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Demobase C64

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sjakie43
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Demobase C64

Fri Dec 04, 2009 8:55 pm

Hi all,

Me and MAD are proud to present: 8)

A fully (reworked) version of Demobase C64.

We have done a lot of checking,adding and verification
and this is the result ! :D

More then 7000 Demos with info and screenshots.
We hope you all will enjoy this ! :)

The Demobase will be released on 6 december 2009.
I will post the link here.

Regards
Sjakie43
Sjakie43

Demobase Creator

C64 Maxi with Vic20 mode :shock:
THEVIC20 with C64 mode :?



and more....
hardmanm
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Fri Dec 04, 2009 10:10 pm

Great, really looking forward to this release. Any news of Demobase atari 800?
Gamebase Developer
sjakie43
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Release Demobase C64

Sat Dec 05, 2009 1:19 pm

Hi all,

Its ready ! 8)

Underground Gamer

or


http://www.megaupload.com/?d=V1GNKXXP

Enjoy !

Regards
Sjakie43
Sjakie43

Demobase Creator

C64 Maxi with Vic20 mode :shock:
THEVIC20 with C64 mode :?



and more....
Paul Irvine
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Sat Dec 05, 2009 3:09 pm

Thanks guys, isn't there a way to use the autoload directly in the Hoxs part?

Or can you tell me how to pass on a command line option in the script?
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Paul Irvine
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Sat Dec 05, 2009 4:08 pm

sorted..


;***********************
;* Hoxs64 GEMUS Script *
;* (c) The GB64 Team *
;* 2 February 2005 *
;***********************
;
; PLEASE SET YOUR EMULATOR PROPERTIES AS FOLLOWS:
;
; Emulator File: HOXS64.EXE
; Associated Script File (1): SC.EXE or SCMAIN.EXE (optional)
; Use Short Filenames: YES
; File Types: D64;PRG;TAP;P00;(T64)
;
; This script was written for Hoxs64 v1.0.2.6,
; but may work with other versions too.
;
; Emulator Website: http://www.btinternet.com/~hoxs64
;
; "Auto Load" from the menu will work for most D64 and TAP images,
; since the first file is usually the desired file and
; "Auto Load" only works for the first file.
;
; The Star Commander (sc.exe or scmain.exe) is required as a script file
; to convert T64 files into PRG files. T64s will not work without it.

If GameType CONTAINS(d64||tap||p00||prg||t64)

;emulator settings are stored in the Windows Registry under HKEY_CURRENT_USER\Software\Hoxs64
Add_CLP( -autoload %gamepathfile%)
Run_Emulator()

;no command line parameters or autoloading features are available

End If

;There is no Keyboard Joystick (JoyKey) emulation: PC Joysticks are required.

;unsupported game controls
If Control = Mouse
Show_Message(This emulator does not have Mouse emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = Lightpen
Show_Message(This emulator does not have LightPen emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = KoalaPad
Show_Message(This emulator does not have KoalaPad emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = LightGun
Show_Message(This emulator does not have LightGun emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf 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 C64S*||*use VICE*||*use CCS*||*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(*PET Emulator*)
Show_Message(Use PET Emulator to run this game.)
End If
If VersionComment CONTAINS(*ATTN:*||*NOTE:*||*ATTN!:*||*NOTE!:*)
;point out that critical info is in the version comment
Show_Message(Read this game's Version Comments for very important information/instructions.)
End If
If VersionComment CONTAINS(*VIC-20*||*VIC20*)
If VersionComment CONTAINS(*emulator*)
Show_Message(Use VIC-20 column Emulator to run this game properly.)
End If
End If

;run the emulator
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.mad.
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Sun Dec 06, 2009 8:39 am

THANKS Paul. 8)

this script will only work on disks where the first file on the disk
is the boot file.
which is not the case in lots of the demos.
due to them having DEL seperators.

-------------- del (it will try to load this)
boot file.prg
-------------- del

the correct file is linked in the demobase.
so if you know how to change
load"*",8,1
to
load"filename",8,1 @ position selected.
i will be forever grateful.
:wink:
Paul Irvine
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Sun Dec 06, 2009 1:40 pm

.mad. wrote:THANKS Paul. 8)

this script will only work on disks where the first file on the disk
is the boot file.
which is not the case in lots of the demos.
due to them having DEL seperators.

-------------- del (it will try to load this)
boot file.prg
-------------- del

the correct file is linked in the demobase.
so if you know how to change
load"*",8,1
to
load"filename",8,1 @ position selected.
i will be forever grateful.
:wink:
Sadly the cli parsing does not allow for that, it purely does directly a load"*",8,1. I just passed on the script as it works for a lot of stuff but as you say individual demo's are only suitable via a manual use of the autoload..

