.. | ||
griddle | ||
mameplugins/mamelink | ||
down.c | ||
Makefile | ||
mamelink.c | ||
mamelink.h | ||
out2prg.js | ||
README.md | ||
reno.d64 | ||
reno.out | ||
reno.prg | ||
reno.sh | ||
start |
mamelink
A compatibility shim for Lucasfilm Games' "fastlink", using a MAME plugin to implement similar functionality.
Building
Run make
. Assumes a POSIX-like environment. Works On My Machine, totally untested on anything besides Linux.
Booting reno
Run ./start
. Assumes that mame
is in the current path, with C64 ROMs installed. MAME will start, and you will probably need to press a key to start the emulated C64 booting. Once the C64 has completed startup, reno
will automatically begin uploading, and when it is complete, you will see the command SYS2122
automatically be entered into the emulator. After a few more seconds, Reno will start.
How It Works
It's a terrible, awful, very bad, no good hack, but it does the trick and should hopefully be portable, even to an enscripten-type browser environment. To send a command to the mamelink
plugin, the mamelink.c
library creates a file called mameplugins/mamelink/linkin
with
the request. The plugin checks for the existence of this file constantly. Once it is able to open it, it executes the instructions it finds, creates a file called mameplugins/mamelink/linkout
with any response, and deletes mameplugins/mamelink/linkin
. The mamelink.c
library waits for the linkin
file to be deleted, reads all of the data out of linkout
, if any, and deletes it.
Some amount of energy was put into avoiding race conditions but not a lot. Try not to have multiple programs poking at C64 memory at the same time. This seems unlikely to happen in practice, at least.
Why did you do it like that
Because every sensible, normal way of doing it was broken thanks to Lua's underpowered standard library, MAME's requirement for non-blocking I/O, and the weird not-quite-acceptable socket support that MAME provides in its plugin interface. (You can only accept a connection from a single client at a time, and there is no way to determine if a client has disconnected.)