Beebem on Github

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pstnotpd
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Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 3:41 pm

Is the Beebem repository in the stardot Github location considered the master repository?

Somehow the Visual Studio project files are not on there anymore and I found other reporitories in the old format.

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ThomasAdam
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Re: Beebem on Github

Postby ThomasAdam » Thu Feb 16, 2017 3:51 pm

I would like that repository to be official, yes.

I'm currently looking at b-em for now -- but I had planned to look at Beebem at some point. If the project files are missing, feel free to open a pull-request so that I can merge those in.

Kindly,
Thomas

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 4:02 pm

The project layout is also very different from the sources I found elsewhere. It looks like a nested fork which was starded by AndyA and it looks specifically fox xnix OS like the original.

Perhaps we should have a seperate windows repository?

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Re: Beebem on Github

Postby kieranhj » Thu Feb 16, 2017 4:08 pm

I just forked the BeebEm source for the Stardot org from one that looked reasonably up-to-date but have never tried to build it and there have been no commits. If there is a better starting point I am happy to nuke the current repo and re-fork from somewhere else. Or can transfer ownership from a different repo - easy enough to do in GitHub.

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 4:23 pm

I'll do another search for the a current windows sourcetree. My goal is to merge Kieran Mockfords ARM7TDMI code, which was stubbed into a 4.12 version, into version 4.14. But I'd like to do that from a clean 4.14 sourcetree and perhaps then create 4.15.

Or perhaps an even better idea. As the sources are included in the zip download on Mike Wyatt's site whe can create a base repistory from there?

I'll try to make it build-able using the current version of VS community.

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tricky
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Re: Beebem on Github

Postby tricky » Thu Feb 16, 2017 5:28 pm

I'd like to see the speech chip code back in, I posted the changes necessary for the older version (I think in the AstroBlaster thread), although it didn't change speed with the rest of the sim.

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Re: Beebem on Github

Postby SimonSideburns » Thu Feb 16, 2017 5:37 pm

Some of the things wrong with BeebEm (as far as I can tell - who knows if they are well known about or not) are:

The recent hacks (posted on the forum) to create a higher resolution MODE 7 screen don't work.
Full Screen Mode seems broken when attempting to access the Menu (they don't display properly or at all sometimes).
The DirectX mode has issues on Windows 10 (error messages).
Resolutions for full screen mode - nowadays these could go higher - e.g. there's not a 1920x1080 mode, for example (nor 4K), and no 1400 or 1440 modes for 17" laptop screens). Maybe rather than providing a (rather large) fixed drop down list, either read available modes somehow or provide a new dialog giving the user a choice to enter the X/Y values into list boxes.
Would be nice to implement the Chameleon Colour Changing board to work in a similar way to the original hardware.

Sure more can be added to this list.
(couldn't work out how to put bullet points in front of each item).
I'm writing a game where you can change your character from a Wizard to a monkey to a cat.

Well, Imogen that!

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 8:48 pm

I've tried to compile using the latest VS community but it doesn't work. Directx is deprecated.

I'd like to suggest using Mike Wyatt's 4.14 version (as in the 4.14 zip file) as a baseline and start adding patches using pull requests.

Is there still an licencing issue with the 512 copro and TMS5220 speech processor? I.e. could this be included in a "new" version?

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Re: Beebem on Github

Postby ThomasAdam » Thu Feb 16, 2017 8:52 pm

I can help with transitioning to this, but it needs to be done properly.

--Thomas

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 8:58 pm

Agreed.

IMHO properly also means Mike Wyatt's and Dave Gilbert's concent....

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hoglet
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Re: Beebem on Github

Postby hoglet » Thu Feb 16, 2017 9:14 pm

There was some effort on this last year, see:
http://www.stardot.org.uk/forums/viewto ... 40#p131140

Dave

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hoglet
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Re: Beebem on Github

Postby hoglet » Thu Feb 16, 2017 9:29 pm

And here:
http://lists.cloud9.co.uk/pipermail/bbc ... 12244.html

This looks like a the most current fork:
https://github.com/mjwoodcock/beebem/commits/master

Anyone know why Ben Collier ended up deleting this repository?

Dave

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Re: Beebem on Github

Postby ThomasAdam » Thu Feb 16, 2017 9:34 pm

Who knows. I'm happy to pick up the slack...

