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About Brad_from_the_80s

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  1. The cfw for AFBX actually did include a modified/hacked retromenu. The reason being, as i recall, that for this console AtGames had hardcoded the full path to /emulator/all-games.ini instead of using /rom version. Unable to remount /emulator at the time this would have precluded using a custom .ini file for game roms/art in the player menu, so I hacked the path string in the binary.
  2. Just reading the past page or two. Looks like you guys have been busy. rocketfan I thought about replying to a couple of your posts, but it looks like you are already covering a lot old ground, and some of this it has been a while since I looked at it anyway, but let me know if you have any questions. I did setup a working build toolchain, using buildroot I think, for AFB9. Using a version with matching kernel/glibc I could compile and test working binaries for the FB9. For the AFBX I saw the similarities and differences, but never dug much deeper beyond just porting my cfw hack and making it work on the X. Although I prefer the SD card, the X should be easier to hack just because you can actually connect to it without some dicey mod. My assumption is the retromenu app is essentially the same or only slightly customized across different AtGames devices of roughly the same generation. And the hardware is likely also nearly the same, retroplayer is a common component, so it makes total sense you can force some of these other cores to run on the AFB. You'll see in the file system they are a bit messy and leave behind test and config files that are not specifically applicable to the AFB, but some other system. It's essentially just a crappy little SDL app, but it is amazing the degree to which Draxxon has been able to hack and theme it, and now you're potentially taking it to another level. Just takes a willingness to hack the binary until you no longer can without breaking it. Good catch on the writable /tmp idea though. My idea was always that I could write a better menu app that works any way we want it to and supports easily configurable organization, if it were worth it. And that would be to getting Stella 6 core to run first, which has been a challenge. I'm an old programmer but when it comes to Linux I'm more of a hack, so I've poked and prodded and had some ideas, but not that final breakthrough. Work and life and all that gets in the way of chasing rabbit holes eventually. 😜
  3. At this point it would pretty much take a custom kernel and a working gpu driver in a customized firmware. It's non-trivial, but basically what was done for the R77. I've certainly compiled kernels and I think I have the kernel source used in these devices, but I don't claim to be expert in this stuff or these embedded devices. I've dabbled with it a bit but not progressed too far. Although probably not unrecoverable, it's possible to brick the device this way also. I think I had an extra FB9 so, given the time, I'd probably prefer to try that first, but it requires some soldering to have any console or rockchip tools access. And when it's all said and done, it's a crapshoot whether or how well Stella 6 would work, or if the existing software would continue to work. As for NAND free space, I think maybe I posted about it before, but I'd have to go look at the hex ranges again. It varied by partition, but the whole thing was less than 100-200MB as I recall. The /emulator and /rom partitions had at least a few MB free each.
  4. Glad everybody is enjoying the mod, I know I've been away a while. I'm not caught up on what the scoop is on AtGames releasing any more of these, but if there has been a newer firmware for FBX I can maybe take a look at that soon if an updated mod is needed/possible. I was foolish enough to back the Atari VCS, which has surprisingly just arrived, so I have that to mess with now too -- seems like it should run Stella 6 really well, whereas with the FB units it was always pretty iffy and so far has never worked.
  5. Although I've not messed with it at all, I observed on the FB X that there are two new binaries in the /emulator partition, one named "serialinput" and one named "wireless". The "serialinput" binary is being executed immediately before launching the UI, presumably to handle the wired controller input as a sort of daemon. The "wireless" binary is not being used at all, and I can't say exactly what it does or whether it is even functional. FWIW.
  6. If they ever release an official firmware update that addresses audio lag or other enhancements I would have to update the CFW to include those.
