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Re: Dragon32 Gamebase Beta1 Here

Posted: Sun Oct 20, 2019 4:13 pm
by subone
.mad. wrote:
Sun Oct 20, 2019 4:02 pm
Updated Xroar script and GEMUS to use xroar -type command.
dragon (rc4).zip

Now works with AZERTY or any other EU keyboard.

Thanks to Subone for pointing out the error and testing. :wink:
Was a pleasure ... Thanks for your work :D

Re: Dragon32 Gamebase Beta1 Here

Posted: Tue Oct 22, 2019 3:31 pm
by .mad.
Just updated setup to (RC5)

Fixes incorrect GEMUS in approx 20 Games.

New script for Xroar.
It now uses GEMUS only, no more auto guess loading.
re-tested EVERY game.

fixed a few files to work in both emulators.

enjoy the update! :wink:

Re: Dragon32 Gamebase Beta1 Here

Posted: Tue Oct 22, 2019 9:19 pm
by manguan
Thanks, .mad. Fine work as always.

Re: Dragon32 Gamebase Beta1 Here

Posted: Fri Oct 25, 2019 11:29 pm
by subone
Thanks .mad.
all is fine except 2 games missing in list :
Games not found: 2/1629
D:\Dragon32\Games\

Abacus\King of Valley [xroar fix].cas 16 King of Valley
Hobson Bullman and John Smallwood\Larkspur part 1 - Waldorf Is Trapped (HB & JS)[fixed].cas 616 Larkspur Waldorf 1 - Larkspur Waldorf is Trapped

Re: Dragon32 Gamebase Beta1 Here

Posted: Sat Oct 26, 2019 1:19 pm
by .mad.
Larkspur part 1 - Waldorf Is Trapped (HB & JS)[fixed].cas

That game is there but it needs relinking with the one in update (rc5)
Hobson Bullman and John Smallwood/Larkspur part 1 - Waldorf Is Trapped.zip
Larkspur part 1 - Waldorf Is Trapped (HB & JS)[fixed2].cas

forgot to add King of Valley due to xroar crashing when it's run. :P

Re: Dragon32 Gamebase Beta1 Here

Posted: Sat Oct 26, 2019 1:42 pm
by subone
.mad. wrote:
Sat Oct 26, 2019 1:19 pm
Larkspur part 1 - Waldorf Is Trapped (HB & JS)[fixed].cas

That game is there but it needs relinking with the one in update (rc5)
Hobson Bullman and John Smallwood/Larkspur part 1 - Waldorf Is Trapped.zip
Larkspur part 1 - Waldorf Is Trapped (HB & JS)[fixed2].cas

forgot to add King of Valley due to xroar crashing when it's run. :P
Perfect thanks :D

Re: Dragon32 Gamebase Beta1 Here

Posted: Sat Oct 26, 2019 6:13 pm
by sjakie43
Thanx Mad 8)

Re: Dragon32 Gamebase Beta1 Here

Posted: Thu Oct 31, 2019 12:04 pm
by stanstimer
Hello Mad

Thanks for uploading the Dragon Gamebase, great gamebase.

I notice that you have included mc-10 files as well. Can you tell me how you converted the mc10 files to cas for the Dragon as I have been trying to do this for a while. I have some mc10 files that will work with the vmc m10 emulator but not the xroar emulator for the Dragon.

Many Thanks.

S. Stimer

Re: Dragon32 Gamebase Beta1 Here

Posted: Fri Nov 01, 2019 10:45 am
by .mad.
Hi Stan,

Jim Gerrie did all the MC-10 conversions for TRS80 / Dragon / Coco.
I just put an autorun boot fle on them. :)

It's possible to load a BASIC text listing into XROAR.
rename the text file to .ASC
attach it as a CASSETTE.
type CLOAD to load it.

attach an output tape (create a blank CAS file)
enable the rewrite option.
type CSAVE "FILENAME"

Re: Dragon32 Gamebase Beta1 Here

Posted: Fri Jun 12, 2020 8:14 am
by ginolifio
Xroar 0.36 not working with script.what has changed?

Re: Dragon32 Gamebase Beta1 Here

Posted: Fri Jun 12, 2020 9:55 am
by .mad.
ginolifio wrote:
Fri Jun 12, 2020 8:14 am
Xroar 0.36 not working with script.what has changed?
The new emulator code used incorrect path "/" instead of "\" in the Windows build. ;)
This caused the command to terminate on the file attached.

