4DO
An open-source, low-level emulator based on the FreeDO source code.
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Fix for Windows XP (+64 bit?)

fourdo-admin August 07, 2011 Leave a Comment

I believe I figured out what’s going wrong with the XP crash reports. Turns out it was rather simple. I’m a little irked about the misleading error message we were getting Mad.

On the machine I recreated it on, it actually was due to being unable to find c++ runtimes. I’ll update my original post to point this out as a dependency. You can get those here:
http://www.microsoft.com/download/en/details.aspx?id=5555

I do not have any 64 bit machines, so I’m unable to try any out myself. But, at least one chap sent me his crash details, and it should be the same. So, this may also resolve the issues on 64 bit machines.

My XP machine also got a crash on WaveLib, but I’m pretty sure I don’t have a sound card in it.

4DO 1.0.1.55 Alpha Released!

fourdo-admin August 07, 2011 Leave a Comment

I’ve uploaded 1.0.1.55! Here’s a quick changelist.

* Full screen mode
* Window resize snapping
* Toggle for preserving image aspect ratio
* Toggle for image smoothing. (i.e. Nearest Neighbor vs. Binlinear)
* Ability to reset the console.
* Ability to pause emulation and step frame-by-frame
* Toggle for remembering the pause status of the emulator at startup. (this will primarily be useful to developing 4DO)

https://sourceforge.net/projects/fourdo/files/4DO_1.0.1.55_alpha.zip/download

I will be looking into WinXP and 64-bit Windows support next. Wish me luck!

Priorities as of August 5th, 2011

fourdo-admin August 05, 2011 Leave a Comment

Well shoot. I guess version 1.0.0.0 will only work on 32 bit Windows 7. I’m not terribly surprised about 64-bit being an issue, but I am surprised that about Windows XP. Thanks for the feedback. I’ll look into it.

Here’s a general overview of my current set of priorities:
* Full screen (windowed mode).
* Fix WindowsXP.
* Fix 64 bit. I really hope I can get 64 and 32 bit systems to use the same EXE, but I’m a bit worried that I’ll have to have two different sets of deliverables.
* Save/Load NVRAM. (the 3DO save data).

After that, I will:
* Use OpenGL or SDL (for video). My winforms solution for video works, but it’s slow and wasteful.
* USB gamepad support. If I use SDL for video, I can use SDL for input as well.
* Fix/Improve Audio support (it gets very annoying if the framerate drops, which doesn’t happen to me any more, but slower machines would see it).
* Play from CD

I suspect all this will take over a month. If it goes really poorly or I’m less available I suppose it could even take 6 months. I believe the above items will get the emulator to a point where I no longer am the bottleneck of the operation. In other words, things would be at a state where others could jump in and help with the remainder. There is one big item that I can only do so much on.

This is the big item. As far as keeping the console alive, I consider it to be one of the most important:
* Start finding games that are incompatible or don’t load, and attempt to fix them. To set everyone’s expectations, this will be very slow and take a lot of work. I may have to add certain debugging features to the emulator to aid this effort. If anyone feels capable, they could help me in this.

Also this other stuff is less important to me:
* Multiple player support.
* Silly turbo buttons.
* The faux 640×480 support. Don’t be too disappointed with the low priority. It’s an intensive operation, so I believe games really only use it for static full screen images like loading screens. Also, it is not true high resolution, each original pixel just becomes a 2×2 pixel with different shades of the color (like blue vs. dark blue).

4DO 1.0.0.0 Alpha Released!

fourdo-admin August 04, 2011 Leave a Comment

I happily present to the public, FourDO (4D0) version 1.0.0.0 alpha!!

https://sourceforge.net/projects/fourdo/files/4DO_1.0.0.0_alpha.zip/download

Feel free to try it out. You will need the .NET framework (4.0 I believe, sorry!), and hopefully nothing else. I haven’t attempted to run it on any machine other than my own, so I haven’t ironed out dependencies.

(edit) So far, these prerequisites/dependencies have been identified: 
* Microsoft Visual C++ 2010 Runtimes http://www.microsoft.com/download/en/details.aspx?id=5555 
* Microsoft .NET 4 Framework http://www.microsoft.com/download/en/details.aspx?id=17718 

I’m pretty sure I also figured out why my framerate was low. I had been rendering to 640×480 (since the 3DO can technically do with some of its video processing), whereas I think FreeDO normally renders to 320×240. I hope I can get it churning out this resolution while at a reasonable speed, because the 3DO truly does have some minimal capabilities to produce the higher resolution.

I could use a little feedback on the following:
* Does it work on Windows XP? I’ve used timing mechanisms that might behave differently in XP.
* Are all the controls right? I hooked up each key using a game where I knew the controls. There were some bits in the data that seemed to do the same thing (such as two different bits for the Up button), and I’ve just picked one of the two.
* Probably more, but be sparing for now. Version 1.0.0.0 sure is hairy.

This certainly may not mean much to many people, but this is a big moment for me. I’ve spent a very long time researching and plugging away at 3DO emulation, and it almost felt like a waste when I had given up on the high-level approach with the “old” FourDO. But, all that experience enabled me to pick up the FreeDO code leftovers and comprehend it well enough to resurrect it. I feel that the community finally has an open-source 3DO emulator that can be maintained and added to. I take great pleasure in knowing that this helps ensure the longevity of the system as the consoles themselves slowly expire.

I still have a lot of work to do. Thanks to everyone who helped me out! And of course, long live 3DO!

Alpha version released!

fourdo-admin August 04, 2011 Leave a Comment

I got the controls figured out tonight, and also resolved a speed issue. It’s in a pretty presentable state, so I’m marking the occasion by packaging up version 1.0.0.0!

Rebound!!

fourdo-admin August 02, 2011 Leave a Comment

Not too long ago, I caught wind of the fact that parts of FreeDO’s code went open source. I decided to look into what I could piece together with what was uploaded. I was delighted to find that the provided FreeDO source code is fairly complete!

For the last couple of weeks I’ve been working on testing the code out and ensuring I can hook up to it. The odyssey involved uncovering each feature in a venerable, working state: video, audio, disc access, etc. I am very happy indeed! I am also grateful for the FreeDO developers’ choice in going open source.

At the moment I have only controls to flesh out in order to know that the FreeDO code is working well on it’s own. I don’t expect that will take terribly long, so I have enough confidence to say that FourDO is capable of undergoing a revival.

The key difference time time around is that I will no longer be attempting the high-level approach. To clarify, FourDO is being revived as simply a low-level emulator. Also, to give credit where it’s due, the core of the emulation is powered by FreeDO’s code. FourDO is primarily just a user interface around it.

Since I’ve had to make a few changes to the FreeDO code, the FourDO project includes its own copy of it. I don’t know if any FreeDO development is going to continue, so I’m not particularly worried about branching in this fashion.

I have been using C# for the front-end. This speeds development time considerably, and I’ve been wary of introducing bloated bottlenecks as a result of utilizing the high-level language. So far I have been impressed with the minimal overhead it introduces.

I hope to help breathe a little life into the 3DO emulation scene. With any luck I can have FourDO up to snuff and provide a good framework to support bug fixes or additions to the core that will flesh out the game compatibility.

Hello world!

fourdo-admin August 01, 2011 1 Comment

Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!

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