  7. Greetings Atari fans. I have had the standard Atari Flashback X sitting around here for a few weeks and finally got around to creating a custom firmware to allow you to load additional roms with boxart from USB (using USB OTG hub/cable and a USB drive of your choice). The basic idea is the same as the firmware I created for using the SD card on the Flashback 9 series, see original thread here: Attached here you will find a CFW version for the standard Atari Flashback X, and also one for the Atari Flashback X Deluxe. The standard firmware has been tested a little, but I don't have a Deluxe model to test. However it's the exact same hack, so I think it should work for those who need it. If it does work for you then feel free to report back, or I can tweak as needed. In the zip archive you will find an atari_update.img file. You can follow the AtGames official firmware instructions to load this firmware image using the same desktop flashing tools. HOWEVER, if you have applied at least one of the earlier firmware updates then this new CFW can be applied in a manner similar/same as for the Flashback 9. Simply attach your USB drive with the atari_update.img file in the root and the system should detect the update and flash the same way it did for Flashback 9. After successfully applying the firmware delete the atari_update.img file from your USB drive. As before, the customizations are activated by the presence of the "mount_sd.ini" file in the root of your USB drive (yeah, I didn't bother renaming it). By default the custom firmware will dump the internal /rom partition from the device to your attached USB storage and then use the USB copy of /rom for game roms, box art and all-games.ini file. Also included is a sample startup.sh custom script you can include in your USB drive. This script will also dump and run the /emulator partition from your USB drive. This should allow for tweaking the artwork. One tip, if you are using an old or slow USB thumb drive (like USB 2.0), you may need to wait a few minutes to allow write operations to complete when first allowing the CFW to dump files, so be patient. I haven't messed with the Flashback X or this CFW much really. it's simple enough, and I think it should work fine, but if you do find issues just report here and we'll see what can be done about it. No warranties, use at your own risk, etc, etc. Enjoy! AR3060_CFW.zip AR3060S_Deluxe_CFW.zip
  8. The FB X never showed up in my stocking somehow, so I just ordered one. Walmertz had the 110 game version available, as I don't think the "Deluxe" is worth an extra $30. So if/when I have a modified firmware available I'll probably start a new thread.
  9. Well in spite of a little, umm, heartburn around here, I appreciate everyone contributing to add value to what I've done. I will probably try to procure a FB X in the next couple weeks and I believe I should be able to do a similar firmware update those units, TBD. I also had intended to maybe build some tool to help with the INI management, I just have to get some time to spend on it. But thanks to everyone and hope you are all enjoying your Flashback 9 a little more than before.
  10. The changes in my firmware were fairly minor, just a modified launch script which wouldn't affect emulator or rom behavior or performance. In theory you cannot brick these devices, as they will always try to load a correctly named new firmware from SD card. Are you sure you used the correct 2.1.1 version for your model number (3650 vs 3050, Gold wireless vs standard)? Although I'm not aware that this would cause the issue you describe. it could also just be a hardware issue, there are no doubt a few defective units that slip through. You might also try a different SD card, as these are sometimes defective or have performance issues.
  11. I figure the CFW are probably interchangeable, but you probably wouldn't want to use the standard HD model firmware on your Gold unit. At minimum you'd lose a few built-in games and have an arguably plainer menu, and I'm not sure if you'd then have problems with wireless controllers. The reverse situation is probably no big deal. I like the custom bezel, and all the ini file entry contributions. 👍 I still don't have an FB X. Maybe by my Christmas break, and then I can enable similar capabilities.
  12. I don't know about the Sam's Club Deluxe version. Most likely it has those 2 games hidden plus its extra 10. The custom fw that was released for USB support contains only 112 if I recall, the expected 110 plus 2 inaccessible.
  13. They are in flash storage on the device, but there are no menu entries for them, so there is no way to launch them. It's something that can probably be changed pretty easy once I have a unit and can customize the firmware a little.
  14. Interesting there's a Rockchip branded SoC this time instead of "MonkeyKing" or whatever. Still basically the same hardware as far as specs.
  15. No need for mouse. The built-in UI highlights items using primarily just the joystick and joystick button to navigate. It's simply a little custom SDL fullscreen graphical app and seems a tad clumsy, but it works. I was thinking to discard/replace the stock UI with something custom anyway. It lacks some flexibility and features I'd like, and would need more control over what it launches. I don't know yet if I can get away with just using LD_LIBRARY_PATH to supply/replace so's (I did for my SDL2 build, since I can run arbitrary code from SD card, but of course OpenGL ES was still broken), or if I truly need to customize the root partition. There is also no DirectFB lib, but not sure that's needed. Seems I have more to explore and test.
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