PaulsCode Forum

General => Paul's Projects => Topic started by: Paul on March 24, 2013, 12:22:27 AM

Title: Commodore 64 emu, OUYA
Post by: Paul on March 24, 2013, 12:22:27 AM
(http://www.paulscode.com/source/FrodoC64-OUYA/concept/ouya_icon.png)

I decided to see what it would take to port one of the Android Commodore 64 emulators to OUYA.  Took a look at FrodoC64 today.  The project was pretty ancient and took a lot more work to fix than I anticipated (lots of stale reference errors - my recent work with SDL 2 and "Issue #30" helped me solve those).  Here's a short video I made after I got it running:

http://www.youtube.com/watch?v=Y43FJsLqzIY

Should just be a matter of tweaking the UI to make it navigable with the controller, and correcting for overscan.  I probably won't work on this for a couple weeks though (too many other things on my plate at the moment!)
Title: Re: Commodore 64 emu, OUYA
Post by: onthebridge on March 24, 2013, 08:14:43 AM
If you are trying to fill the gaps in the android emulators ecosystem, the most uncared one is the amstrad cpc  :D
Title: Re: Commodore 64 emu, OUYA
Post by: Paul on March 24, 2013, 09:34:02 AM
Nah, I just wanted to play the Commodore 64 on my TV, and none of the Android versions really work for the OUYA.
Title: Re: Commodore 64 emu, OUYA
Post by: xperia64 on March 24, 2013, 09:52:43 AM
Just out of curiosity, can you enable .t64 support? FrodoC64 4.1 says it supports tape images but the current android frodo cannot
Title: Re: Commodore 64 emu, OUYA
Post by: Paul on March 24, 2013, 10:00:11 AM
This is based directly on the Android port, so I'll have to see why it was disabled and if it can be enabled.
Title: Re: Commodore 64 emu, OUYA
Post by: Paul on March 24, 2013, 11:16:02 AM
OK, looked at the code a little closer.  Currently I'm having an issue with the load file selection activity force-closing so I can't test it, but it looks like .t64 loading is at least hooked up (can't tell if it works yet though).  It is only being limited in the file browser.  As soon as I fix the force-close problem I'll test to see if it works.
Title: Re: Commodore 64 emu, OUYA
Post by: Paul on April 01, 2013, 04:12:31 PM
Piers said he'd comp me a retail OUYA if I do this project.  Since I already have one on order for myself, I'll use this one for another competition reward.  Maybe I should do an artwork competition for this app.  I would like to try and stick with a hybrid of the OUYA and Commodore 64 icons, but I'm sure there are folks out there who can do a much better job than me (especially with the splash).  Any thoughts?
Title: Re: Commodore 64 emu, OUYA
Post by: littleguy on April 01, 2013, 07:06:34 PM
Very cool!
Title: Re: Commodore 64 emu, OUYA
Post by: onthebridge on April 02, 2013, 03:21:22 AM
Another idea could be to give the new OUYA to littleguy, he is doing a great job daily with Mupen64 :)
Title: Re: Commodore 64 emu, OUYA
Post by: Paul on April 02, 2013, 07:11:29 AM
I already pre-ordered him one (supposed to ship this month some time), but you are right he definitely is a key asset to the project.   :)
Title: Re: Commodore 64 emu, OUYA
Post by: littleguy on April 02, 2013, 08:30:05 AM
Thanks guys :D
Title: Re: Commodore 64 emu, OUYA
Post by: Paul on April 05, 2013, 07:30:07 PM
The OUYA arrived today (in case anyone was wondering if Piers was actually serious about comping me one):

(http://www.paulscode.com/images/comped_ouya.jpg)

Now I no kidding have to get serious about getting this project rolling  :)
Title: Re: Commodore 64 emu, OUYA
Post by: littleguy on April 05, 2013, 11:09:12 PM
Cool, can't wait to get mine!  Does this one exhibit any analog bias?
Title: Re: Commodore 64 emu, OUYA
Post by: shuy3n on April 06, 2013, 06:12:49 PM
The OUYA arrived today (in case anyone was wondering if Piers was actually serious about comping me one):

(http://www.paulscode.com/images/comped_ouya.jpg)

Now I no kidding have to get serious about getting this project rolling  :)

oh my good lord its beautiful