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Super Mario Bros 64 function with scpu in Gamebasev16?
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- orsa99
- New Member
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Super Mario Bros 64 function with scpu in Gamebasev16?
Super Mario Bros 64 function with scpu in Gamebasev16? If yes, such as?
- .mad.
- Honoured Member
- Location: Lancashire
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Re: Super Mario Bros 64 function with scpu in Gamebasev16?
No, not via the current GameBase game archive and script.
Super CPU support is only setup for 1 game.
Metal Dust (.D81 files).
while testing... lot's of games crashed in SCPU VICE.
so support is very limited, to avoid most games not working as a default.
Also at the moment, all single game files are stored in T64 (Tape) files.
SCPU VICE does not have a TAPE/Datasette function.
so none of those file will load into the emulator anyway.
--
You can get the mario EXTRAS (Cartridge, Disk) to load in SCPU.
if you are using a WinVICE 3 series emulator.
by adding ;D64;CRT
to the SCPU supported filetypes...
[WinVICE v3.2-34882-v7 SCPU (x86)]
UseShortFilenames=1
SupportedTypes=D81;REU;D64;CRT
EmulatorPathFile=C:\GameBase\GBC_v16\emu\WinVICE\xscpu64.exe
ScriptFile=VICE3.txt
UseDefaultTypes=0
WaitFinish=1
1=
Then move the VICE3 SCPU emulator to the top of the list (the default choice).
alternatively copy the PRG from the T64 to a D81 file and relink the mario gamebase file.
Super CPU support is only setup for 1 game.
Metal Dust (.D81 files).
while testing... lot's of games crashed in SCPU VICE.
so support is very limited, to avoid most games not working as a default.
Also at the moment, all single game files are stored in T64 (Tape) files.
SCPU VICE does not have a TAPE/Datasette function.
so none of those file will load into the emulator anyway.
--
You can get the mario EXTRAS (Cartridge, Disk) to load in SCPU.
if you are using a WinVICE 3 series emulator.
by adding ;D64;CRT
to the SCPU supported filetypes...
[WinVICE v3.2-34882-v7 SCPU (x86)]
UseShortFilenames=1
SupportedTypes=D81;REU;D64;CRT
EmulatorPathFile=C:\GameBase\GBC_v16\emu\WinVICE\xscpu64.exe
ScriptFile=VICE3.txt
UseDefaultTypes=0
WaitFinish=1
1=
Then move the VICE3 SCPU emulator to the top of the list (the default choice).
alternatively copy the PRG from the T64 to a D81 file and relink the mario gamebase file.
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- Retroplay
- Cool Member
- Location: Denmark
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Re: Super Mario Bros 64 function with scpu in Gamebasev16?
I have been wondering about this, why do GB64 use t64 for single load games ?
T64 is just a container format with the prg inside, nothing to do with tapes (tap) at all.
And since prg files can be injected to ram in pretty much all the C64 emulators out there (incl real C64 + 1541U), it doesn't really make any sense to use t64 format at all.![Smile :)](./images/smilies/icon_smile.gif)
T64 is just a container format with the prg inside, nothing to do with tapes (tap) at all.
And since prg files can be injected to ram in pretty much all the C64 emulators out there (incl real C64 + 1541U), it doesn't really make any sense to use t64 format at all.
![Smile :)](./images/smilies/icon_smile.gif)
- .mad.
- Honoured Member
- Location: Lancashire
Post
The GameBase started way back in the very early days of emulation.
and the old emulators needed a PRG container for them to work.
Also, it's a good way to preserve the original C64 filename (PETSCII).
Unlike now, HD size was at a premium price back then.
T64's are much smaller than D64.
so i guess... it seemed the obvious /only choice at the time when you are talking about 20,000 files.
quite a few T64's have alternate versions of the game, loading pic or dox file.
So it's a good way to reduce the size and overall number of files.
All the latest emulators can indeed inject PRG's into RAM.
But personally, If it was my GameBase.
I would still use a container for all the single file games.
.P00 preserves the longer C64 file names, while using the smaller 8:3 PC DOS file names.
every other multi-file game would go on D64.
--
if compyx pushed the .P00 duplicate file rename fix in c1541, i would convert ALL the T64's in a day.
at the moment it's a long winded process, and i need to be in the right head space.
But Michael still has the final say of what filetypes he wants to use in HIS GameBase.
Re: Super Mario Bros 64 function with scpu in Gamebasev16?
It's the container choice of Michael.
The GameBase started way back in the very early days of emulation.
and the old emulators needed a PRG container for them to work.
Also, it's a good way to preserve the original C64 filename (PETSCII).
Unlike now, HD size was at a premium price back then.
T64's are much smaller than D64.
so i guess... it seemed the obvious /only choice at the time when you are talking about 20,000 files.
quite a few T64's have alternate versions of the game, loading pic or dox file.
So it's a good way to reduce the size and overall number of files.
All the latest emulators can indeed inject PRG's into RAM.
But personally, If it was my GameBase.
I would still use a container for all the single file games.
.P00 preserves the longer C64 file names, while using the smaller 8:3 PC DOS file names.
![Smile :)](./images/smilies/icon_smile.gif)
every other multi-file game would go on D64.
--
if compyx pushed the .P00 duplicate file rename fix in c1541, i would convert ALL the T64's in a day.
at the moment it's a long winded process, and i need to be in the right head space.
But Michael still has the final say of what filetypes he wants to use in HIS GameBase.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
- orsa99
- New Member
Post
Re: Super Mario Bros 64 function with scpu in Gamebasev16?
Ok, very thanks for the answer. I have vice 3.2 X86. Can i copy your code only for Super Mario 64 games, in Gemus "key value" pairs - edit current game only? Also Doom (Id software clone) and Wolfenstein 3D are not supported in Gamebasev16?.mad. wrote: ↑Mon Sep 23, 2019 9:30 am
[WinVICE v3.2-34882-v7 SCPU (x86)]
UseShortFilenames=1
SupportedTypes=D81;REU;D64;CRT
EmulatorPathFile=C:\GameBase\GBC_v16\emu\WinVICE\xscpu64.exe
ScriptFile=VICE3.txt
UseDefaultTypes=0
WaitFinish=1
1=
Then move the VICE3 SCPU emulator to the top of the list (the default choice).
alternatively copy the PRG from the T64 to a D81 file and relink the mario gamebase file.
- .mad.
- Honoured Member
- Location: Lancashire
Post
After adding CRT and D64 to the filetypes.
change both the Original Cart and Original Disk GEMUS to this...
Re: Super Mario Bros 64 function with scpu in Gamebasev16?
yes, you can edit the GEMUS options for the EXTRAS to use a specific emultor.
After adding CRT and D64 to the filetypes.
change both the Original Cart and Original Disk GEMUS to this...
Code: Select all
emu=WinVICE v3.2-34882-v7 SCPU (x86)
Correct. They are not in the GameBase.Also Doom (Id software clone) and Wolfenstein 3D are not supported in Gamebasev16?
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