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Gamebase20 v0.2
One known current issue: Pilot Pursuit TAP doesn't work with Vice v2.x currently. Already resolved for the next release in due time.
Please report any issues you may find and I will seek to investigate them.
And have a Merry Vic-mas
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Moderator: Jimbo
Code: Select all
Program Files
!_GameBase
!_Vic20_v02
!_Gfx
!_Scripts
!_Sounds
!_Splash
Code: Select all
;************************
;* WinVICE GEMUS Script *
;* (c) The GB Team *
;* 16 December 2004 *
;************************
;
; PLEASE SET YOUR EMULATOR PROPERTIES AS FOLLOWS:
;
; Emulator File: XVIC.EXE
; Associated File (1): vice.ini
; Use Short Filenames: YES
; File Types: D64;T64;G64;G41;TAP;CRT;P00;PRG
;
; This script was written for WinVICE v1.15 but
; may work with other versions too.
;
; Memory configuration is set through the key=value pair:
; memory=x
; where x is: none,all,3k,8k,16k,24k,"0,1,2,3,5" or "04,20,40,60,A0"
; as specified in the VICE manual section 7.2.2.2
; (Note: the Memory Expansion field can not be used by GEMUS)
;
; If the program requires a SYS call to start, then use:
; sys=x
; where x is the starting address as entered from BASIC
; and it will be displayed in a REM statement in the emulator
;
; Multipart cartridges must have the memory locations in the file names.
; The cartridge memory locations are set in the key=value pairs
; cart=A
; cart2=B
; where A and B are 2000,4000,6000,a000 or b000 (or 20,40,60,a0 or b0).
; Single carts may need to have a cart=A value set..
If GameType CONTAINS(d64||t64||g64||g41||tap||crt||prg)
;set paths to file location for possible image swaps
Set_INI_Value(1||VIC20||InitialDiskDir||%gamepath%)
Set_INI_Value(1||VIC20||InitialTapeDir||%gamepath%)
Set_INI_Value(1||VIC20||InitialCartDir||%gamepath%)
Set_INI_Value(1||VIC20||InitialAutostartDir||%gamepath%)
;autostart or 'manual load' the game image
If Key_cart CONTAINS(*)
If Key_cart CONTAINS(*20*)
Add_CLP( -cart2 %gamepath%\*%cart_value%*.*)
ElseIf Key_cart CONTAINS(*40*)
Add_CLP( -cart4 %gamepath%\*%cart_value%*.*)
ElseIf Key_cart CONTAINS(*60*)
Add_CLP( -cart6 %gamepath%\*%cart_value%*.*)
ElseIf Key_cart CONTAINS(*a0*)
Add_CLP( -cartA %gamepath%\*%cart_value%*.*)
ElseIf Key_cart CONTAINS(*b0*)
Add_CLP( -cartB %gamepath%\*%cart_value%*.*)
End If
If Key_cart2 CONTAINS(*20*)
Add_CLP( -cart2 %gamepath%\*%cart2_value%*.*)
ElseIf Key_cart2 CONTAINS(*40*)
Add_CLP( -cart4 %gamepath%\*%cart2_value%*.*)
ElseIf Key_cart2 CONTAINS(*60*)
Add_CLP( -cart6 %gamepath%\*%cart2_value%*.*)
ElseIf Key_cart2 CONTAINS(*a0*)
Add_CLP( -cartA %gamepath%\*%cart2_value%*.*)
ElseIf Key_cart2 CONTAINS(*b0*)
Add_CLP( -cartB %gamepath%\*%cart2_value%*.*)
End If
;autostart or 'manual load' the game image (with SYS call messages)
If VersionComment CONTAINS(*load manually*)
;check if a SYS call is needed to start
If Key_sys CONTAINS(*)
Add_CLP( -keybuf "REM LOAD MANUALLY THEN START WITH SYS%sys_value%%crlf%")
Else
Add_CLP( -keybuf "REM LOAD MANUALLY THEN SOFT RESET TO START%crlf%")
End If
Else
;check if a SYS call is needed to start
If Key_sys CONTAINS(*)
Add_CLP( -keybuf "SYS%sys_value%%crlf%")
End If
End If
Else
;autostart or 'manual load' the game image (with SYS call messages)
If ImageName CONTAINS(*)
If VersionComment CONTAINS(*load manually*)
;check if a SYS call is needed to start
If Key_sys CONTAINS(*)
Add_CLP( -keybuf "REM LOAD MANUALLY THENSTART WITH SYS%sys_value%%crlf%")
Add_CLP2( -autoload "%gamepathfile%:%c64imagename%")
Else
Add_CLP( -keybuf "REM YOU MUST LOAD AND START MANUALLY%crlf%")
Add_CLP2( -autoload "%gamepathfile%:%c64imagename%")
End If
Else
;check if a SYS call is needed to start
If Key_sys CONTAINS(*)
Add_CLP( -keybuf "%crlfx2%%crlfx2%SYS%sys_value% PRESS ENTER‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘%crlf%")
Add_CLP2( -autoload "%gamepathfile%:%c64imagename%")
Else
Add_CLP2( -autostart "%gamepathfile%:%c64imagename%")
End If
End If
Else
If VersionComment CONTAINS(*load manually*)
;check if a SYS call is needed to start
If Key_sys CONTAINS(*)
Add_CLP( -keybuf "REM LOAD MANUALLY THENSTART WITH SYS%sys_value%crlf%")
Add_CLP2( -autoload "%gamepathfile%)
Else
Add_CLP( -keybuf "REM YOU MUST LOAD AND START MANUALLY%crlf%")
Add_CLP2( -autoload "%gamepathfile%)
End If
Else
;check if a SYS call is needed to start
If Key_sys CONTAINS(*)
Add_CLP( -keybuf "%crlf%%crlfx2%%crlfx2%%crlfx2%SYS%sys_value% PRESS ENTER‘‘‘‘‘‘‘‘‘‘‘‘‘%crlf%")
Add_CLP2( -autoload "%gamepathfile%")
Else
Add_CLP2( -autostart "%gamepathfile%")
End If
End If
End If
End If
;do we want a PAL or NTSC setup?