Megademo's will be fine under that script but demo collections that fail to use a suitable bootloader will fall foul.

It's a shame, load"*",8,1 has always been the most used loading style, proper demo groups always accounted for that but home made collections were poorly done.

I'll research the cli a little more with the emu author and maybe come back with a better script :)
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Paul Irvine
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Sun Dec 06, 2009 1:52 pm

Aha....I have nice news for you..

Very nice news for you..

It IS possible!

The original parse was this..

Add_CLP( -autoload %gamepathfile%)

BUT if you add a number to it , it will then go to the number of file in the list.

Add_CLP( -autoload %gamepathfile% 3)

will go to the 4th file in the directory...

Quite why it's the 4th file unless they count the first file as zer0??

so yes, if you add to the end the number of the file you want it to load then it can be used.

Sadly I don't know how you can pass that number into the script file for each different program file. I suspect there may be a variable you can set in the Gemu's system for each different demo like the -truedrive you can set for various different games / disks under Winvice...
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.mad.
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Location: Lancashire
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Sun Dec 06, 2009 4:45 pm

Thanks for the tip

the chosen file is selected using the
"Filenameindex" column in access

example
Thirst will load the 8th file on the D64.

Image

so maybe you can call that via the script.
this works in VICE and CCS.

if Paul :wink: or anyone else,
can get this script working. Please upload it here for everybody.
THANK YOU!
Paul Irvine
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Sun Dec 06, 2009 5:12 pm

This should be it then...

Let me know if it's the case, seems to be my end...



;***********************
;* Hoxs64 GEMUS Script *
;* (c) The GB64 Team *
;* 2 February 2005 *
;***********************
;
; PLEASE SET YOUR EMULATOR PROPERTIES AS FOLLOWS:
;
; Emulator File: HOXS64.EXE
; Associated Script File (1): SC.EXE or SCMAIN.EXE (optional)
; Use Short Filenames: YES
; File Types: D64;PRG;TAP;P00;(T64)
;
; This script was written for Hoxs64 v1.0.2.6,
; but may work with other versions too.
;
; Emulator Website: http://www.btinternet.com/~hoxs64
;
; "Auto Load" from the menu will work for most D64 and TAP images,
; since the first file is usually the desired file and
; "Auto Load" only works for the first file.
;
; The Star Commander (sc.exe or scmain.exe) is required as a script file
; to convert T64 files into PRG files. T64s will not work without it.



If GameType CONTAINS(d64||tap||p00||prg||t64)

;emulator settings are stored in the Windows Registry under HKEY_CURRENT_USER\Software\Hoxs64
Add_CLP( -autoload %gamepathfile% %Filenameindex%)
Run_Emulator()

;no command line parameters or autoloading features are available

End If

;There is no Keyboard Joystick (JoyKey) emulation: PC Joysticks are required.

;unsupported game controls
If Control = Mouse
Show_Message(This emulator does not have Mouse emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = Lightpen
Show_Message(This emulator does not have LightPen emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = KoalaPad
Show_Message(This emulator does not have KoalaPad emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = LightGun
Show_Message(This emulator does not have LightGun emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf 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 C64S*||*use VICE*||*use CCS*||*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(*PET Emulator*)
Show_Message(Use PET Emulator to run this game.)
End If
If VersionComment CONTAINS(*ATTN:*||*NOTE:*||*ATTN!:*||*NOTE!:*)
;point out that critical info is in the version comment
Show_Message(Read this game's Version Comments for very important information/instructions.)
End If
If VersionComment CONTAINS(*VIC-20*||*VIC20*)
If VersionComment CONTAINS(*emulator*)
Show_Message(Use VIC-20 column Emulator to run this game properly.)
End If
End If

;run the emulator
-------
Loved ones are never gone as long as you remember them....
Paul Irvine
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Sun Dec 06, 2009 5:15 pm

Would have liked to have tried it by altering the database but I don't have Office on my machine..

Are there any other free utils to show the db file in the old excel type look that allows altering of the cells?
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K.C.
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Sun Dec 06, 2009 5:25 pm

There is an interesting thing about this.

When you pass the CL Add_CLP( -autoload %gamepathfile%) to Hoxs64, it starts with the command LOAD "*",8,1".
But when you add a 0 to it: Add_CLP( -autoload %gamepathfile% 0, Hoxs64 starts with the first PRG file inside the selected image.

So if there are 3 DEL files before the first PRG, Hoxs64 will load the PRG if there is a 0 added to the command line!!!

