OESF Portables Forum
Model Specific Forums => Sharp Zaurus => Zaurus - pdaXrom => Topic started by: alan on July 28, 2004, 10:20:30 am
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Hi everyone !
I love using emulators on my pc. It allows me to play the games i had when i was a kid, that is wonderful. I know that zaurii are able to emulate quite a lot of consoles, but i can't find amulators made for pdaxrom.
I tried an ipk version of VisualBoyAdvance SDL some monthes ago, but it was way too slow and i didn't try anything else since then cause i can't find any ipk for xrom on the web, and i think i can't use those desingned for QT (can i ???).
What can i do ? I am not a programmer so i don't feel like able to cross compile emulators... Plus i am sure there is another way but i do'nt know wich one... Can someone tell me where to find what i am looking for ?
Thanks.
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A nice set of emulators has been compiled by LordDavon. Check his feed at http://zaurus.spy.org/feeds/davonz (http://zaurus.spy.org/feeds/davonz) . There are emulators for Snes, GameBoy, Atari, DOS (slow ones ) and so on. I also like to use emulators, so please try 'em and post here about results/problems.
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thanks reaper!
I have had little time to test this but i have just tried VisualBoyAdvance (tha best gba emulator ever!!!!) but it runs only 35% of normal speed on japaneese F-Zero (it was the first available rom so i know that compatibility is perfect).
I still haven't tried to desactivate the sound, but i guess this won't make it run faster than 50%.
I'll post every other tests here, but i'm not a linux guru, so any help is welcome!
See you.
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Still on VisualBoyAdvance...
* killing X server (Ctrl+Alt+Back)
* export SDL_NOMOUSE=1
* ./VisualBoyAdvance -F --auto-frameskip *.gba
==> Makes it run 46% of normal speed... Not that bad, but still not good
Anyone knows how to disable turn off sound from command line ? Or is there anyone with a VisualBoyAdvance.cfg file ? I only use a vba.ini either under win or under nux. Do you know what version of vba use such a config file ?
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man, snes9x ROCKS!!!!!
It runs perfectly right , but there are some minor troubles you might help me to solve...
* killing X server (Ctrl+Alt+Back)
* export SDL_NOMOUSE=1
* ./snes9x *.smc
Tested with french version of Chrono Trigger, and it works perfectly but i have a big cursor on the top left of the screen...
Plus i'm fed up with typing "export SDL_NOMOUSE=1"... I'm sure i could use a script to automatize this but i don't know how to create a script and i leave tommorrow for hollidays so i have no time to search right now... Can someone help me with this : a script that makes
export SDL_NOMOUSE=1
./snes9x *.smc
in one shot.
I'm sure it is really simple, but that is not the kind of things i know.....
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Well, writing script is pretty simple. Just make a plain text file (e.g. in AbiWord - just save as TXT). After you typed what you need, rename its extension to .sh and make this file executable by adding required atribute. Both of these things are easily done by MC. There is also a way to do that via Linux console commands (like copy con file.txt and attrib in DOS), but I'm not a Linux guru and lazy enough to RTFM in most but urgent cases .
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echo export SDL_NOMOUSE=1 >> ~/.bash_profile
adds the command to the script that runs each time you login
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i love showing my z+snes9x off to gameboy sp/adv users: same games plus more and way better screen.
but the z keys are crap for most genres.
has anyone successfully used a CF USB-host card + joypad with pdaXrom?
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yes add the line : echo export SDL_NOMOUSE=1 >> /etc/profile
or use vi
killing X server (Ctrl+Alt+Back)
and
su -
The fps (frame per second) is cool with the sound ON : 19 fps for my games ..... it's cool
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Hi everyone!!
I'm just back from holidays where i wanted to play some old snes games of mine : Tales of Fantasya, Super Mario Kart or Chrono Trigger, but...
1) My version of Mario Kart did'nt work (probably my file...)
2) I just CAN'T save !!!!!!! That is a real great pb for playing rpg...
Does any one knows why ?
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yes add the line : echo export SDL_NOMOUSE=1 >> /etc/profile
or use vi
One should be cautious when doing this, as no SDL application would ever use a mouse, even when run on the X server. A better way is to make a script for running the particular game.
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alan Posted on Aug 15 2004, 09:42 AM
...