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 9:35 pm

ThomasAdam wrote:Who knows. I'm happy to pick up the slack...


Let's go!!!!!!

P.S. I'd really like a "unified" emulator and B-em seems to be the more appropriate candidate. ARMulator as used in Kieran's stub is mostly C so perhaps we can somehow merge?

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Re: Beebem on Github

Postby ThomasAdam » Thu Feb 16, 2017 9:49 pm

pstnotpd wrote:
ThomasAdam wrote:Who knows. I'm happy to pick up the slack...


Let's go!!!!!!

P.S. I'd really like a "unified" emulator and B-em seems to be the more appropriate candidate. ARMulator as used in Kieran's stub is mostly C so perhaps we can somehow merge?


Eh? What do you mean?

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 9:51 pm

hoglet wrote:And here:
http://lists.cloud9.co.uk/pipermail/bbc ... 12244.html

This looks like a the most current fork:
https://github.com/mjwoodcock/beebem/commits/master

Anyone know why Ben Collier ended up deleting this repository?

Dave


Yes, but that seems linux only. I'm (mysteriously) more interested in a W64 build :D :D

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Re: Beebem on Github

Postby ThomasAdam » Thu Feb 16, 2017 9:53 pm

pstnotpd wrote:
hoglet wrote:And here:
http://lists.cloud9.co.uk/pipermail/bbc ... 12244.html

This looks like a the most current fork:
https://github.com/mjwoodcock/beebem/commits/master

Anyone know why Ben Collier ended up deleting this repository?

Dave


Yes, but that seems linux only. I'm (mysteriously) more interested in a W64 build :D :D


Patches welcome

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 10:05 pm

What were the actual changes in Ben's repository?

The layout is quite different from Mike's 4.14 zip.

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hoglet
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Re: Beebem on Github

Postby hoglet » Thu Feb 16, 2017 10:09 pm

pstnotpd wrote:What were the actual changes in Ben's repository?

The layout is quite different from Mike's 4.14 zip.

I don't think they got very far.

I also hadn't realised there were separate Linux and Windows source trees.

Maybe it's best to focus on just B-Em in the short term, and try to make some real forward progress there.

Dave

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Re: Beebem on Github

Postby ThomasAdam » Thu Feb 16, 2017 10:16 pm

hoglet wrote:
pstnotpd wrote:What were the actual changes in Ben's repository?

The layout is quite different from Mike's 4.14 zip.

I don't think they got very far.

I also hadn't realised there were separate Linux and Windows source trees.

Maybe it's best to focus on just B-Em in the short term, and try to make some real forward progress there.

Dave


I'm happy either way, providing I help both camps. ;-)

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Thu Feb 16, 2017 10:34 pm

ThomasAdam wrote:
hoglet wrote:
pstnotpd wrote:What were the actual changes in Ben's repository?

The layout is quite different from Mike's 4.14 zip.

I don't think they got very far.

I also hadn't realised there were separate Linux and Windows source trees.

Maybe it's best to focus on just B-Em in the short term, and try to make some real forward progress there.

Dave


I'm happy either way, providing I help both camps. ;-)


I'm not in a "camp". I've done some stuff in the past using Sprow's ARM7TDMI which I would like to revive. If we can get this to run on B-em I'd be very happy!.

So the project now is to get ARMulator to work in B-em.

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Re: Beebem on Github

Postby tom_seddon » Thu Feb 16, 2017 11:08 pm

I did some folder diffs (BeebEm105, BeebEm403, BeebEm414, from Mike Wyatt's page; mjwoodcock's github repo) and it does look like BeebEm414 might be a better place to start - looks like it has ARM, some extra serial stuff (from Rob O'Donnell) and Econet stuff (from JGH), and somebody's been through and popped the GPL header on the top of each file. Unfortunately it bears very little relation to the mjwoodcock repo, and the UI code is all Windows stuff.

BeebEm403 is a bit closer, but there's still a fair bit of divergence...

Subject to doing the diffs (I just did a search through the file lists), it looks like I might have some additional versions of BeebEm in my backups...

--Tom

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Re: Beebem on Github

Postby tricky » Fri Feb 17, 2017 8:54 am

pstnotpd wrote:I've tried to compile using the latest VS community but it doesn't work. Directx is deprecated.