The %imageindex% variable will count the PRG file as the fourth file, Hoxs64 sees it as the first file. So %imageindex% will not work here.
This is not needed, because adding a hardcoded 0 will do the trick in almost every disk image!

For the few demos that will need to load another file than the first PRG on a disk, you can use a key=value pair.
Let's say that for a certain demo the third PRG file needs to be loaded. We will have to pass a 2 to the CLI instead of a 0 (0 for the first, 1 for the second and 2 for the third file).
You can set that for that demo by pressing F2 in the frontend. In the window that pops up, you type in: hoxsnum=2.
I've tested it out with the demo Edge of Disgrace and it works for me.

Last small problem with the GEMUS script above:
the line Run_Emulator() must be moved to the bottom of the script, because if a warning message needs to be displayed, this has to be done before the emulator is launched.

This is the Hoxs64 GEMUS script that must work with all demos:

Code: Select all

;***********************
;* Hoxs64 GEMUS Script *
;* (c) The GB64 Team *
;* 2 February 2005 *
;***********************
;
; PLEASE SET YOUR EMULATOR PROPERTIES AS FOLLOWS:
;
; Emulator File: HOXS64.EXE
; Associated Script File (1): SC.EXE or SCMAIN.EXE (optional)
; Use Short Filenames: YES
; File Types: D64;PRG;TAP;P00;(T64)
;
; This script was written for Hoxs64 v1.0.2.6,
; but may work with other versions too.
;
; Emulator Website: http://www.btinternet.com/~hoxs64
;
; "Auto Load" from the menu will work for most D64 and TAP images,
; since the first file is usually the desired file and
; "Auto Load" only works for the first file.
;
; The Star Commander (sc.exe or scmain.exe) is required as a script file
; to convert T64 files into PRG files. T64s will not work without it.

If GameType CONTAINS(d64||tap||p00||prg||t64)

	;emulator settings are stored in the Windows Registry under HKEY_CURRENT_USER\Software\Hoxs64
	Add_CLP( -autoload %gamepathfile%)
	If Key_hoxsnum CONTAINS(*)
		Add_CLP( %hoxsnum_value%)
	Else
		Add_CLP( 0)
	End If

	;no command line parameters or autoloading features are available

End If

;There is no Keyboard Joystick (JoyKey) emulation: PC Joysticks are required.

;unsupported game controls
If Control = Mouse
	Show_Message(This emulator does not have Mouse emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = Lightpen
	Show_Message(This emulator does not have LightPen emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = KoalaPad
	Show_Message(This emulator does not have KoalaPad emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf Control = LightGun
	Show_Message(This emulator does not have LightGun emulation.%crlfx2%This game may be uncontrollable/unplayable.)
ElseIf 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 C64S*||*use VICE*||*use CCS*||*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(*PET Emulator*)
	Show_Message(Use PET Emulator to run this game.)
End If
If VersionComment CONTAINS(*ATTN:*||*NOTE:*||*ATTN!:*||*NOTE!:*)
	;point out that critical info is in the version comment
	Show_Message(Read this game's Version Comments for very important information/instructions.)
End If
If VersionComment CONTAINS(*VIC-20*||*VIC20*)
	If VersionComment CONTAINS(*emulator*)
		Show_Message(Use VIC-20 column Emulator to run this game properly.)
	End If
End If

;run the emulator
Run_Emulator()
Paul Irvine
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Joined: Sat Sep 11, 2004 11:06 am

Sun Dec 06, 2009 5:54 pm

Thank you, I was just playing with a free mdb editor and found it was incorrectly passing on the wrong file but it looked right as it was the first .prg it met.

After altering the mdb I found the out what you said...

Problem is I can't see where the pairs data is stored in the database, it would have been dead easy to just copy the image index field into the pairs field and manually added hoxsnum= to it..
Last edited by Paul Irvine on Sun Dec 06, 2009 6:03 pm, edited 1 time in total.
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Loved ones are never gone as long as you remember them....
Paul Irvine
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Posts: 433
Joined: Sat Sep 11, 2004 11:06 am

Sun Dec 06, 2009 5:58 pm

I had been playing with the key pairs idea and had asked advice about it on the gamebase help forum on here but got no joy..

Again thanks KC
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Paul Irvine
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Posts: 433
Joined: Sat Sep 11, 2004 11:06 am

Sun Dec 06, 2009 6:05 pm

Yes, just had a play with it and your script is spot on, got caught on the -1 re the file number at first and managed at least once to count in a del file as well :)
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Loved ones are never gone as long as you remember them....

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