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Jupiter Ace Gamebase

Discuss any other databases that use the GameBase Frontend, whether in pre development, development or publically released.

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manguan
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Jupiter Ace Gamebase

Thu May 24, 2018 9:08 pm

Jupiter Ace gamebase running.
Please, tell me if you know about resources sites.
So far I'm focused on this: http://www.forums1.jupiter-ace.co.uk
Thanks.
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OX
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Re: Jupiter Ace Gamebase

Thu May 24, 2018 10:00 pm

Nice one Manguan, looking forward to it. :)
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Re: Jupiter Ace Gamebase

Fri Jun 01, 2018 2:06 pm

I was wordering...
Any way to send keys to emulator just after a .wav file have loaded?
Thanks.
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.mad.
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Re: Jupiter Ace Gamebase

Fri Jun 01, 2018 7:19 pm

manguan wrote:
Fri Jun 01, 2018 2:06 pm
I was wordering...
Any way to send keys to emulator just after a .wav file have loaded?
Thanks.
yes there is.
you just need to put a WAIT in seconds before the RUN is typed.

Unless the loading is very fast in the emulator, i would not reccomend it.
If the user presses a key or clicks the mouse outside of the emulator window, it will break.

this example will wait 45 seconds before typing run...

Run_Emulator_Send_Keys([2]load{Enter}[45]run{enter}||50)
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OX
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Re: Jupiter Ace Gamebase

Fri Jun 01, 2018 11:35 pm

.. and as .wav game files will have different loading times you may need a variable in the GEMUS "Key-value" pairs section (eg:- loadtime=45) to store the loading time so that the run command can be issued soon after the loading. The example shown by .mad. would then become :-

Run_Emulator_Send_Keys([2]load{Enter}[%loadtime%]run{enter}||50)
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Re: Jupiter Ace Gamebase

Sat Jun 02, 2018 10:13 am

I wanted .wav files as an extra. But after your comments I don't know what to do... :?
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OX
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Re: Jupiter Ace Gamebase

Sat Jun 02, 2018 11:28 am

manguan wrote:
Sat Jun 02, 2018 10:13 am
I wanted .wav files as an extra. But after your comments I don't know what to do... :?
Shouldn't be too much extra work as there's not many titles for the Jupiter Ace, but if it's simply a wait to add the "RUN" command after loading then you could just set the loading time manually to a maximum that caters for longest game load time, then the user could type RUN themselves if the wait was too long.

Which emulator are you using?
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Re: Jupiter Ace Gamebase

Sat Jun 02, 2018 12:08 pm

SpudAce. Much smoother than EightyOne.
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Re: Jupiter Ace Gamebase

Fri Jun 08, 2018 10:54 am

Friday at last. And to celebrate it... Jupiter Ace Gamebase.

splash2.jpg
splash2.jpg (248.77 KiB) Viewed 2603 times

https://www.4shared.com/zip/aupOOevdfi/ ... nguan.html (81,6 MB)

Enjoy!
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OX
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Re: Jupiter Ace Gamebase

Fri Jun 08, 2018 10:51 pm

Well done, Thanks Manguan :D
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.mad.
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Re: Jupiter Ace Gamebase

Sat Jun 09, 2018 5:15 pm

Is it just me?.
or is the loading of games a real pain, if they finally decide to work.
even after setting the SpudACE emu to portable mode and turning on auto loading.
it just gives me a headache.

edit:
you must change the machine hardware settings to 16k /48k manually, then close the emulator to save the config.

otherwise the default 3k setting is used and many games will not load.


I found a decent emulator for Jupiter ACE
http://www.jupiterace.microemulator.net

however some of the GB WAV's need converting to 8bit 441000Hz.
so the emulator will accept and run them.
Once all that is done...
set memory expansion addon if needed.
type the load command and drag the wav into the emulator window.
wait for OK
type the other load / setup commands
(drag the wav back into the window again if needed).
run the game with required command.

save the game as a snapshot .JAS file (57k).

when all the games are converted like that.
loading is instant, game is running, user can enjoy the Jupiter games.

This is not a compaint with the work that has gone into the GameBase.
But with the Jupiter ACE hardware and emulator.
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Re: Jupiter Ace Gamebase

Sat Jun 09, 2018 10:31 pm

Thanks for the good work Manguan.

I figured out increasing the mem size, and that has helped with loading many games, but am having trouble with autotype being very random.

It seems to skip letters or sometimes put garbage in the command line.

This is happening with both Spud & EightyOne.


I'm not sure whether this is a GB or Emulator problem.
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.mad.
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Re: Jupiter Ace Gamebase

Sun Jun 10, 2018 10:27 am

Figured out the problem with the loading nightmare. :)
Working on a new gamebase script for SPUD.

once finished, all memory expansion settings will be configured for each game.
All the snapshot .ACE files will be linked as the main gamebase file.

the few games tested, load instantly with only {ENTER} needing to be pressed.
the TAP and WAV files can be set as extras for anyone wanting the original experience.
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Re: Jupiter Ace Gamebase

Sun Jun 10, 2018 10:28 am

Thanks for the feedback, .mad. & K1w1.

I thought these emulators kept the configuration in their own folders and it was maintained from one system to another. That's why I did not include the memory warning in the instructions.

I can say that at least all the games load without problem in my system. I can't say the same about wav's: some work and others don't.

I don't have the autotyping problem either. I figure what the problem may be, even though I'm not sure. Try to increase the wait parameters of the scripts and the typing speed:

If GameType CONTAINS(ace||tap)
Add_CLP(%gamepathfile%)
Run_Emulator_Send_Keys([1]%load_value%||80)
Else
Add_CLP(%gamepathfile%)
Run_Emulator_Send_Keys([1]%wav_value%||80)
End If

For example, from 1 to 2 and from 80 to 100.

Some games like Asteroids (Game Tape One) contain customized load parameters in their GEMUS "key=value" pairs (select game and F2):

load=load char2 char2{enter}[4]forget gr{enter}load asteroids{enter}run{enter}

Increase this values or add one in the place that the process blocks or fails:

load=load char2 char2{enter}[4]forget gr{enter}[1]load asteroids{enter}[1]run{enter}

I hope this helps.
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Re: Jupiter Ace Gamebase

Sun Jun 10, 2018 10:32 am

Great, mad.
I have no doubt that you will leave the gamebase perfectly functional for everybody and working as a charm.

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