It was fixed by sixxie in yesterday afternoons snapshot v0.37.
The script does need a small tweak for the updated type commands...
\n [new line] should be changed to \r [return]
and quotes should now be inside quotes (3 quotes to type 1 quote)

example
Add_CLP( -type RUN"""DISCUP.BIN"""\r)
Add_CLP( -type BOOT\r)

new working build here...
http://www.6809.org.uk/tmp/xroar/

Re: Dragon32 Gamebase Beta1 Here

Posted: Fri Jun 12, 2020 12:53 pm
by ginolifio
Thanks Mad.All Fixes

Re: Dragon32 Gamebase Beta1 Here

Posted: Thu Jun 18, 2020 12:30 am
by OX
.mad. wrote:
Fri Jun 12, 2020 9:55 am
ginolifio wrote:
Fri Jun 12, 2020 8:14 am
Xroar 0.36 not working with script.what has changed?
The new emulator code used incorrect path "/" instead of "\" in the Windows build. ;)
This caused the command to terminate on the file attached.

It was fixed by sixxie in yesterday afternoons snapshot v0.37.
The script does need a small tweak for the updated type commands...
\n [new line] should be changed to \r [return]
and quotes should now be inside quotes (3 quotes to type 1 quote)

example
Add_CLP( -type RUN"""DISCUP.BIN"""\r)
Add_CLP( -type BOOT\r)

new working build here...
http://www.6809.org.uk/tmp/xroar/
Can't find any snapshot v0.37 on that link .mad., has it been removed?

Re: Dragon32 Gamebase Beta1 Here

Posted: Thu Jun 18, 2020 9:07 am
by .mad.
OX wrote:
Thu Jun 18, 2020 12:30 am
Can't find any snapshot v0.37 on that link .mad., has it been removed?
No, it's just my confusion with the numbers. :wink:

The temp folder is the place for the WIP unreleased next version 0.37.
the windows command-line fix was in 0.36.110.
so anythng above that should be good.

Code: Select all

;******************************
;*        XROAR v0.37         *
;*       11th June 2020       *
;*  Dragon 32/64, Tano, CoCo  *
;*       Script by .mad.      *
;* Xroar Manual sendkeys v1.3 *
;******************************
; xroar 0.36 path uses incorrect slash "/" for gamebase to attach files in Windows.
; fixed in 0.36.110

; All -type filenames in GEMUS need to be in UPPERCASE!!!

; PLEASE SET YOUR EMULATOR PROPERTIES AS FOLLOWS:
;
; Emulator File: XRoar.exe
; Use Short Filenames: no
; File Types: cas;pak;dtx;dgn;s19;vdk;sna
; (Compressed File Types: ZIP)

; If a Game needs a specific machine use the following keytypes:
; machine=dragon32 - Dragon 32 (PAL) (Default)
; machine=dragon64 - Dragon 64 (PAL)
; machine=tano     - Tano Dragon (NTSC)
; machine=coco     - Tandy Colour Computer (PAL
; machine=cocous   - Tandy Color Computer (NTSC)
; machine=coco2b   - coco2b pal
; machine=coco2bus - coco2b ntsc

; Startup keytypes:
; Startup=cload        - Basic Application (may require RUN)
; Startup=cloadm       - Machine Code Application (Autostarting)
; Startup=cloadm:exec  - Machine Code Application -requires EXEC to run.
; pclear=# (1-8)       - PCLEAR8 to clear memory before typing CLOADM
; diskboot=menu.bas
; casboot=menu.bas


;Some games require commands to be entered before they can load correctly
;for example to enable the dragon64 to use the 64K Ram you need to enter 64k mode by typing EXEC (The cursor will flash blue to indicate 64K mode)
;to enter the command type startup=d6432k in the GEMUS window.

;####################
; possible keymap codes (uk||de||fr||us||fr_CA)
Add_CLP( -keymap uk)
;####################

;Setup game to use cursor keys for left Joystick by default(Joyport2) or right joystick(Joyport1)

;--------------------------------
; -joy-virtual name
; none, joy0, joy1, kjoy0, mjoy0
;--------------------------------

;Right Joystick
If Control = JoyPort1
 if key_autocenter CONTAINS(analog)
 ;use mouse for better control
 	Add_CLP( -joy-right mjoy0)
 	Else
 	Add_CLP( -joy-right joy0)
	End If
		if key_joystick2 CONTAINS(yes)
		Add_CLP( -joy-left joy1)
		Else
		Add_CLP( -joy-left none)
		End If