I am away at the moment, but the only problems I remember with DirectX and recent versions of windows and VisualStudio are that the 2010 redist doesn't install if it already is, giving an error which doesn't seem to cause any issues and that you have to add the include and lib paths yourself.

I may well be miss-remembering this, I'll have a look when I get home.

I would also like to get better joystick support in to both, allowing two analogue sticks with both fire buttons and hopefully the rest of the analogue port.

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Re: Beebem on Github

Postby pstnotpd » Fri Feb 17, 2017 1:43 pm

As far as I can figure out now DirectX has been integrated in the Windows 10 SDK itself and all old header files for directx 9 to 11 are not there anymore.

Lot's of files need d3dx9.h. I've tried to install directx10 sdk but that throws an error. I'm not on my development machine but I'll see how far I'll get this weekend.

MSDN article about this

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tricky
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Re: Beebem on Github

Postby tricky » Fri Feb 17, 2017 2:23 pm

I was thinking the june2010 dxsdk, but haven't installed it for a year or so.

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pstnotpd
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Re: Beebem on Github

Postby pstnotpd » Fri Feb 17, 2017 2:49 pm

Yip I tried that one but hit the installation error. I'll try the removal of the redistributable this weekend and see how far I'll get then.

B.t.w. just noticed that there seems to be a weird bug in Repton TLR when running on Beebem in master mode. :D

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Re: Beebem on Github

Postby ctr » Fri Feb 17, 2017 7:09 pm

I compiled beebem414.zip on Windows 10 a couple of days ago using VS2010 Express.

I already had VS2010 Express installed.

I downloaded and installed DXSDK_Jun10.exe from here:
https://www.microsoft.com/en-us/downloa ... px?id=6812
This gave an error fairly late in the installation. I ignored it.

I added "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include" to the project include directories.

And it worked.

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Re: Beebem on Github

Postby kieranhj » Fri Feb 17, 2017 8:16 pm

You shouldn't have to install DirectX SDK anymore, the interface is just part of the Windows Kit. Ditto the redist as DirectX libs are just part of Windows 10. You may find that code which relies on earlier versions of DirectX needs to be upgraded though, e.g. when I was getting B-Em built I had to move a couple of the DirectInput APIs to use DirectInput8. For everything else, including all the draw code, the interface should be fully backwards compatible.

I'm away from my PC at the moment but if someone points me to a good Windows starting point I'll try building with latest VS2015 on 64-bit Win 10 etc.

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Re: Beebem on Github

Postby pstnotpd » Sat Feb 18, 2017 8:53 am

Well, good news. After installing the legacy directx SDK I managed, with some pointers out of the HELP! Compiling BeebEm topic, to build Beebem 414 straight from the sources included in Mike's download.

Setup: Windows 10, Latest Visual Studio community, DirectX SDK 2010 and 2010 redistributables patched afterwards.

It actually starts up but appears a bit buggy like this. ARM 2nd copro won't initialize. It starts up with an "invalid memory map" message. Also loads of warning messages during build which seem a bit dodgy.

Anyway, how should I proceed. Am I allowed to initialize a Beebem Windows repository myself or should kieranhj do that?
As this appears to the latest "official" version I'd think it would be a good place to start.

EDIT: The buggy behaviour (apart from the memory map message at startup) was due to the fact that it compiled to debug mode. In that case starting up 2nd processors is VERY slow. Building a "release" version solved this. Started up Repton TLR without a hitch :D :D :D

Proceding with integrating the ARM7TDMI stub into v4.14

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Re: Beebem on Github

Postby ThomasAdam » Sat Feb 18, 2017 11:55 am

pstnotpd wrote:Anyway, how should I proceed. Am I allowed to initialize a Beebem Windows repository myself or should kieranhj do that?
As this appears to the latest "official" version I'd think it would be a good place to start.


Updating the existing repo with newer sources isn't a problem -- that's something I, or Kieran could do, for instance.

But from what I've seen of Beebem, it's single source -- hence the same set of files compiles on both Windows and Unix. I do not see why we need a separate repository for your work in getting Beebem working on Windows -- if anything, that would be a bad thing.

Kindly,
Thomas


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