2) I just CAN'T save !!!!!!! That is a real great pb for playing rpg...
...
Save is the keys shift + the key number from 6 to 9.
Load is the key number from 6 to 9.
FPS is the key number 0.
Be careful I know that the X11 version of snes9X doesn't work like that !!!!
ikm Posted on Aug 15 2004, 01:00 PM
One should be cautious when doing this, as no SDL application would ever use a mouse, even when run on the X server. A better way is to make a script for running the particular game.
Of course i'll think to make a script .......
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Be careful I know that the X11 version of snes9X doesn't work like that !!!!
Yes it does !!!
Thanks for the trick!
Now another pb (yes, i know, i'm a boring boy... )
Is there a way to save somewhere else than in default save directory (~/.snes96_snapshots)?
My z is nearly full so if i keep on saving 2 times (+/- 1mo) for each one of my games, i might be in troubles...
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if not, you can always edit the binary
or symlink that dot dir to the location of your choice.
etc.
Scott
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wario : this site (http://pocketgames.jp/modules.php?op=modload&name=Shop&file=index&req=viewarticle&artid=258) might interest you.
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BTW, it would be nice to have some game machines other than ScummVM to play favourite games. Recently I've found the Adventure Game Studio page, and I've discovered that it had Linux port, but only for 386 architecture. AGS creator, Chris Jones, says AGS isn't open source and he won't give it to end-users, but our ROM developers could write a letter to him (since they are NOT end-users) and try to compile AGS port for ARM/pdaX. For instance, I'd donate a few bucks for sure, if they suceed. Hope that some other people will, too.
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mame, snes, atari 2600 + 5200, etc... old 8bit (atari, apple, etc)... atari st, etc.
I hear some of them are even playable :->
Scott
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arff !!!!!
snes9x does'nt work any more with Katherin RC2...
relocation error : ./snes9x : undefined symbol : __umodsi3
any idea ?
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looks like we are stuck into waiting for a new cross compiler version and for someone (Lord Davon ???) to compile all this once more...
Or... for Katherin Official or RC3 !!! Come oooooooooon....
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i hope it goes straight to release
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I got a problem with snes9x, some of the games won't work (eg. Super Mario RPG, Star Ocean)
it just load and go to a black screen and stay there, but i can use "cancel" to quit
does anyone know how to fix this?
thx~~
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I don't think that games using the SuperFX chip (eg: StarFox) function on snes9x.
Other games take while to start. For example Mario Kart.
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Anyone know of any Genesis emulators ported to Zaurus that work in the framebuffer? Or, alternatively, does anyone know how to get the version of DGen on the site that was linked to on the first page of this thread to run at a decent speed? I wants to play me some portable Phantasy Star 2, but it's way too slow.
Also, does anyone know of a Master System emulator that works in pdaX?
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Any one compiled fceu or any other nes emulators for X?
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Hate to be practicing forum necromancy here, but I want to let it be known that these joysticks for the zaurus are apparently not able to accept simultaneous input. That one homebrew japanese site (I forget the URL) pretty much said it at the bottom, and claimed it was fine for him since he only wanted to play NES rpgs. I'm pretty sure this joystick listed here is the same deal.
Any luck with USB host cf adapters?
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xdivider:
Here is a good nes emulator.
http://prdownloads.sourceforge.jp/infones/...JRC4_Zaurus.zip (http://prdownloads.sourceforge.jp/infones/10698/InfoNES093JRC4_Zaurus.zip)
i've not tested the zaurus version, i will as soon as possible.
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alan
This is Qtopia version!
Where to find pdaXrom version?
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arf, i am stupid...
Any gentle cross compiler ? New RC5 : this could be a good performance test !!!
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I'm looking to get mame compiled, etc.
I just spent a week playing... er, attempting to play...
games with 12 to 20% speed. that's just not cutting it!
Scott
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consider that software must be compiled with the new sdk to get the beneficts
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exactly... I've been running 1.0.1 for so long now.
I'm waiting for a release here so I can finally upgrade my 760.
I'm testing on my 700... things look pretty nice. I'll get the native sdk on it
and see how things go.
Scott
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The attached makefile.unix will build xmess.x11 from the xmame-0.87 source which has a LOT of different emulations built in.
