep waiting for the evolution of your work
  3. Uhm..ok, I think I'm gonna turn my efforts to try to make my demo GUI (as it is now) work on that two platforms, to be ready in the case there will be difficulties porting yours . As you said, no difficults shouldn't appear, so when you'll have a definitive answer about that ports of your GUI, please let me know. I'm curious to see your work, it seems awesome.
  4. Hi, I spent years without watching news on atariage, then I've seen in the "jzintv christmas update" thread that some people said that there were not yet an updated interface, so I decided to play with some c++ code and to write it 🙂 Maybe I was wrong, I've seen now that you wrote something about it, but I didn't understand that you were talking about a gui. There's no reason to double efforts, while maybe it's better eventually to share them. What I (personally) need is something that can work also on the nintendo switch and android, with minimum changes between versions, and minimum cross compiling issues. Do you know if your interface is portable on thoose platforms? If yes, maybe I can stop my work, and waiting for your ports. 🙂 If not, maybe I can go on with my work, but just with the only perspective to find the best trade-off for make it work on these platforms.
  5. Hi all, here in attachment a working demo of a jzintv GUI that I made using Dear ImGui. You can launch it by jzintvImGui.exe Its default style is a little "developer oriented", but I don't exclude that it's possible to turn it to a more "final user" style oriented. There's a configuration file called jzintvGui.ini, where you can configure some parameters (for example: roms folder) and some roms settings (crc32, game name, screenshot file name, description) I filled it with a couple of configurations, you can have fun to fill it with all missing data 🙂 For the moment, this file is used in read-only mode, so you have to manual edit the file (and restart all) in order to change settings. There's a default not-yet-configurable folder, "Assets", which contains all the image files. There's a subfolder "Boxes", because I'm thinking to manage multiple kind of images (boxes, screenshots etc..), but it's just an idea. Bios files must be (for the moment..) in the same folder of roms. If they're present, they are recognized from the gui. Actually, gui is a separate process than jzintv, that means that you need to have also jzintv.exe in the same folder of the gui (it is already in the package, the SDL2 with fix version posted by joe in the "jzintv Christman update" thread) but actually you can provide the one you want. I'm working to merge sources, in order to have a single all-in-one executable file, so it can be easily ported to other platform. This would have the disadvantage that it needs to be recompiled every time a new version of jzintv is out. I leaved the Dear Imgui demo window to be shown on demand, so you can see a lot of the potential of the product, and maybe you can suggest some widgets/functionalities that can be useful for this frontend. For the moment, command line parameters are configured statically in the ini file (see "General" section in property file), but next step is to find a strategy to implement and configure them. I'm thinking at the classical approach, "General options", which are shared by all games, and "Custom options", where you can override global option for every single game. I'm thinking about 4 main Sections, Audio, Video, Controls and Misc., and some meta data type assignable to every option. Example for parameters resolution (-z) ( in ini file): [Parameters_Video] option_1_name=Resolution option_1_param=z option_1_type=integer option_2_name=... ... [Parameters_Audio] option_1_name=Intellivoice option_1_param=v option_1_type=boolean ... This can be easy for 'standard' parameters, not for complex ones (example: the ones you have to provide external files). What do you think about it? I've read somewhere that there's the load/save functionality for games with ecs, and not for the 'normal' ones. Is that true? In this case, that would be nice to make that part of code to 'cooperate' with gui, so you can resume a saved game from the gui. I have to understand the part of code to 'catch'. Any suggestions Joe? 🙂 As already mentioned, suggestions are welcome 🙂 I hope you can enjoy with it. P.S. I called it temporarily jzinvImGui, but I can obviously change the name. jzintvImGui.zip
  6. Hi, do sources on jzIntv site contain finally these fixes?
  7. You should really REALLY spend a couple of minutes for checking "Dear ImGui" (https://github.com/ocornut/imgui, look also at screenshots at half and bottom of page), it's the perfect tool to 'cooperate', debug and manage with a core like jzintv, and integration is very easy, you can construct your windows in a couple of c++ lines, and embed inside it every kind of common widget to monitor all you need. Even if it is designed explicitly as debug tool, I'm working to create a BASIC interface with it, for configuring and launching jzintv (on rom selection you can see image, screenshot, description and specific launch settings based on the crc32 of single roms)
  8. I tried space spartans on both tests (but a very quick test, for the moment) and it seems ok, while the 'official' jzintv version get stuck in a purple screen
  9. Sorry for the extra work you'll have to do, this migration has been a big change. But you can think that all this stuff keeps you young and in good health 🙂
  10. I should REALLY begin to read documentation files when I see them. 🙂 Thanks
  11. My pleasure 🙂 Thanks for this new release, I'm sure it will be easily ported again. I tried SDL2 compilation on Windows, it seems all ok. About key events: in older sources I implemented a 'combo' key management, that is clicking two keys together (or with a configurable delay..) is mapped as clicking another single key (example: pressing together keypad 2 and 4 results as pressing keypad 1) but maybe jzintv can already manage this behaviour? Maybe with the keyboard hack file management?
  12. Sad to read this (for devices which have only SDL1, like WII), but this is the life. 🙂
  13. Good. Questions time 🙂 How the compilation will distinguish between SDL1 and SDL2? There will be two different makeFiles or we'll have to pass the definition by command line (-D) ? Another question (just curious): for the Android and Nintendo Switch ports, which need both SDL2, I used (very) old sources, and I didn't have these SDL2 events problem, Did you change that management over years? While you're there, when I tried to compile on windows (Makefile.w32), the svn_revision.c file was excluded by the build, causing compilation error.
  14. Great! Waiting for your changes
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