Jump to content

jenergy

Members
  • Posts

    77
  • Joined

  • Last visited

Everything posted by jenergy

  1. Android version available! And, of course, also Windows and Linux latest versions are included. https://drive.google.com/file/d/1cPJIEoIANWO31gKMSI21wGQiily9Qbbu/view?usp=sharing Finally I can share a (should be) stable version, I've fixed many bugs and Android problems ? You can flip controls (as @mr_me suggested) They're still completely configurable A real style Ecs keyboard ? Take snapshot: I also updated almost every screenshot/boxes/descriptions of my collection. In order to reduce size of package, I downsampled boxes png, but if you prefer them in a better resolution, replace all pngs in folder "resources/Images/Boxes" with these https://drive.google.com/file/d/1eZWXaHaLWvOVzrHP7Sii1IJsVMpUqcL2/view?usp=sharing On Android, once installed you can find that folder in folder "jzIntvImGui" in the internal SD root of your device. Obviously, ROMS (and bioses) are *NOT* included, so you'll have to copy them in a folder of your device and browse to that folder in configuration window (thanks to aiekick @ https://github.com/aiekick/ImGuiFileDialog for this) I hope you can like it ? In the very next days I'll start to understand how to put the whole project on GitHub
  2. Hi all, while playing with source code I just found a different behaviour between Windows SDL1 and SDL2 versions (thanks to event diagnostics) in SDL2 version, if a key on the keyboard is pressed without release, a continous event KEY_DOWN is sent, while in SDL1 version not. This does not seem to change the game experience ?
  3. Hi @juancho, yes the GUI works also on Nintendo Switch, I use it nearly every day, even if for some minutes ? I just have to update it with latest version, hope soon. But what you've seen in the video was the pure port of jzIntv, prior to the GUI, and I simply changed the source code in order to force a particular game to launch. I created an executable file for every game. Now that the GUI is out, thoose executable are useless (I think I deleted them) I will send you a p.m..
  4. Using autohotkey I've found a way to configure any volume changer as a spinner under Windows https://www.youtube.com/watch?v=thdRbjQ1-Pw
  5. Here's the joystick fix! jzIntvImgui2.1.1.zip
  6. Hi, jzIntv automatically recognizes any attached joysticks to your system..if it is correctly configured in your OS. What you can do is change mapping of buttons, by configuring and use a "keyboard hack file", you can find in "Resources/Config" some examples, and complete documentation is in the "Doc" folder of jzIntv. In jzIntvImGui there's an option to enable the keyboard hack file. This option basically converts your choice into the "--kbdhackfile=<path to file>" option, and passes it to the emulator. Said that...you make me discover a bug into my program ? In order to make things work on Android Devices, I've changed some part of jzIntv code, but I introduced a bug on the Joystick Management..Furthermore, there's another bug related to the libSDL library. Both of them basically prevent the correct use of Joystick in jzIntvImGui. So, thank you... ? I already fixed the first of them, I'm gonna fix the second as soon as possible, and I'll release a "Hot Fix patch" for this problem.
  7. ?I think I have it because it was on some 'collection' found over the net, I never played with it Great! Let me know if you notice bugs or you have suggestions
  8. For interested people.. several improvements this time! I rewritten/refactorized a lot of code, now there's no more need to manual edit config file Added configuration window to customize interface and to config standard and custom commands You can also override options for single game, to have a complete jzIntv experience And a LOT of bug fixed. And I added a surprising loading animation.. ? Linux users must also include gtk dependency (apt-get install libgtk-3-dev) in order to have the file/folder chooser dialog working Time to fix android last stuff... jzIntvImgui2.1.zip
  9. On_screen_controls on windows need libpng dlls too, extract attached files in the same folder of app if you want them libPng.zip
  10. Ok, too many developments to implement came in my mind, so it's better to release now a stable version, because I'm gonna refactor a lot of stuff and who knows when another stable release will come ? Here the 2.0 version, only for desktop : Windows and Linux For Linux, you have to install libsdl2-image-dev, which should automatically include libsdl2-dev ('sudo apt-get --assume-yes install libsdl2-image-dev') There's a 'resource' folder in the package, keep it in the same folder of executables (jzIntvImGui for Linux, jzIntvImGui.exe for Windows) By default, application looks for roms in 'Roms' folder of 'Resources'. If you want change that path, edit 'roms_folder' property in ini file (you will see it after first launch). This is needed until I will implement an "Option window", to avoid manual edit of ini file. In the list of games: - Green games are the games configured in ini files that have been found in roms folder (by crc32) - Red games are the games configured in ini files that have NOT been