I'm attaching it for the 'curious', I can still only get about 3.5fps using the gen_eur (Genesis Europe) machine type and sound is garbage.
Beware xmess.x11 is around 9Mb when built but emulates pretty much everything including IBM AT ! - have only tried the Genesis Emulation though.
BTW: tried the SDL build too. No faster and it can't set 32bpp, if you override with -bpp 15 it just corrupts the display.
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Hi !
I'm trying to compile Visual Boy Advance 1.7.2 for RC5, but this is my first cross compilation and i am stuck with a newbie pb...
Any help ?
[root@mandrake VisualBoyAdvance-1.7.2]# ./configure --host=armv5tel-cacko-linux --build=i686-linux --x-includes=/opt/arm/3.3.2-vfp/armv5tel-cacko-linux/X11R6/include --x-libraries=/opt/arm/3.3.2-vfp/armv5tel-cacko-linux/X11R6/lib --disable-debug --prefix=/usr/local
checking build system type... i686-pc-linux-gnu
checking host system type... armv5tel-cacko-linux-gnu
checking target system type... armv5tel-cacko-linux-gnu
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
checking for armv5tel-cacko-linux-strip... no
checking for strip... strip
checking for armv5tel-cacko-linux-gcc... no
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... yes
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ANSI C... none needed
checking for style of include used by make... GNU
checking dependency style of gcc... gcc3
checking for bison... bison -y
checking for flex... flex
checking for yywrap in -lfl... yes
checking lex output file root... lex.yy
checking whether yytext is a pointer... yes
checking for armv5tel-cacko-linux-g++... no
checking for armv5tel-cacko-linux-c++... no
checking for armv5tel-cacko-linux-gpp... no
checking for armv5tel-cacko-linux-aCC... no
checking for armv5tel-cacko-linux-CC... no
checking for armv5tel-cacko-linux-cxx... no
checking for armv5tel-cacko-linux-cc++... no
checking for armv5tel-cacko-linux-cl... no
checking for armv5tel-cacko-linux-FCC... no
checking for armv5tel-cacko-linux-KCC... no
checking for armv5tel-cacko-linux-RCC... no
checking for armv5tel-cacko-linux-xlC_r... no
checking for armv5tel-cacko-linux-xlC... no
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking dependency style of g++... gcc3
checking for armv5tel-cacko-linux-ranlib... no
checking for ranlib... ranlib
checking for nasm... no
checking for gzopen in -lz... yes
checking for png_create_write_struct in -lpng... yes
checking for pthread_yield in -lpthread... yes
checking how to run the C preprocessor... gcc -E
checking for X... libraries /opt/arm/3.3.2-vfp/armv5tel-cacko-linux/X11R6/lib, headers /opt/arm/3.3.2-vfp/armv5tel-cacko-linux/X11R6/include
checking for egrep... grep -E
checking for ANSI C header files... yes
checking for sys/types.h... yes
checking for sys/stat.h... yes
checking for stdlib.h... yes
checking for string.h... yes
checking for memory.h... yes
checking for strings.h... yes
checking for inttypes.h... yes
checking for stdint.h... yes
checking for unistd.h... yes
checking malloc.h usability... yes
checking malloc.h presence... yes
checking for malloc.h... yes
checking for strings.h... (cached) yes
checking for unistd.h... (cached) yes
checking arpa/inet.h usability... yes
checking arpa/inet.h presence... yes
checking for arpa/inet.h... yes
checking netinet/in.h usability... yes
checking netinet/in.h presence... yes
checking for netinet/in.h... yes
checking zutil.h usability... no
checking zutil.h presence... no
checking for zutil.h... no
checking for an ANSI C-conforming const... yes
checking for inline... inline
checking for size_t... yes
checking whether struct tm is in sys/time.h or time.h... time.h
checking for socklen_t... yes
checking whether byte ordering is bigendian... no
checking for sdl-config... no
checking for SDL - version >= 1.2.2... no
*** The sdl-config script installed by SDL could not be found
*** If SDL was installed in PREFIX, make sure PREFIX/bin is in
*** your path, or set the SDL_CONFIG environment variable to the
*** full path to sdl-config.
configure: error: *** Couldn't find SDL library (version >= 1.2.2).
