22th of December 2021
- small changed / bugfixes
Vectorblade did not start anymore
Vecmania had “problems” with joystick access
21th of December 2021
- some days ago, fixed bankswitching in vectrex emulator for 64k
- added options to invert joystick y-direction (common ini)
(each individual ini file can now have the option (INVERT_Y_AXIS = 1/0) - added “analog” scroll for vectrex exact selection of files
- added VOOM
- added lineArt demo!
- added Rebel Defender (no sound)
- thought about adding: icbm3d, xinv3d, xlander
but these are not my kind of games, I don’t like them, unless someone “begs” to add them
I leave them be, sources can be found under “new.not_done” - github is up to date
Thanks for the “analog” scroll 😉 !
New bug : can’t load Vectorblade (Minestorm starts)
I will do more tests tonight.
Updated…
Works great !!! Thanks a lot. Have a Merry Christmas and a Happy Newyear!
Hi
i’ve found time to test and test…
2 bugs found :
– Since 14th december version, I have glitches with Speedy vectrex games as you can see on the video. The fisrt part is coming from 15th june version and works great.
https://www.youtube.com/watch?v=p-gAX-s97SA&t=5s
– strange bug : Since 22th december version, in some games, controler stick is not working at all. I’ve found 2 games for now (Mr Boston and Solar Quest).
On the video, first part is with 14th dec version and 2nd with 22th version.
Bug is shown at 3:55 on the video.
https://www.youtube.com/watch?v=XxjeSKW82A4
And by the way, i wish you a great new year !
I’ll look into it, tomorrow or the day after. Just returned from a long trip…
Thx for reporting.
The joystick thing will be fixed with the next release, I found the culprit.
—
The glitches – I don’t know what causes them, my first guess would be changed “ini” items.
Following is a copy of the “june”-ini file. Would you try to use these values?
—
; Global Vectrex Interface ini file for PiTrex baremetal
; This file must not be larger then 10kb!
[VECTERX_INTERFACE]
; DELAY_ZERO_VALUE: the value that is 'waited' before a next move/draw
; after a zeroRef was done
; if screen looks ok, than the smaller the value - the faster
DELAY_ZERO_VALUE = 26;
; CRANKY_FLAG:
;typedef enum {
; CRANKY_CRANKY_VIA_B_DELAY_B0 = 0,
; CRANKY_CRANKY_VIA_B_DELAY_B1 = 0,
; CRANKY_CRANKY_VIA_B_DELAY_B2 = 0,
; CRANKY_CRANKY_VIA_B_DELAY_B3 = 0,
; CRANKY_BETWEEN_VIA_B = 16, uses above delay
; CRANKY_NULLING_WAIT = 32, uses fixed '6' cycles
; CRANKY_NULLING_CALIBRATE = 64, // does a calibrate after each 'null' of Y
; CRANKY_T1_DELAYED = 128 // not implemented
;} CrankyFlags;
; 0x16 = 22 cranky delay of 6 cycles - this is for MY worst vectrex
; 0x14 = 20 cranky delay of 4 cycles -
; the smaller the faster
CRANKY_FLAG = 22
; DELAY_AFTER_T1_END_VALUE:
; changes from vectrex to vectrex, the less, the faster
; values go between 17 - 22
; STO
DELAY_AFTER_T1_END_VALUE = 10
; SCALE_STRENGTH_DIF:
; 'correction' cycles with a conversion from scale to strength
; SSS
SCALE_STRENGTH_DIF = 2;
; BUFFER_TYPE
; buffer type
; 0 = no buffer, 1 = doublebuffer, 2 = autobuffer, 3 = no display
BUFFER_TYPE = 0;
; MAX_USED_STRENGTH:
; maximal strength that can be used without getting 'distortions'
; on cranky vectrex this can be as low as 90
; 'normal' vectrex can go as high as 127
; potentially, the higher the faster
MAX_USED_STRENGTH = 100
; RESET_TO_ZERO_DIF_MAX:
; when is a 'move' too far and a return to zero should be done instead
; (plus an additional move)
RESET_TO_ZERO_DIF_MAX = 2500;
; CYCLE_EQUIVALENT:
; how many Pi cycles represent one vectrex cycle. 666 nanoseconds should be pretty close
CYCLE_EQUIVALENT = 666;
; BEAM_OFF_BETWEEN_CONSECUTIVE_DRAWS:
; a thing of taste, vectors look more 'dotted' if this is 0
; potentially a bit faster if 0 though
BEAM_OFF_BETWEEN_CONSECUTIVE_DRAWS = 0;
; ORIENTATION:
; orientation rotated clock wise 0=normal, 1 = left, 2=up, 3 = right
ORIENTATION = 0
; CALIBRATION_VALUE:
; value for a Tuts calibration, if 0 no calibration!
CALIBRATION_VALUE = 0;
; USE_PIPELINE:
; use pipeline 1= yes, 0 = 0
; should always be yes
USE_PIPELINE = 1;
; KEEP_DOTS_ORDERED:
KEEP_DOTS_ORDERED = 0;
; OFFSET_X:
; screen position, - more left, + more right
OFFSET_X = 1
; OFFSET_Y:
; screen position, - more left, + more right
OFFSET_Y = 1
; SIZE_X:
; size correction of display, floating post value 1.0 = 'normal' output
; higher values enlarge, smaller shrink
SIZE_X = 1.000000
; SIZE_Y:
; size correction of display, floating post value 1.0 = 'normal' output
; higher values enlarge, smaller shrink
SIZE_Y = 1.000000
; LOG_OUTPUT:
; if different than 0 - than log all 'printf' outputs also to SD
LOG_OUTPUT = 1
; REFRESH_HZ:
REFRESH_HZ = 50
; MINSCALE:
MINSCALE = 1
; DOUBLE_TIMER:
DOUBLE_TIMER = 0
; DELAY_AFTER_XSH_VALUE :
DELAY_AFTER_XSH_VALUE = 2
; DELAY_AFTER_YSH_VALUE:
DELAY_AFTER_YSH_VALUE = 2
; DELAY_PORT_B_BEFORE_PORT_A_VALUE:
DELAY_PORT_B_BEFORE_PORT_A_VALUE = 2
; CRANKY_DELAY_Y_TO_NULL_VALUE:
CRANKY_DELAY_Y_TO_NULL_VALUE = 6
; IN_GAME_SETTINGS: IS BUTTON 2 JOYPAD 2 configured to call the settings menu
IN_GAME_SETTINGS = 0
Hi
sorry for the delay… I had to relieve colleagues in my hospital… No good times…
– great for the controls !
– I replaced the vectrexInterface.ini with the june one but nothing changed.
Hm.
I have to ponder over this – I am not really aware, that I changed the speedy vectrex output routines at all :-(.
Hi,
Did the Mr. Boston and Solar Quest joystick problems ever get sorted out?
Actually – yes – sort of.
I fixed it – but never uploaded a new version.
In the FB group I uploaded preliminary version that had that fixed.
But as it turned out – it had other problmen – non related, but still…
I obviously changed some other code in the last 2 years… that I am not really aware of.