If PalNTSC = NTSC
Add_CLP( -ntsc)
Else
Add_CLP( -pal)
End If
;settings for expanded memory
If Key_memory CONTAINS(*)
Add_CLP( -memory %memory_value%)
;Add_CLP( -reu -reusize %memory_value%)
Else
Add_CLP( -memory none)
;Add_CLP( +reu)
End If
;set the game controls
;0=None, 1=Numpad + RCtrl, 2=Keyset A, 3=Keyset B, 4+ are for real joysticks/pads;
If %gamefile% CONTAINS(*)
If Control = JoyPort2
Add_CLP( -joydev1 2)
If NumPlayers > 1
Add_CLP( -extrajoydev1 3)
Else
Add_CLP( -extrajoydev1 0)
End If
ElseIf Control = JoyPort1
Add_CLP( -joydev1 2)
If NumPlayers > 1
Add_CLP( -extrajoydev1 3)
Else
Add_CLP( -extrajoydev1 0)
End If
ElseIf Control = Lightpen
Add_CLP( -lightpen)
Else
Add_CLP( -joydev1 0)
Add_CLP( -extrajoydev1 0)
End If
End If
;unsupported game controls
If Control = PaddlePort1
Show_Message(This emulator does not have Paddle emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = PaddlePort2
Show_Message(This emulator does not have Paddle emulation.%crlfx2%This game may be uncontrollable/unplayable.)
End If
;give the user a warning message?
If VersionComment CONTAINS(*use real C64*)
Show_Message(This game may not work properly with this emulator.%crlfx2%See Version Comment for more info.)
End If
If VersionComment CONTAINS(*not 100%*||*not working*||*doesn't work*)
Show_Message(This game may not work properly.)
End If
If VersionComment CONTAINS(*load manually*)
Show_Message(You must load this game manually within the emulator.%crlfx2%Game file: %gamepathfile%)
End If
If VersionComment CONTAINS(*PET Emulator*)
Show_Message(Use PET Emulator to run this game.)
End If
;run the emulator
Run_Emulator()
Else
;invalid game file type
Show_Message(GAME_NOT_SUPPORTED%crlfx2%Supported types: D64, T64, G64/G41, TAP, CRT, PRG, P00)
End If
Actually they shouldn't be, they contain specific GB20 related files that are different to the main ones supplied with the frontend. Some of the little icons are different on the tabs for example.K.C. wrote:These folders are redundant and can be removed from the zip file.
Ah, I see.Mayhem wrote:Vice 2.2 is NOT supported by this release, and not just because of the GEMUS script (which was an unexpected change made after I'd already packaged this for distribution). Some TAPs do not auto run either. I've made the relevant changes for 2.2 although some more might be in order once the availability of paddle control is assessed for example.
So to repeat... GB20 v0.2 officially only supports up to Vice 2.1.
I find these folders 2 times in the Zip archive. One time under the Vic20_V02 folder. These folders contain the icons and other files you mention.Mayhem wrote:Actually they shouldn't be, they contain specific GB20 related files that are different to the main ones supplied with the frontend. Some of the little icons are different on the tabs for example.K.C. wrote:These folders are redundant and can be removed from the zip file.
Yeah, I saw this myself by unzipping the archive myself. It DOES NOT appear in the window when I open the archive though, only when I extract. Most peculiar, and why I never spotted it originally. I'll have to find a way around it. Do you see it in the archive when opening it before extracting? If so, what are you doing to see it, or what program are you using? Just to bug hunt...K.C. wrote:But next to the Vic20-V02 folder (in the 'root' of the zip file) I see a folder named Program Files containing the (empty) folder structure mentioned in my previous post. IMO this one is redundant and can be put away from the zip archive.
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