[root@mandrake VisualBoyAdvance-1.7.2]#
PS: Laze : you should edit your faq : dirs are not good with RC5 SDK as file /opt/arm/3.3.2/ is now /opt/arm/3.3.2-vfp/
Not very important for real developpers, but for those who want to learn, it's not cool...
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Hi all!
Since i found out the existing port of snes9x-sdl is not working with RC5, i did compile it and uploaded to the unstable feed.
Tho this is my first time compiling and being a maintainer, please email me if you discover any oddies.
Known oddies:
1. error mesg : "/dev/dsp is busy" show up everytime you run, just the error message, it still can output sound successfully.
2. frame rate is generally low, around 8-15fps, not very well but not a big deal either. (i seldom play action game on Z and a little jerky on SLG,RPG games are no big deal, but still, it is an issue)
3. Mouse pointer is not hidden after the game is running (i moved the mouse pointer to somewhere else not within the centre of the screen and it would not affect game play)
Happy Gaming.
Dracula
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yeah! going to try it
did you compile with the new sdk?
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aye i use the new sdk on my gentoo linux system to cross compile it.
now trying to compile VBA emulator hehe
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I get full framerates in full 320-240
great job, indeed
I'll try to launch it outside X, to eliminate the cursor issue
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I get full framerates in full 320-240
great job, indeed
I'll try to launch it outside X, to eliminate the cursor issue
Full framerates? As in 30ish fps? With what games?
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Hi,
Even run in X or outside X, the cursor still appear.
Another oddie discovered:
If you run the game with sound, and while running the game, suspend the Z. When resume, the game continues to run without sound.
Besides, I have done a few tests on my c860 on framerate obtained:
Game tested by sf8047 (DragonBallZ RPG) - I just love this game. hehe
Run within X:
A1. Fullscreen with sound: 8-15 fps
(cmd line: snes9x -hi -x2 -xs 640 -ys 480 <rom>)
A2. Fullscreen without sound: 10-18 fps
(cmd line: snes9x -hi -x2 -xs 640 -ys 480 <rom>)
A3. Small screen with sound: 15-37 fps
(cmd line: snes9x -hi -xs 320 -ys 240 <rom>)
(cmd line: snes9x -hi <rom>)
A4. Small screen without sound: 22-40 fps
(cmd line: snes9x -hi -xs 320 -ys 240 -ns <rom>)
(cmd line: snes9x -hi -ns <rom>)
A5. Small screen with sound but no hi-res: 17-40 fps (looks same as A3)
(cmd line: snes9x -xs 320 -ys 240 <rom>)
(cmd line: snes9x <rom>)
5. Small screen without sound but no hi-res: 20-41 fps (looks same as A4)
(cmd line: snes9x -xs 320 -ys 240 -ns <rom>)
(cmd line: snes9x -ns <rom>)
Run outside X:
B1. Fullscreen with sound: 9-17 fps
(cmd line: snes9x -hi -x2 -xs 640 -ys 480 <rom>)
B2. Fullscreen no sound: 12-19 fps
(cmd line: snes9x -hi -x2 -xs 640 -ys 480 <rom>)
Interestingly, when you run outside X, there is no small-screen mode. (any mode would be full game screen)
When you do not specify any argument:
snes9x -hi <rom>
it runs in full screen with sound, and obtains 20-41 fps already
when run without sound, 28-44 fps
(cmd line: snes9x -hi -ns <rom>)
Furthermore, without using -hi-res , performance can further be boosted to 24-45 fps, and it is with sound (without -hi-res options, screen looks the same, interestingly)
(cmd line: snes9x <rom>)
without sound, it can get to the best performance ever, 31-60 fps!!! (60 fps is the highest test-able framerate by snes9x)
(cmd line: snes9x -ns <rom>)
To summerize, In X(all with sound):
Run with full screen (8-15 fps): (hi-res is required to run fullscreen in X)
(cmd line: snes9x -hi -x2 -xs 640 -ys 480 <rom>)
Run with small screen (17-40 fps):
(cmd line: snes9x <rom>)
Outside X(with sound):
(cmd line: snes9x <rom>) (24-45 fps)
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FYI, i have also compiled the VisualBoyAdvance package and uploaded it to the unstable feed.
