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1,678 bytes removed ,  20:40, 6 January 2013
: Great! I've updated the default theme with it. If you send me your email address, I'll give you svn commit access so that you can update it yourself if you change something (you should maybe put your name on the graphics somewhere). --[[User:SimonKagstrom|SimonKagstrom]] 12:19, 14 March 2010 (UTC)
==Issues=GUI Questions\Suggestions ===I'm wondering if it's possible to make the game selection bubble a bit more customizable. Like if you could rather edit fields in a XML file that stores the info on the game entries to include Musician, Coder etc. Also through this a way to assign your own screenshot. If you put a screenshot in a folder designated to that and in the XML file refer to the picture you wanna use for that game. Like say you have a XML file in each folder you make for the games and they look like this: <GameList> <Game Title="Fire Trap"> Musician = Rub Hubbard Coder = Rob Hubbard Company = Ocean <ScreenShot>FireTrap.png</ScreenShot> </Game> <Game Title="High Noon"> Musician = Rub Hubbard Coder = Rob Hubbard Company = Ocean <ScreenShot>HighNoon.png</ScreenShot> </Game></GameList> Is that possible?--[[User:Corey89|Corey89]] 22:13, 17 March 2010 (UTC) : Well, it's certainly possible, but slightly tricky (I don't like XML parsing!). I also kind of like to have all data in a single file (stored in metadata/). But you can already capture your own screenshots - just enter "game info" and select "capture screenshot". The musician (and graphics artist I suppose) is good ideas though, I'll add these to a future version. : I have some ideas about sharing game information over the network as well, but that's also a future feature. --[[User:SimonKagstrom|SimonKagstrom]] 12:00, 18 March 2010 (UTC)
=== Network ===What's You could always go by the network code for?!?Lemon64 info field and include Creator, Musician, Genre and Players, it would be easy to find that info then. --[[User:Corey89|Corey89]] 16:14, 19 March 2010 (UTC)
: http://simonkagstromAnother include an option to show or hide the extensions in the game listing, but for us who are nazi on organizing and make it will be a while until that works on the Wiilook snappy. --[[User:SimonKagstromCorey89|SimonKagstromCorey89]] 1815:0747, 25 February 2009 22 March 2010 (UTC)
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.==Issues==
=== Loading Games ===
I noticed an overall speed improvement in v.8 (didn't try v.7), which is good, however the music plays too fast. If I reduce emulation speed to 95% the music seems to be at the correct speed but it's distorted. --[[User:Tetsuo|Tetsuo]] 16:39, 17 March 2009 (UTC)
=== PRG Files won't load in recent versions ===
Doing a clean instal of 2.4.1 (completely deleting all frodo folders before copying it to the SD card) results in PRG files not being able to load in the emulator. This is true of other recent versions as well.
But I found that if I do a clean instal of version 2.1 it will then load PRG files correctly, and THEN if I install 2.4.1 on top of that (without deleting anything) PRG files will load correctly again....
I'm using Ghost Manor.prg but it doesn't run correctly anyway -- after the first stage, the game crashes.... Spikes Peak.prg seems to work all the way through though. --[[User:Mr. Reaper|Mr. Reaper]] ([[User talk:Mr. Reaper|talk]]) 19:40, 6 January 2013 (CET)
== Keyboard ==
: Well, try again - it typically works the second time. I'm working on improving this a bit for the next release.
== Emulator crash bug ==
Its no biggie but I thought I'd report that I found a bug on the v6 version.
If you go into the emulator option 'other options' and press the plus button on the wiimote it goes to a black screen and crashes everytime and you then have to manually power down the wii. I can replicate the bug everytime I load the emulator.
Its not a big problem but if you press the plus key by mistake its a pain having to reboot the wii each time.
Other than that this version is running great! The game 'North & South' now plays fine so I'm happy. ...I'd still like a usb keyboad in the future - but I guess it not really essential.
== PAL/NTSC ==
: Try pressing the 1 key, that acts as "abort" and exits from the menu.
== WiiMote 2 Firequest ==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) : Does it work better in v5? It sounds a bit like the other d-pad issue, but I don't know. --[[User:SimonKagstrom|SimonKagstrom]] 17:29, 26 January 2009 (UTC) :: Sorry, non-issue, turned out to be low batteries in the wiimote. ::: Good to hear! Less entries in the TODO list now :-) --[[User:SimonKagstrom|SimonKagstrom]] 08:39, 31 January 2009 (UTC) == Joystick Bindings ==Would it be possible for you to implement the binding of Joystick directions to buttons? I'm asking this because in almost all games jumping is done by pushing Up on the Dpad, which isn't very comfortable. Using the 1 button to jump would be a great feature, and an improvement over a real C64 too.--[[User:Tetsuo|Tetsuo]] 20:11, 27 January 2009 (UTC) : That's a good idea actually, using 1 for keys just feels awkward anyway. I've added it to the TODO list. --[[User:SimonKagstrom|SimonKagstrom]] 19:28, 28 January 2009 (UTC) :: Thanks. You are my hero :) --[[User:Tetsuo|Tetsuo]] 11:42, 29 January 2009 (UTC)----Now with support for the nunchuk and the classic analogue controller it would be great if key bindings where possible for the new buttons (c and z on the nunchuk and x,y,zl,zr,R and L on the classic analogue controller). Is it anyway already possible to bind two diffrent keys to eg. a-button on the wiimote and another key to "a" on the classic analogue controller? 15.03.09 18:15 knitax : Everything is possible, it's software :-). I thought about this as well, but didn't think anyone would like to do that :-). Might come in a later version. --[[User:SimonKagstrom|SimonKagstrom]] 19:17, 16 March 2009 (UTC) :: If someone uses the nunchuk or the classic analogue controller he/she for sure wants to use its buttons instead of the buttons from the wiimote - not only the stick. ;-) ::: UPS! That is already built in! But "only" for the classic controller. As said it would be great to be able to bind keys to c and z from the nunchuck! :-) 21.03.09 18:49 knitax == GUI Update? == Now with the new MSX emulator, Tantric's Nintendo emulators and Eke's soon to be released Gen-Plus we're seeing a huge update in GUI approach, with anything from screenshots to 1-button disk switches. Any plans of updating the Frodo\UAE GUIs? The color schemes are a bit hard on my eyes. Maybe make the game directories editable with XML to add info and sorting? <small>—Preceding unsigned comment added by [[User:Corey89|Corey89]] ([[User talk:Corey89|talk]] • [[Special:Contributions/Corey89|contribs]]) 13:14, 16 October 2009 (UTC)</small> : Well, I'll admit that I've started looking into using [[libwiigui]] for Frodo. My main problem with it is that it's not using SDL, so it's not possible to build on the host currently. That makes development much more time-consuming than it should be, so I've so far been put off by that. Help needed as always!: I'm currently working on networking improvements for Frodo, and expect to have something usable for that fairly soon (then again - who knows!) [[User:SimonKagstrom|SimonKagstrom]] 08:19, 3 November 2009 (UTC):: Ah, I figured it was able to blend in with SDL since DosBox uses libwiigui. --[[User:Corey89|Corey89]] 17:34, 3 November 2009 (UTC)
One of my preferred games is Firequest (http::: It's certainly able to blend in // Unfortunately, it is not working because it freezes after about 1 minute. I tried also Frodo for Windows and this problem remains. Can you solve this bug, or can you contact Christian Bauer, please? - it's just that the build would then be wii-only, so no more development in Linux in that case. [[User:SimonKagstromRogwb|SimonKagstromRogwb]] 2014:3925, 3 November 2009 31 January 2011 (UTCCET)


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