;Left Joystick
ElseIf Control = JoyPort2
 if key_autocenter CONTAINS(analog)
 ;use mouse for better control
 	Add_CLP( -joy-left mjoy0)
 	Else
	Add_CLP( -joy-left joy0)
	End If
		if key_joystick2 CONTAINS(yes)
		Add_CLP( -joy-right joy1)
		else
		Add_CLP( -joy-right none)
		End If

;default controls keyboard only
else
Add_CLP( -joy-left none -joy-right none)
End If


If Key_machine CONTAINS(DRAGON64)
	Add_CLP( -machine dragon64)

	If key_cart CONTAINS(delta)
	Add_CLP( -cart delta)
	
	ElseIf key_dos CONTAINS(no)
	Add_CLP( -nodos)
		
	Else
	Add_CLP( -cart dragondos)
	End If

;Use this for NTSC games (black and white)
ElseIf Key_machine CONTAINS(Tano)
	Add_CLP( -machine tano -ccr simple)
	Add_CLP( -cart dragondos)

ElseIf Key_machine CONTAINS(coco)
	Add_CLP( -machine coco)

ElseIf Key_machine CONTAINS(cocous)
	Add_CLP( -machine cocous)
	
ElseIf Key_machine CONTAINS(coco2b)
	Add_CLP( -machine coco2b)
	If key_dos CONTAINS(yes)
	Add_CLP( -cart rsdos)
	Else If gametype CONTAINS(dsk)
	Add_CLP( -cart rsdos)
	Else
	Add_CLP( -nodos)
	End If

ElseIf Key_machine CONTAINS(coco2||coco2bus)
	Add_CLP( -machine coco2bus)	
	If key_dos CONTAINS(yes)
	Add_CLP( -cart rsdos)
	Else If gametype CONTAINS(dsk)
	Add_CLP( -cart rsdos)
	Else
	Add_CLP( -nodos)
	End If	
Else

;choose a normal Dragon32 as default
	Add_CLP( -machine dragon32)

	If key_cart CONTAINS(delta)
	Add_CLP( -cart delta)
	
	ElseIf key_dos CONTAINS(yes)
	Add_CLP( -cart dragondos)

	Else If gametype CONTAINS(vdk)
	Add_CLP( -cart dragondos)

	else
	Add_CLP( -nodos)
	End If
End If

;-nobas
;-noextbas
;-noaltbas

If PalNTSC = NTSC
; artifacting (orange)
Add_CLP( -tv-type ntsc)

ElseIf PalNTSC = BOTH
; artifacting (blue)
Add_CLP( -tv-type ntsc)

Else
;black and white
Add_CLP( -tv-type pal)
End if


;Load tape or disk manually with stored GEMUS commands.
; ONLY needed if Xroar auto boot fails.
; uses GEMUS "startup" instead of "boot" in MAME script.

	If key_poke CONTAINS(*)
	ADD_CLP( -load "%gamepathfile%")
	Add_CLP( -type POKE%poke_value%\r)
	Add_CLP( -type \r%boot_value%\r)
	If key_boot CONTAINS(CLOAD)
	Add_CLP( -type RUN\r)
	End If
	Run_Emulator()
	
	Elseif key_exec CONTAINS(*)
	; Memory location to jump into after loading.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOADM:EXEC%exec_value%\r)
	Run_Emulator()

	Elseif key_code CONTAINS(*)
	; FILE=FILENAME when CODE is used.
	; Memory location to load file at.
	Add_CLP( -load "%gamepathfile%")
	if key_file CONTAINS(*)
	Add_CLP( -type CLOADM"""%file_value%""",&H%code_value%:EXEC\r)
	else
	Add_CLP( -type CLOADM"""""",&H%code_value%:EXEC\r)
	End If
	Run_Emulator()

	ElseIf Key_clear CONTAINS(*)
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLEAR%clear_value%\r)
	Add_CLP( -type \r%boot_value%\r)
	Run_Emulator()
	
	Elseif key_clearh CONTAINS(*)
	; CLEAR200,&H6000
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLEAR%clearh_value%,&H%h_value%\r)
	Add_CLP( -type CLOADM:EXEC\r)
	Run_Emulator()
	
	ElseIf Key_pclear CONTAINS(*)
	; PCLEAR# (1-8) clear memory for the code.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type PCLEAR%pclear_value%\r)
	Add_CLP( -type \r%boot_value%\r)
	If key_boot CONTAINS(CLOAD)
	Add_CLP( -type \rRUN\r)
	End If
	Run_Emulator()
	
