
Mike Dawson's website can be found here!
Hooka: When did you get your gamepark?
Mike: Autumn 2002.
Hooka: What dev environment do you use?
Mike: I use Linux (Gentoo). I started with devkitadvance and Jeff
Frohwein's gp32 libraries, and since then I've installed newer versions
of gcc over the top of it. Since getting a gp32 I've learnt more about
breaking and fixing gcc than is healthy for anyone.
Hooka: Why did you decide to port a c64 emu to the gp32?
Mike: The possibility occurred to me when I first read about the
Gameboy Advance, though it was only when the gp32 appeared that I knew
it'd be possible for the likes of me to do it, what with it having much
greater power and being open for anyone to develop on.
Mike: When I got a gp32 I started about a dozen projects that failed
miserably - various Genesis emus, a port of newlib and so on. Nothing
came of any of that but it was great fun and addictive anyway. Then I
got quite far with a port of Vice, but the poor gp32 wasn't quite up to
it speedwise so I went on to port Frodo instead. Frodo I persevered
with because the c64 is one of the greatest machines of all time and
was my first computer, so having a portable one is a wonderful thing.
Hooka: TomVS told me that he had contacted you about writing to a .d64
image and that it was impossible to do in the current gp32 version but
the new computer version supported it, so I was wondering have you
worked on implementing it into gp32 frodo?
Mike: Christian Bauer has put d64 write support into the main version
now. I've done some work on moving this into the gp32 version and in
theory it should be easy but I hit a bunch of compiler issues - I need
to fix some of my C++ libraries or something.
Hooka: Do you have plans to implement the chatboard?
Mike: I have basic support in and I plan to get a chatboard at some
point so I can finish it off.
Hooka: I noticed a crackling in the sound are you working on a fix for
this?
Mike: It's on the long list of things to do :)
Hooka: How complete do you feel the gp32 port of frodo is right now?
Mike: I think it's most of the way there but there are just a few
things that would be very useful additions like save states. The
problem is that all of the stuff that can be done relatively easily has
been done and what's left to do are things that take a lot of effort -
as with save states for example I've already spent countless hours
trying to figure out why they don't work and getting nowhere.
Hooka: You also made a useful tool called gplink for linux, did you
feel you needed someway to upload from linux because you just prefer
linux or because it's where your dev environment was?
Mike: I use Linux all the time and I don't have a separate card reader
so it was a matter of necessity for me.
Hooka: Would you suggest using gplink-tk with gplink or do you think
console input is easier/better than using a GUI?
Mike: I'm happy using the console most of the time but sometimes a GUI
is more appropriate. Other people prefer GUIs so it's good to have the
choice.
Hooka: Do you think you'll ever try to implement 2 player RF-play?
Mike: No, since the original Frodo doesn't support network play.
Hooka: What is you favorite c64 game?
Mike: There's not one in particular since there's so many great games
but Paradroid, Boulderdash 3 and Bruce Lee spring to mind.
Hooka: What is your favorite thing to play on your gamepark32?
Mike: gpFrodo :) I only ported it because I wanted it.
Hooka: What is 1541 Emulation and how does it work?
Mike: The 1541 was the c64's external 5.25 inch floppy disk drive and
it was big and complicated. Most of the time Frodo can just use simple
file accesses to fetch data for c64 programs but sometimes this doesn't
work. Some programs use tricks for speed and copy protection. The 1541
emulation emulates the 1541's cpu and timings more accurately which is
why it's slower when enabled.
Mike: I don't know much about its inner workings myself. I only ever
dreamed about owning a 1541 drive and had to make do with cassettes.
Hooka: I noticed you used some of Groepaz's Sound and Video code, did
it prove to be adequate for what you needed?
Mike: Adding Groepaz's code made an excellent improvement - he'd been
working on a Frodo port as well which he didn't finish and contributed
what he'd done to me. Until then I'd been using a very slow method of
rendering the graphics - having them rendered one way and then rotating
it for the gp32's screen. Groepaz modified Frodo at a lower level for
the best possible gp32 performance, which made it possible to boost the
speed from 25 to 50 frames per second.
Hooka: You used Sasq's Pogo lib, so is this a port of the GBA version
of frodo?
Mike: Sasq ported his Pogo lib from the GBA to the gp32, and I then
used that for porting Frodo, but this version of Frodo hasn't ever been
near a GBA.
Hooka: What other projects have you worked on?
Mike: Not much that sees the light of day, I'm better at starting
things than finishing them. The odd thing like adtool which lets you
admin active directory from the linux command line, which is more
related to my day job.
Hooka: Flack did an Unofficial Frodo FAQ here
(http://207.44.176.77/~admin28/gp32emu/faq/frodo.htm), do you think he
missed anything or is it pretty thorough?
Mike: That's a really useful introduction, especially for people
unfamiliar with the c64 - I've used a c64 most of my life and it hadn't
occurred to me that for some people gpfrodo might be the first time
they come across one.
Hooka: What suggestions may you have for gp32 programmers who want to
port their favorite emulators?
Mike: Coding for the gp32 can be painful - things you might take for
granted as working when programming for a PC can be a lot more obscure
so there can be a lot to learn if you're new to it. That's half the fun
of it too though so you just have to keep hacking away at it and not be
discouraged.
Thank you Mike Dawson for doing the interview and have a good day!
