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C64 emulator project - need team members!


Postby gamefreaks » Aug 3, 2002 @ 11:51pm

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Postby Vicente_cgn » Aug 4, 2002 @ 7:46am

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Postby britcode » Aug 4, 2002 @ 10:29pm

Christ, it takes longer to build that web-site... even build that logo than it does to actually port the code in the first place!!!

In fact to WRITE the code in the first place... why all this massive coordinated team fuss?
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Reasons

Postby fzammetti » Aug 4, 2002 @ 11:06pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby britcode » Aug 4, 2002 @ 11:20pm

Source control??! fzammetti - emulator are tiny little things, honestly! Especially a commodore 64 emulator, it's one system - for something like MAME with lots of drivers and chips yes you do need source control (not that they have it!!), but for a commodore 64 emulator...

Thing is there's already many many C64 emulators
http://www.zophar.net/c64.html
and as I understand it people here are very good at porting existing emulators (and then selling them off as their own work... GRRRRR - I've seen a couple so far, stop it people: you know who you are! - sorry, side issue I wanted to get off my chest!)

But I understand your position - you really want a C64 emulator, but don't know where to start - and you are apparently very good as web-programming! ;)
... sorry I will stop critising now, honest!!
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Postby suchiaruzu » Aug 4, 2002 @ 11:30pm

Please, that's just ludicrous!
a) I have no idea what emulators you are talking about. If you are referring to PocketSCUMM, Arisme clearly states who did the original emulator and lists everyone who contributed to PocketSCUMM. If you are referring to Dan East's software, those are not ports of emulators but of original games. If you are referring to PocketPalm, PDAFantast wrote all the code himself.
b) If it's really that easy, go along. Port FRODO before they do!
<div align="center">Image<br></div>
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Postby fzammetti » Aug 5, 2002 @ 12:42am

Source control is required BECAUSE it's a multi-person project. We can't have two people modifying the graphics functions at the same time, someone's changes will be overwritten. Especially since we're all in geographically different locations that vary time-wise, we need a way to guarantee that only one person modifies a given file at a time, hence source control is required.

When you say "emulators a tiny little things", how do you define little? If you mean they aren't a million lines of code, your probably right in most cases. But something like Frodo consists of many files and many discrete parts that make up the whole. I wouldn't call it tiny by any stretch. It's not the Windows 2000 code base, but it's not Eliza either.

Yes, there are many C64 emulators, but only one that any of us are aware of for PocketPC, which is no longer supported or developed and was left in a half-working state. So, because MANY people want it, we're trying to deliver it, for ourselves and everyone else.

I'm also not sure what you are referring to when you say "...people here are very good at porting existing emulators (and then selling them off as their own work...". I don't think anyoneis saying they wrote the games or systems they write/port emulators for. You seem to have a gripe with some people, I for one (or two I should say, shapeshifter already said it), don't know why.

Hey, do us a favor, if a C64 emulator is not a big deal to you... PORT IT! Please, save us the time and effort! Not a single team member while be in the least bit upset I suspect, we'll thank you very much for it.

I do web programming for a living by the way, but I also make decent money on the side from PocketPC software. I suspect that ultimately I could in fact write my own C64 emulator, I've done plenty of things in the past that I'd put on par with it (my own language with compiler and the guts of my own O/S for instance). But bragging aside :), the point is, why would I do it myself for one, and second and more importantly, I most definitely do not have the time. I have a full-time day job, my side PocketPC development at night, a part-time band and, last but absolutely not least, a family with two kids. If breaking up even a trivial task, as you imply it is, into many parts makes it easier for everyone, so much the better.
...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby jont » Aug 5, 2002 @ 6:18pm

gamefreaks: frodo doesn't contain any processor-dependent code (ie assembly language), but the source does rely on a number of libraries that aren't available in the WinCE OS (I can't speak for non-Microsoft operating systems).

What's your main area of expertise/interest in emulator programming?

Britcode: The people so far getting together to port Frodo to the Pocket PC are highly experienced programmers (I myself have almost 20 years of programming experience) with a goal of porting the emulator in a realistic timescale, and in a form usable by the general public.

I'd rather set realistic timescales and goals with the aim of exceeding expectations, than promise a finished product within a week and fail. That's not good for anybody.


Cheers

Jon
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Postby britcode » Aug 6, 2002 @ 2:04am

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Re: Reasons

Postby domenico » Aug 8, 2002 @ 5:11pm

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Postby britcode » Aug 8, 2002 @ 5:29pm

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Postby fzammetti » Aug 8, 2002 @ 6:21pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby jont » Aug 8, 2002 @ 6:28pm

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Postby fzammetti » Aug 8, 2002 @ 6:40pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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SID

Postby domenico » Aug 8, 2002 @ 7:26pm

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