	ElseIf Key_casboot CONTAINS(*)
	; select file on compilation tape to load.
	Add_CLP( -load "%gamepathfile%")
		if key_casfile CONTAINS(BAS)
		Add_CLP( -type CLOAD"%casboot_value%\r)

		Else
	Add_CLP( -type CLOADM"""%casboot_value%"""\r)
	End If
	Run_Emulator()

	ElseIf Key_startup CONTAINS(d64bas)
	;Dragon 64 in 64k mode
	;from DOS type... EXEC (blue cursor = 64k mode)
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type EXEC\r)
	Run_Emulator_Send_Keys([3]CLOAD{enter}||50)

	ElseIf Key_boot CONTAINS(CLOAD)
	;load a BASIC program from tape. may also require RUN to be typed.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOAD\r)
	;Enter line number to RUN in BASIC.
	If key_run CONTAINS(*)
	Add_CLP( -type RUN%run_value%\r)
	else
	Add_CLP( -type RUN\r)
	End If
	Run_Emulator()

	ElseIf Key_boot CONTAINS(CLOADM)
	;Load a machine code program from tape.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOADM\r)
	Run_Emulator()

	ElseIf Key_boot CONTAINS(CLOADM:EXEC)
	;load machine code from tape. also requires EXEC to be typed from DOS prompt to run the code.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOADM:EXEC\r)
	Run_Emulator()
	
	ElseIf Key_boot CONTAINS(CLOADM:CLOAD)
	;load 2 files. machine code, then BASIC. *when tape motor is stuck ON in emulator.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOADM:CLOAD\r)
	Add_CLP( -type \rRUN\r)
	Run_Emulator()
	
	ElseIf Key_boot CONTAINS(CLOADM:RUN)
	;load machine code from tape. also requires RUN to be typed from DOS prompt to run the code.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOADM:RUN\r)
	Run_Emulator()
	
	ElseIf Key_boot CONTAINS(CLOADM:CLOADM)
	;load machine code from tape. also requires CLOADM to be typed from DOS prompt to run the code.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type CLOADM:CLOADM\r)
	Run_Emulator()

;-----------------
;Disks
;-----------------

	ElseIf key_mode CONTAINS(discup)
	;move DragonDOS to higher memory.
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type RUN"""DISCUP.BIN"""\r)
	Add_CLP( -type BOOT\r)
	Run_Emulator()
	
	ElseIf Key_mode CONTAINS(infocom)
	;link (non booting) adventure disk as the "game file" in drive 1, engine.vdk in drive 2.
	Add_CLP( -load "%gamepathfile%" -load "%gamepath%\ENGINE.VDK")
	Add_CLP( -type LOAD"""2:ENG04V32.BIN""":EXEC&H1100\r)
	Run_Emulator()

	ElseIf key_diskboot CONTAINS(*)
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type RUN"""%diskboot_value%"""\r)
	Run_Emulator()

	;Requires 2 disks inserted to load (Disk A = drive#1, Disk B = drive#2).
	; files must be in GameBase name format "gamename_disk 1.vdk", "gamename_disk 2.vdk".
	ElseIf Key_2disk CONTAINS(yes)
	Add_CLP( -load "%gamepathfile%" -load "%gamepathfile(1)%")
	Add_CLP( -type BOOT\r)
	Run_Emulator()

	ElseIf Key_dir CONTAINS(yes)
	Add_CLP( -load "%gamepathfile%")
	Add_CLP( -type DIR\r)
	Run_Emulator()
	
;---------------------
ElseIf Key_machine CONTAINS (coco2||coco2b)
	; CoCo 2 Compilation disks
	If gametype CONTAINS(DSK)
	Add_CLP( -load "%gamepathfile%")
	
	If key_boot CONTAINS (*.BAS)
	Add_CLP( -type RUN"""%boot_value%"""\r)
	;bin
	else if key_autorun CONTAINS (no||off)
	Add_CLP( -type LOADM"""%boot_value%"""\r)

	Else
	Add_CLP( -type LOADM"""%boot_value%""":EXEC\r)
	End If
	End If
;---------------------

	; Use Xroar's built-in settings for auto running files.
	; It doesn't work for everything, but it's a very good default option.

Else
	Add_CLP( -run "%gamepathfile%")
	Run_Emulator()
End If

Re: Dragon32 Gamebase Beta1 Here

Posted: Thu Jun 18, 2020 7:45 pm
by OX
Ah, thought you might have been using some other version as I could'nt get it to work - then I realised the new emulator archive doesn't come with any of the system .rom files so copied them over from the old version of xroar and got it working, cheers .mad.