The most updated version of VBA is 1.7.2 but it failed to compile on the cross compiler, because of incompatible libpng, nonetheness, I used the 1.7.1 and it compiles.
I tested the performance of VBA on C860 on the ROM F-ZERO (blah blah blah, a car racing rom, sorry i've never played any GBA game), it plays in around 20-30% of normal speed, not to bad for RPG/SLG games but would be kinda bad for any game which has to be responsive. However, i have never used this emulator before so i do not know if there's any command line argument can do a trick to boost performance.
Anyway, Happy Gaming!
Dracula
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launch with xrandr -s 320x240 && snes9x <rom> && xrandr -s 640x480
you obtain full screen and full framerates also from X
(like quake)
going to try VBA
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wow thanks for the tips scoutme.
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right...
I'm *dying* to try advmame on pdaxrom 1.1.0 rc2+ (ie: rc5)
the 1.0.1 doesn't have the increaesd res as a display option.
Scott
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Put this script in your home DIR or something
Contents of snesemu.sh------
export SDL_NOMOUSE=1
snes9x %1
End Contents---------
type
sh snesemu.sh file.rom
to run it
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VisualBoyAdvance is sluggish
I cannot find a way to make it faster.
Any idea? I toggled sound, but it doesn't seem to be the bottleneck.
The strange is that I used dgen some time ago and it was faster than VBA, way faster.
Maybe VisualBoyAdvance isn't a good emulator (in the end we usually use it on our desktops, with plenty of ram and cpu power)?
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Hello,
snes running on pdaxrom sounds great but so far I wasn't successful playing any games. Maybe only certain games work? I tried Super Mario Kart and Super Mario All Stars and all I could see was the screen flickering red and black :-(
Which games should run on the snes9x?
Greetings
Fabian
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I'm succesfully playing at:
Sensible Soccer
Killer Instinct
Diddy Kong Country
Samurai Shadow
...and only because I tried only these
the one I couldn't get starting is Yoshi'Island, but it was expextable - it uses the SuperFX chip
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Hello Scott,
I have just tried killer instinct and got the same problem: screen flickering with red blocks and blue/black vertical stripes.
Regards,
Fabian
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tried other roms, all working:
soccer kid
super pinball 2
sonic
not working:
street fighter zero 2
...killer instinct works for me
when a rom doesn't work I just see black screen, so I must think you have other problems
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Hello Scott,
thanks for your feedback, I think the same. So, I try to reflash and see if it is working :-)
Result after reflash: Still the same. I installed snes9x-sdl and everything from sdl*, maybe I miss something else?
Regards,
Fabian
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just to know... where did you get the package from? I didn't see any problem with killerinstinct
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Hello all!
Fabian please check PM, i have sent a mesg to you asking for more information about your failure on running snes9x. (i do not have any problem running it, so far).
Besides, I have just compiled gnuboy and uploaded it to the unstable feed, since VisualBoyAdvance cannot run very smoothly, so a (Color) Gameboy emulator is at least better than none
I tried it once and it can run pretty smooth, since I have never used this software before (again), so please let me know if there is any problem or performance tuning tricks.
Anyone know any other Gameboy Advance emulator out there which could run smoothly so i could try to port it?
Happy Gaming!
Dracula
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Dracula : Thanks for gnuboy, it's a great emuletor. But i tried VBA with gb and gbc rom and it runs pretty well. What a pitty gb advance games can't run any faster than 50%... (with /usr/bin/VisualBoyAdvance.cfg configured to dsable sound, enable auto frameskip and xrandr 320*240 screen)
Still on VisualBoyAdvance...
* killing X server (Ctrl+Alt+Back)
* export SDL_NOMOUSE=1
* ./VisualBoyAdvance -F --auto-frameskip *.gba
==> Makes it run 46% of normal speed... Not that bad, but still not good
the strange thing is that not a lot have changed since this old test on 1.0.5... VBA doesn't seem to get better with RC5, so i guess it is not made to use the floating point thing. Even if i am a great fan of VBA, i think we should try to move to another emulator, but none has such a huge compatibility list
But once again, snes9x rocks !!!
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alan,
Glad to know VisualBoyAdvance work on gb and gbc stuff.
And thanks for the appreciation of snes9x. hehe
currently i'm working on porting Gens emulator, see if that one work.
