Is there some kind of "maintenance tool set" for KFF? Like for example TapeDevil. Or does the the TCRT. -files work on KFF, so I could use this one?
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Kung Fu Flash Cartridge
- kim_jorgensen
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tcrt-files works great on kff!
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tcrt-files works great on kff!
What firmware are you using?
TCRT files is not supported as that would require a physical connection to the tape port to emulate the Tapecart.
The TapeDevil is a cool collection and luckily they included the d64 files with the programs in the TapeDevil 2/3 release, so you could use these. -
What firmware are you using?
TCRT files is not supported as that would require a physical connection to the tape port to emulate the Tapecart.
The TapeDevil is a cool collection and luckily they included the d64 files with the programs in the TapeDevil 2/3 release, so you could use these.Oh sorry, I got that mixed up, tapecart sd can do tcrt. but not kff!!!
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I designed my own KFF cart based on the schematic in the Github, just shuffled around the components, nothing elese. However it doesn't work as expected.
The menu is displayed correctly, but when a cart is selected the screen stays black and nothing happens. F7 and F8 do drop into normal C64 mode. I suspecting a timing issue somewhere, but swapping out the crystal for an other (different brand and batch) gives the same issue. Also swapping the STM32 chip didn't help. I got the STM32 chip from mouser so I don't expect it to be fake. When using a bought KFF instead it works as expected.
Any thoughts?
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One question. Is there any way to return to the current cartridge once you've pressed the menu button or is the only option to reset?
You can press RUN/STOP which is similar to pressing the reset button, but I guess that is not what you are asking. There are currently no "freeze" functionality in KFF so it is not possible to resume what you were running before pressing the menu button. That would be a cool and useful addition.
Thanks for the reply. Now that I think about it, I can't really think of a reason why I would enter the menu and want return to the game. Originally I was looking for the save functionality, but then found that it only pops asks if you want to save when the cartridge state has changed and you press menu, which is awesome!
Thanks for designing such an awesome product. I always wanted an EasyFlash 3 with more storage and this is pretty much it!
I have been wondering about the same thing, and I have a basic question: how would I know if the cartridge state has changed? It sounds like if I press "Menu" (and the cartridge state has not changed), then I cannot return back to the game. Thank you!
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Jiffydos support would be awesome, Are you able to drop in a rom switcher to your 64 ?
I got a couple of C64s so yes that would be possible.
Im not sure if its possible but would it be possible to flash the STchip in banks so you can keep a cartridge resident like the FC3 or AR6 and load a D64 into another bank and so being able to use the cart speedup routines on the selected D64?
No, not really. The issue is not flash space but with how the disk emulation works.
The disk emulation is implemented by overwriting kernal vectors so that the disk commands are send to the Kung Fu Flash cartridge via registers in the I/O space. As freezer cartridges also overwrites kernal vectors to replace the slow disk routines with a fast loader there will be a conflict there. Depending on the freezer type there could also be a conflict with the registers in the I/O space.Another challenge is that emulating freezer cartridges is quite resource intensive so KFF disables communication with the SD card during emulation of these cartridges.
I'm not saying that it is impossible but that it would require modification to the FC-III or AR6 image and a lot of changes to the KFF firmware.On a somewhat related note, I have an sd2iec + EFLr, and I tried a few fastloader cartridges on the KFF this weekend, here's what I learned:
- The SD2IEC fastload functionality only works with the Final Cartridge III (v4.1) on the KFF. Action Reply 5.0 or Super Snapshot 5.22 do not work (corruption/crashes).
- Even with the Final Cartridge III, the save functionality (in the freeze menu) does not work: when I try to save an image, the sd2iec red led flashes, presumably this is an incompatibility with the sd2iec itself rather than the KFF. I imagine this would work with a more precise 1541 emulator.
This is on an NTSC breadbin C64, motherboard revision 205407.A
Hope this helps, I'd be curious if anyone has learned interesting information in this general area!
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I have been using a KFF for a couple of weeks and I love it -- this is such an awesome project, thank you!
I have a pretty basic question and I can't quite find an answer for it in this thread: is it possible to save the entire memory state of the C64 and resume it later using the KFF? I like to play some games (loaded from either CRT or D64) that take longer than I have to complete in one session, and such a snapshot functionality would be really helpful to resume later.
As I mentioned in a previous post, I tried the option to load the D64 game from an sd2iec and freeze it with a FCIII from the KFF, but unfortunately the save functionality does not work (I suspect this is an incompatibility with the sd2iec rather than the KFF).
Thank you!
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The SD2IEC fastload functionality only works with the Final Cartridge III on the KFF. Action Reply 5 or Super Snapshot 5.22 do not work (corruption/crashes).
That subject comes up again and again in varying contexts (like here), and I has nothing to do with the KFF. Only a limited number of fast loaders are supported by the SD2IEC firmware, no matter if those are run on the KFF or an original cartridge. Since the SD2IEC does not emulate the hole floppy drive but only the IEC bus any fast loader hast to be individually supported by the SD2IEC firmware.
After a brief look at the README and the sources of the SD2IEC, I'd say these are the supported loaders (provided they are all compiled in):
- Turbodisk
- Final Cartridge III
- EXOS V3 and The Beast System
- Action Replay 6
- Dreamload
- ULoad Model 3
- G.I. Joe Loader
- Epyx FastLoad Cartridge
- GEOS
- Wheels
- ELoad Version 1 (EasyProg)
- Maniac Mansion / Zak McKracken
- JiffyDOS
- DolphinDOS
- N0stalgia
- ULoad Model 3
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Added pogo pins to the programming connector. Just had to push in. Marked ground and 3.3V pins with heat shrink tubing.
