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Dreamcast GDEMU info

Plavix

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I'm looking into the GDEMU and have very little info on it. I've been looking at video's but can't find where to get the latest menu? Is it easy like the usb gdrom is?

We need a thread here for people like me that need help.

Cheers
 

FamilyGuy

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neo

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Shoutouts to openMenu which will be public one day.

Don't sleep on it :cool:

Current design:
FrahFnj.png


Previous design:
 

Greg2600

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The old neuroacid SD/Menu app I felt was very good, and surely you can get it working out of the gate. I do welcome a new, updated menu though.
 

Anthony817

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The only problem with GDMENU is that it was closed source, and Neuroacid dropped off the face of the earth. I tried emailing him but he never replied almost a year ago asking if he could make it open sourced. He had a nice cheat menu built in and everything too, it was just never fully enabled so we never got to use it despite it already residing in the current final build.

neo's menu sure is shaping up nicely though. Loving the game info! @neo will it have an already built directory where cover art is stored, as well as maybe text files for game information? It looks pretty nice.
 
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einsteinx2

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Whoa I had no idea another GDEMU frontend was in the works, that looks fantastic!! Neuroacid's is fine, but this is a huge step up. Can't wait to use it!

I take it from the name "openMenu" that this will be open source?
 
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Anthony817

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Also, megavolt85 is workign on his own menu as well now that will have built in support for Bleem beta, so you literally can just throw PSX iso's on it and play those games. It is also going to be built on the Dreamshell codebase. He has nothing to show just yet though. But it is nice to see all these options.
 

neo

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Awesome! I'm definitely interested in contributing what I can to this. I'm interested to see if I can build it using my Docker container dev environment (https://www.obscuregamers.com/threa...-dreamshell-dev-environments-using-docker.909).

I'm useless at ASM but I have a decent amount of C/C++ experience and I own a GDEMU. I'll reach out on Discord when I have some free time.


its written in C99/C++. you shouldnt need any asm to use the sdk written by megavolt85 or to use my abstractions over it.

Unless you wanna add/write some asm becuase its fairly fun
 
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einsteinx2

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Nice, sounds like I might be able to make myself useful then. What version of C++ does it use? I've written a lot more C than C++, but I've recently been using C++11 for Arduino projects and have been loving the "new" features (I know C++11 isn't all that new anymore, but PlatformIO doesn't support anything newer. But hey, at least lambdas, auto, and the new constructor features are pretty great).
 

neo

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Nice, sounds like I might be able to make myself useful then. What version of C++ does it use? I've written a lot more C than C++, but I've recently been using C++11 for Arduino projects and have been loving the "new" features (I know C++11 isn't all that new anymore, but PlatformIO doesn't support anything newer. But hey, at least lambdas, auto, and the new constructor features are pretty great).

I have a background / secret project of getting c++11 working on the DC. So far it's been mostly a bust but I was able to get some stuff working properly. I really should get back to it and keep forging on.
 

einsteinx2

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I'm guessing the rather old GCC version that the toolchain uses is part of the problem? I'd love to help if I can. I have as much fun building tools and scripts as I do writing actual applications haha.

If you have a repo somewhere with your current progress, or just some notes, I'd love to take a look.
 

Greg2600

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Well, I think neo's open menu is the way to go. Like the old neroacid menu, it still relies on GDEMU's high compatibility, whereas Dreamshell is still not fully there yet.
 
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megavolt85

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its written in C99/C++. you shouldnt need any asm to use the sdk written by megavolt85 or to use my abstractions over it.

add small fix

Code:
/* 0 = reset to default img */
/* 1 to 999 = set image index */

int gdemu_set_img_num(uint16_t img_num)
{
    memset(cmd_buff, 0, 12);
    
    cmd_buff[0] = 0x52;
    cmd_buff[1] = 0x82;
    cmd_buff[2] = (uint8_t) img_num;
    cmd_buff[3] = (uint8_t) img_num >> 8;
    
    return send_packet_command((uint16_t *) cmd_buff);
}
 
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Yenaphe

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Also, megavolt85 is workign on his own menu as well now that will have built in support for Bleem beta, so you literally can just throw PSX iso's on it and play those games.

Woah, that's awesome! Any places/thread where we can follow along the development progress?
 

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