Comments (5)
Added catridge freeze to cartride OSD which can be mapped to a Cntrl/Commodore + F# key.
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Thx for the tips. I will be adding more functions like freeze/reset soon.
I had the same issues with Vice on Rpi (Combian, PiLIzard, etc) and that's why I started this project.
Yes, the emulation has been adjusted to match 50hz rather than the original 50.125 hz. It's mentioned in the README that emulation is going to be slightly off in timing.
BTW: There is no hot plug support for USB, everything has to be plugged in before power turns on and remain plugged in. That's a limitation of the library I'm using. All USB will stop working if you unplug anything.
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This BMC64 is almost perfect because it's a bare metal , no Linux Os under the hood that steal resources, and frequency is 50 hz for HDMI and 50,125 hz for PAL-composite, with composite is egual to original C64.
Today i had a pair of very long plays with Archon, a very fast action game, using same db9 joystick via Keyrah on BMC64 on first play and real C64 with same joystick on second play.. i can't see any difference, no audio/video lag, no input lag.. nothing..
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Just as an update, I commented this in my other issue about the compilation troubles that I closed:
So I implemented it and I'm pretty satisified with the features even if it could have been more flexible in the configuration.
In my menu now:
CBM+F1 / F9 = Joyswap / Disabled
CBM+F3 / F10 = Hard Reset / Disabled
CBM+F5 / F11 = Cartridge Freeze / Disabled
With menu items for enabling / disabled each individually.
Maybe it would also be possible to map some shifted keys like CBM+F2,
by combining CBM + CTRL + F2.
Kind of the brute and ugly way I did this, since I realize it is better to list the menus
based on the keys, and then make it possible to let the user map freely each key to any
of some set of common actions.
That would also reduce the duplication in the code, especially in the kbd.c file.
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Cool. I was planning on adding hot key features in the next release. In fact, I want all actions you can curerently assign to USB gamepad buttons to be available for a set of keys and GPIO inputs. Maybe 3-5.
I held back on reset since I wanted to add in a confirmation dialog in there before the thing actually reset. But that would only apply to gamepad buttons I think. There's probably less chance you accidentally do it from the keyboard.
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Related Issues (20)
- successful build using Arm GNU Toolchain (12.3.rel1) report HOT 2
- Directories littered with invisible files HOT 2
- communicate with host computer via Ethernet HOT 2
- Supported sync on DSI connected screen HOT 3
- Feature request: Support less/greater key on german QWERTZ keyboard
- Feature request: Add MicroMys as controlport device
- Wont boot on Pi 3 a+ HOT 5
- Issue with Secret of Monkey Island HOT 4
- accentual.com TLS cert HOT 1
- PET Keymap Problem HOT 5
- PET Drives Change Model is always None HOT 4
- Tape Drive Emulation Unreliable HOT 7
- Two new (simple) feature requests
- Question: Support for GPIO audio PWM module HOT 3
- Audio out via jack on Pi Zero HOT 3
- flipping disks with .m3u ? HOT 6
- Feature request: Supporting more than 20 buttons on usb gamepad HOT 3
- GPIO Config 2 : GPIO Keyboard and Joysticks does not work properly
- plus4emu memory HOT 2
- Plus4Emu Extra drives
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