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That subject comes up again and again in varying contexts (like here), and I has nothing to do with the KFF. Only a limited number of fast loaders are supported by the SD2IEC firmware, no matter if those are run on the KFF or an original cartridge. Since the SD2IEC does not emulate the hole floppy drive but only the IEC bus any fast loader hast to be individually supported by the SD2IEC firmware.
Thanks for the details, that makes sense! I will experiment some more with saving state and the FCIII cartridge on an emulator and update the thread if I learn anything new.
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I have a pretty basic question and I can't quite find an answer for it in this thread: is it possible to save the entire memory state of the C64 and resume it later using the KFF? I like to play some games (loaded from either CRT or D64) that take longer than I have to complete in one session, and such a snapshot functionality would be really helpful to resume later.
No, there is no snapshot feature built-in so as soon as you enter the menu then it is not possible to resume the interrupted program on the C64. This would be cool but requires developing something close to a freezer in KFF.
For now your best option is what you are trying and that is to rely on emulated freezer cartridges. -
Hi, I've been able to find the time to clean up my code of the soft-kernal mode, test it a bit on my C64C and DEVEBOX, and make it ready for others to check out.
The kernal driver code combines soft-kernal and easyflash $de00/$df00 support in one at the same time.
Note this code is still purely EXPERIMENTAL at this time. I will not be held responsible in the (very unlikely) event any damage occurs.
Please note I have NOT checked the PCB rev 2 version as I don't own one.
The kernal.c file has some remarks about what issues to expect, especially in the timing of EXROM/GAME and A14 voltage, and how to measure the timing with an oscilloscope and optimize yourself.
You can find the kernal mode on my github fork https://github.com/medzes/KungFuFlash.
Its not ready for a pull request yet, but I do aim to make one eventually once others can confirm it works for rev 2 PCB.
The code can be compiled for PCB rev 2 or DEVEBOX using a #define in the Makefile.
In my tests on a C64C and DEVEBOX it is not yet rock steady, but it does work for the regular kernal basic mode and many PRG/disk based games. I'm not certain if I'm having issues with the kernal code or with the SDcard (which is unstable for me)
Both the A14 test and the $de02 write action are very timing critical.
On startup, when showing the menu, the regular easyflash interrupt driver is used.
The code supports two mode:
- Select a kernal ROM file. Switches to kernal driver and drops you into a normal basic screen.
- Place a file called "kernal.bin" on your SDcard. If this file is detected, the code will switch to the kernal driver and use it to load and start PRG and disk based programs from the easyflash menu.
To adjust the timing, I'd start by changing the cycle on which the arm interrrupt is generated:
#define PAL_PHI2_KERNAL_INT (PAL_PHI2_HIGH - 33)
The default timing is 10 cycles more relaxed than the original code, as I skip timing checks at the start of the interrupt. It might be that making that a little bit later or earlier helps.
If you are interested to test, please be aware the constants of peripheral base addresses are different which can make the compiler create code with slightly or even big timing differences. It is best to measure on an oscilloscope what the ROMH signal and D0 eye pattern looks like. Also in case of any compiler related timing issue it is best to compare the generated kernal_handler code in the build/main.lst by hand in case of doubts, and measure the delays.
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Just a quick question here: How is the actual NTSC compatibility with Firmware: 1.21 NTSC? Loading PRG's good? Loading CRT's? 50% 100%? I only own a PAL machine but are interested in how far NTSC has come.
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I have linked 175 new game adaptations (700 total + 10 demos) in the "magic desk 64KB" cartridge format. All games were unpacked and starts in ONE second. Have fun!
Unverschämte Frage:
Wird es weiterhin Updates geben deinerseits die du veröffentlichst?
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Falls Ihr auf der Suche nach Dreamload Games für das Kungfu Flash seid:
http://retrohackers.com/viewtopic.php?f=3&t=125
http://retrohackers.com/viewtopic.php?f=3&t=129
http://retrohackers.com/viewtopic.php?f=3&t=130
Vielleicht ist ja noch irgendetwas dabei, was anders nicht auf dem Cartridge läuft.
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Wird es weiterhin Updates geben deinerseits die du veröffentlichst?
Am Samstag Abend wird das nächste Update erscheinen!
On Saturday evening the next update will be released!
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First of all big thanks to Kim Jorgensen for such a fantastic product. The Kung Fu Flash is the best accessory I have for my C64 and I don't see me ever removing it from the cartridge slot! Thanks Kim you sir are legend!
Sorry if this has been asked before but has anyone managed to get GEOS 64 (any version) working on the Kung Fu Flash?
I've tried lots of images in D64 and D81 format which do work on SD2IEC but wont on the Kung Fu Flash. Any help would be very much appreciated
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athar Kung Fu Flash is not a real floppy emulator!!!
Disk drive emulation is using kernal vectors and will not work with fast loaders or software that uses direct hardware access which a lot of games does. Currently REL files are not supported and there is only limited write support.
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CapFuture1975 thanks for your reply!
Does this mean Geos will never be possible with just the Kung Fu Flash?