found in roms folder (by crc32) - Yellow games are the games NOT configured in ini files, but found in roms folder. There's a button "Add to config" to basically add it in the ini file. This will be improved with the "Option window", where you will be able to configure all the stuff you need. Put bioses in the same folder of roms. By default I configured in ini file two jzIntv commands for all the games: custom_command_1 = -z3 custom_command_2 = --enable-mouse (---> used for simulating jzIntv controls in desktop, when "show_controls" option is enabled) And a keyboard hack file: keyboard_hack_file = hackfile.cfg And a palette file: palette_file = intycolors.cfg They're included in resource folder. You can change these, or you can override them in the single game section (see Lock'n' chase 8k (0x1603E3F8) section for an example) If you wan't to disable a custom_command, a hackfile or a palette for a single game, set it with "NONE" in the game section. Example: custom_command_1 = NONE All this stuff will become easier when the "Options window" will be implemented, in order to avoid manual edit in ini file. Next develops: - "Info Window" will become "Options window", where you'll be able to easily change settings, with an embedded check for compatible options. Actually you have to manually change ini files, be careful :-) If you want to see on-screen controls in action, enable "show_controls" in the ini file (you will see it after first launch). For the on-screen configuration, enable property "show_configuration_controls". Don't enable mobile mode on destkop...I warned you ? - Add double layout of controls, as @mr_me suggested - Manage little fixes and glitches on android. Scrollbar has some problems, audio is choppy, I have to find a way to manage audio samples correctly. - Add external jzIntv management, so you will be able to launch this interface with a newer version of jzIntv, without wait a recompilation (only for desktop). By using the external jzIntv you will loose some features (like on-screen controls) that I added by changing original jzIntv code. - Create a good readme file, with also development support informations, since I will release sources too. - Bugfix ? Feel free to increment database of games and screenshots/boxes ? Hope you will enjoy it. jzIntvImgui2.0.zip
  11. ? When you start app for the first time, you'll have a popup allowing you to choose the desired layout. And you'll be able to change it later too.
  12. In the shown context, configuration is thought on single intellivision button, not for the whole block. I quickly can add another configuration button to x-flip single button, so you can easily flip any of them, and when you're done you can save configuration as default for all the games. That will take 20 seconds once-in-a-life, because after saving you'll always have your new configuration. Or you need a continuous flip management of the controls? I can also think to add a 'global' option (in the main interface window), that is when it's enabled, all the controls in the game will be x-flipped automatically (with forced normalization when needed, in order to be always visible on the screen). Otherwise, of course a 'x flip all buttons' button can be added there, but I need to think where to put it, in order to not introduce mental mess ?
  13. - Added on-screen keys: - Added on-screen global and custom configuration management for keys and screen, you can now choose to move, hide, change transparency as you wish, and save your configuration: This is useful in Android I planned about 20 hours of develop left, then I'll release it here for curiouses ?
  14. It became very nice for me. I'm adding virtual joystick on android, then after some general tests I'll share it (for interested people ? ) Android screenshots: Landscape Portrait:
  15. Good to know! I changed and improved a lot of things, now it works on Windows (10 and winXp ? ), Linux, Nintendo Switch and I'm tuning something on Android..I hope to have the stable version before the end of January
  16. Just for fun, and to have something working on the Switch too, I finished to develop a stable version, which I'd like to share with community. It now works on: - Windows - Nintendo Switch - Linux I'm starting work to port it on android devices too. In the package, I will include sources and binaries, but before I post it.. @intvnut It's an all-in-one package, which includes jzIntv too. In other words, you don't need to have the external jzIntv executable, because latest sources are compiled with it. I've choosen this approach in order to make easy the port. Is this a problem? I mean, does this break any copyright rules of jzIntv?
  17. I ported new sources VERY EASILY on the nintendo switch, and it seems to work great. This time I just had to add a couple of "#ifdef __SWITCH__" in just two files, elfi.c and config.h Great job!
  18. 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?
  19. 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
  20. 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.
  21. 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.
  22. 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
×
×
  • Create New...