What's the network code for?!?
Thanks! I wondered because I don't find any appearance of the word "net" or something alike here in the discussion or in the wiki article.
I dont know if to add it here at the beginning or at the end of the load-block ... In v 8 I got often after playing a game and inserting a new .d64-file after "Insert key-sequence" of 'Load"$",8,1:Run' an error because Frodo types 'Lqad"$",8,1:Run' :-( I have to reset Frodo a few times before I get the right typed "Load"-command ... :-( 15.03.09 18:05 knitax
:::Well, I personally think the buttons are more needed as keyboard input, and it's also only three keypresses to start loading :-). Anyway: The source code is available, so please write patches if you have anything you'd like to change! --[[User:SimonKagstrom|SimonKagstrom]] 06:11, 7 January 2009 (UTC)
Thanks for a great app, games that work are great.
Although I too have tried a lot of games from c64.com and most don't work. Is there something special about their d64 images? Ghostbusters and Bubble Bobble work, Arkanoid, Paperboy, California Games and Beach-head do not work. All downloaded from c64.com. I get the same "device not ready" message. Is there anything that can be done to fix this, or is it just a quirk of how the d64 images are made and how the Wii executes the code? --[[User:Wilsoff|Wilsoff]] 08:38, 20 January 2009 (UTC)
: Probably an emulation issue, what you could try is to enable 1541 emulation (from v5 onwards), but if that doesn't work I'm afraid there is little I can do. In the subversion trunk, I've fixed a special problem with some d64 files, but that would be seen as "File not found". As has been said in other parts of this page, try a different version of the game if it doesn't work. Paperboy works for me for example, haven't tried the others you mention. --[[User:SimonKagstrom|SimonKagstrom]] 17:57, 20 January 2009 (UTC)
:: I've tried a number of c64.com games and very few work on v5.
However these all seem to work on v6 so thank you! I've also tried a lot of games from a torrent of gamebase 64 v03 and everything has worked so far. There does seem to be some lag on the controls though - v05 worked fine on all the games that worked, but v6 is somewhat unresponsive. For example ''Park Patrol'' (from c64.com) the d-pad works as a joystick, but can be a bit slow to respond - I hope this can be fixed! I'm glad you like the icon - once again thank you for a c64 emu!!!--[[User:Wilsoff|Wilsoff]] 11:01, 26 January 2009 (UTC)
::: OK, good to hear. Then apparently the zero-size-skip option helps in more than corner cases which I thought it would be. The d-pad problems surprise me a bit though, I haven't changed very much there. Is speed otherwise as before? If it works better in v5, it can be fixed, --[[User:SimonKagstrom|SimonKagstrom]] 17:29, 26 January 2009 (UTC)
:::: Sorry it was the wiimote batteries, controls are fine in v6.
Thanks for this great emu!
What about USB keyboard support or onscreen keyboard support ala VC's emulator? -corey89
-- if only I could...It seems to not want to load anything...--[[User:Atariangamer|Atariangamer]] 02:08, 23 January 2009 (UTC)
I tried v4 and my USB keyboard !!!WORKED!!! All of the normal keys works worked at the opening screen. I could type my name and type "load" etc, so basic worked.
However if I tried to hold down shift the number keys still came out as numbers, not !@#$%^&*()_+:" etc, so still not fully compatible, but a huge step forward. A shame adding USB keyboard support caused other problems, but at at least you know it works in theory. --[[User:Wilsoff|Wilsoff]] 10:41, 26 January 2009 (UTC)
: Yep, someone else reported that as well. It's probably an SDL issue though since the same code works fine on the host. But as I said before, I'd really like someone else to implement this :-) --[[User:SimonKagstrom|SimonKagstrom]] 17:29, 26 January 2009 (UTC)
:: I know Simon isn't interested in implementing keyboard support, but can anyone else with a bit of experience in C have a go?
There are some keyboard (USB and virtual) libraries in [[ List_of_development_tools]], inparticular [[User:Cboomf/libusbkbd|libusbkbd]] looks like it might be fairly straight forward to implement. Would this go in main.cpp or somewhere else? If someone can give me a bit of guidance I'm willing to have a go. Although I only have a couple of hours of experience with C (I did a small amount of programming at uni, not much in C though). I've found a lot of games need key presses to start and it's painful having to bind specific keys just to get into the game.--[[User:Wilsoff|Wilsoff]] 23:30, 9 February 2009 (UTC)
::: It should be even easier than that - Yohanes SDL used in [[WiiApple]] contains keyboard support. The task should be mostly to compile SDL and SDL_ttf from his svn archive and then link with it. And thereafter figure out why shift doesn't work and why the menu exits when home is pressed (I'm suspecting that the Yohanes SDL joystick support for the wii controller might be responsible for that). Frodo is probably easiest to build under Linux, which is what I use, but with luck it might work out of the box on Windows as well. Base your work on v6 since the current trunk doesn't build on Wii yet --[[User:SimonKagstrom|SimonKagstrom]] 16:43, 10 February 2009 (UTC)
== Command errors ==
When I insert a disk, I do "LOAD '*'8,1 and RUN". However, it takes a good while to do the loading, then usually mistypes RUN (usually doing " UN" or "
N"). I even noticed this when trying to type it out in V4 (which sux about the shift). It just wont load...(oh, and does anyone know a why all disk images have annoying "IMPORTED BY:" screens? ><) --[[User:Atariangamer|Atariangamer]] 20:06, 23 January 2009 (UTC)
: Well, try again - it typically works the second time. I'm working on improving this a bit for the next release.
=Enhancements===Resume==Please add a menu option to allow '''resume'''. Once you press home on the WiiMote it is sometimes difficult ot resume the game.
You generally have to change a key bind to get back to the game. It would be great if there were an option on the menu to resume the game.--[[User:Wilsoff|Wilsoff]] 11:27, 26 January 2009 (UTC)
: Try pressing the 1 key, that acts as "abort" and exits from the menu.
The second player WiiMote sort of works for Bubble Bobble. It can move 2P left and right and fire occasionally, but often WiiMote2 does nothing. Can this be fixed please?--[[User:Wilsoff|Wilsoff]] 11:27, 26 January 2009 (UTC)