Welcome to the Gamebase 64 forums.                 An attempt to document ALL Commodore 64 gameware before it's too late!

New GB version coming... feature requests, anyone?

Discuss GameBase, the Universal Emulator Frontend!

Moderator: Jimbo

User avatar
K.C.
Cool Member
Cool Member
Location: The Netherlands
Posts: 416
Joined: Mon Sep 29, 2003 9:57 am

Mon Aug 16, 2010 7:06 pm

Not sure if this belongs in this thread or in the "v1.4 feature requests" thread.
Anyway, maybe this is important enough to implement in the V1.3 release:

When opening a V1.2 database, the new version of Gamebase automatically starts the conversion of the .MDB file to V1.3. This is irreversable.
For safety reasons, and in case a user wants to roll back to V1.2, it's better to make a copy of the .MDB and .INI files before the conversion starts.
For example, a Gamebase database OLDCOMPUTER.MDB could be copied to OLDCOMPUTER_V12.MDB before the new fields are added.
User avatar
Mayhem
GB64 Team
Contact:
Location: Londonish
Posts: 816
Joined: Mon Sep 08, 2003 7:44 am

Thu Aug 26, 2010 4:02 pm

Potential issue here... I'll explain first... and just to make sure I still had the same problem, I've upgraded from v1.2 that I've been using for years to this v1.3 beta of GameBase. The issue remains.

(Gonna take a little getting used to the new interface mind you! I like the way you can hide certain things, but I'll still need to fill some of them out, even with default blanks anyhow. But I digress)

As some of you know I do Gamebase20 for the Vic20. Recently I've been testing the upcoming beta builds of Vice v2.3 to make sure it still works fine with the frontend (after the "debacle" of v2.2 made most of the $A0 booting cartridges fail amongst other things).

Apparently the developers have now just fixed the ASCII to PETSCII conversion, which relates to how filenames are passed to the emulator. Anyone familiar with DOS will know that when filenames grew longer than 8 characters, that they appear like this in short FAT format:

ABCDEF~1.XYZ

With this fix in the conversion, the ~ is no longer being passed correctly and all the games with PRG filenames longer than 8 characters fail to boot, complaining about not finding the right filename. All TAPs, D64s etc are fine, it only affects autobooting PRGs.

Is this an issue with the GEMUS script itself (so something can be fixed) or with the GameBase frontend itself? Basically the fix will be to have the FULL filename of the game shunted to the emulator rather than the short FAT (8 character) filename. But I don't know exactly where the issue may lie in the chain to determine the culprit.

Regardless though, with this change, the name of the PC based PRG file can now only be a maximum of 16 characters total, because that's the maximum length a filename can be on the Commodore.

I get the impression the best compromise might be now to convert all my PRGs into single file D64s instead...
Lie with passion and be forever damned...
User avatar
K.C.
Cool Member
Cool Member
Location: The Netherlands
Posts: 416
Joined: Mon Sep 29, 2003 9:57 am

Thu Aug 26, 2010 4:22 pm

In the GEMUS edit window there's an option Use Short (8.3) Filenames.
Deselect it to send the full filename (quoted if it contains spaces) to the emulator.
User avatar
Mayhem
GB64 Team
Contact:
Location: Londonish
Posts: 816
Joined: Mon Sep 08, 2003 7:44 am

Thu Aug 26, 2010 4:36 pm

Huh... after all this time, I never noticed that. *facepalm* And it fixes the issue... *sigh* how simple these things can be :lol:

Still, useful to know that people most likely will now have to deselect it in the future for Vice...
Lie with passion and be forever damned...
Jimbo
GB64 Team
Posts: 256
Joined: Tue Nov 16, 2004 3:50 pm

Mon Aug 30, 2010 8:47 am

Just a note to say I've been extra busy the last month or so and had/have no time for any more changes at the moment, so I'll be officially releasing the last built version as the final v1.3 very shortly. I'll announce it on here and on bu22.com (and those with the version-check switched on in the frontend will get auto-notified that way too). The sourcecode will be available on the sourceforge project page too.

Thanks for all your suggestions everyone, I hope the new version has been worth the wait.

James
User avatar
K.C.
Cool Member
Cool Member
Location: The Netherlands
Posts: 416
Joined: Mon Sep 29, 2003 9:57 am

Mon Aug 30, 2010 9:36 am

Hi Jimbo,

Great to here we are close to an official release! 8)

Any chance of including this little update to avoid accidental conversions to the new V1.3 structure?
Maybe also a question "Do you want to convert the database to V1.3?" before the conversion starts would be a good idea.
IMO this shouldn't be very difficult to implement and is quite useful, because the conversion is irreversable.
J2003C
GB64 Team
Location: Just South of Hell
Posts: 910
Joined: Fri Feb 14, 2003 7:57 pm

bug

Sat Sep 11, 2010 7:02 pm

Nevermind, this was a v1.2 bug, fixed in v1.3
Last edited by J2003C on Sat Sep 11, 2010 7:36 pm, edited 1 time in total.
-J2010C-
User avatar
K.C.
Cool Member
Cool Member
Location: The Netherlands
Posts: 416
Joined: Mon Sep 29, 2003 9:57 am

Sat Sep 11, 2010 7:28 pm

You probably tested this with GameBase 1.2 or with an older 1.3 beta version.
This bug is discussed here and was fixed in this early beta version.
J2003C
GB64 Team
Location: Just South of Hell
Posts: 910
Joined: Fri Feb 14, 2003 7:57 pm

Sat Sep 11, 2010 7:37 pm

K.C. wrote:You probably tested this with GameBase 1.2 or with an older 1.3 beta version.
This bug is discussed here and was fixed in this early beta version.
Ya, I figured this out almost immediately after posting. I'm updating the WinVICE GEMUS script to work with Lightpen/Paddles/Light Gun.
-J2010C-
Jimbo
GB64 Team
Posts: 256
Joined: Tue Nov 16, 2004 3:50 pm

Tue Nov 23, 2010 8:30 am

Final v1.3 release is uploaded to sourceforge now, with the sourcecode:

https://sourceforge.net/projects/gamebase/files/

If someone could check that the setups work that'd be great.

There's one change to the previous release: It warns that a database update will be performed rather than actually just performing it.

James
User avatar
.mad.
Honoured Member
Honoured Member
Location: Lancashire
Posts: 2270
Joined: Sun Jun 19, 2005 3:30 pm

Tue Nov 23, 2010 4:03 pm

Thanks Jimbo! 8)
User avatar
K.C.
Cool Member
Cool Member
Location: The Netherlands
Posts: 416
Joined: Mon Sep 29, 2003 9:57 am

Tue Nov 23, 2010 8:34 pm

Thanks for all work you've put into this project James, appreciated!
chrismcd
New Member
Posts: 19
Joined: Mon Jun 01, 2009 12:05 am

Tue Nov 23, 2010 9:28 pm

Thanks for Everything, Full setup worked like a charm on Win 7 64bit
hrmes
New Member
Posts: 29
Joined: Thu Jan 24, 2008 9:49 am

Wed Nov 24, 2010 10:34 am

Installs and runs fine here too (Win7 64).

Return to “The GameBase Frontend”

Who is online

Users browsing this forum: No registered users and 3 guests