Happy Gaming!
Dracula
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nice to know you're working on GENS
I absolutely agree with alan... we should try another GBA emu.
It seems to me that VBA isn't well optimized, maybe because on modern pcs no one has possibility to notice that.
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Thumbs up for snes9x. FF6 is pretty playable on it now (playing from a console, somewhere around 15-20 fps). I wouldn't be surprised if this gets a little better with later versions of pdaxrom as well.
Looks like we're still missing an nes emulator. Granted, I haven't tried any of the couple around, but since other emus had to be compiled for RC5....
Drac, I see you're busy on porting all sorts of things. Much obliged for that! Can't wait to try out Gens. It's high time for some Buck Rogers and Shining in the Darkness. (How's that for a combination?)
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Nothing like good ol' Bucky...I can't wait.
Thanks for working on the crosscompiling, Drac!
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Hello!
I've problems porting gens in the final step while the linkers reported incompatible libraries. Anyway, i would keep working on that.
At the mean time, I have uploaded the NES emulator, InfoNES, to the unstable feed. Unfortunately, the performance is not good. When sound is enabled it is pretty jerky, it is recommended to turn off sound while playing by pressing "m".
This port is the newest 0.93J version so I dunno if previous version or english version (if any) helps, but I would not go for previous version at this time while i prefer spending the time porting other emulators.
Some key used for the program:
q - quit
r - restart the game
v - show version number
a - select button
s - start button
z,x (a,b button but i am not sure which is which)
Again, i have never used this emulator before and seldom play NES games, so if you know any performance tricks for InfoNES or any other better emulator out there, please let me know.
Thanks and Happy Gaming!
Dracula
Edit: I forgot to mention the performance drawback may be due to the new RC5 VFP... I once a while had the application crashed and have an error message about "Floating Point Error".
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hello, gentlemen !
Googl is my friend : i found some intersting info about gba emulation. Only 3 gba emulators are advanced enough to be playable on linux platforms.
- VisualBoyAdvance : the best one. Nearly perfect compatibility list and woks perfectly but... not optimized for arm platforms (wich is very funny when you think that gba runs with an arm proc... ).
- BoycottAdvance : http://boycottadvance.emuunlim.com/index.html (http://boycottadvance.emuunlim.com/index.html) works quite well too but...
Mininum Requirements are a Pentium III 700 Mhz (to get full speed and full sound in most games)
As a matter of comparison, vba needs "only" 500 Mhz so i don't think Drac should bother compile this one
- Virtual Boy Advance : http://fms.komkon.org/VGBA/ (http://fms.komkon.org/VGBA/) hu hu ! another vba !!! This one might be the most interresting one for us : take a look at this page
http://www.pocketgb.com/morphgearweb/pages/home.jsp (http://www.pocketgb.com/morphgearweb/pages/home.jsp)
Morphgear is a viba port on pocket pc, so maybe...
Cheers, and glory to Drac !
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Hello!
Thanks for the information alan.
I have checked the links, however Virtual Boy Advance is not an open source project, in the project homepage there is only binaries available (and windows binary is a shareware and need to pay even)
Morphgear looks wonderful, but it is a commercial software and no source code available.
Nothing can be done to them.
Drac
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arff...
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At the mean time, I have uploaded the NES emulator, InfoNES,
<snip>
Again, i have never used this emulator before and seldom play NES games, so if you know any performance tricks for InfoNES or any other better emulator out there, please let me know.
Man, you're wild! I can't thank you enough for compiling and sharing all of these with us. Very cool.
Now, I've never tried InfoNES, but I do know that znester is pretty nifty. I had that on Cacko before putting RC5 on the Z. I had no problems with it there in terms of performance, keys, or sound. Solid emulator. Granted, I only tried a couple of roms, but they seemed fine.
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I am not really what they call a maniac... but about this gba emulation, does anyone knows about Boycott Advance Online (BAO) ? ( http://baonline.emuunlim.com/ (http://baonline.emuunlim.com/) )
I don't know if the use of Java is a pb, i hope it won't, but if anyone could tell us, it would be great.
Still on,
alan.
UPDATE : forget it, i'm stupid. It won't cahnge any of the speed pb as the rom is emulated locally... but i WILL find a way. Pocket PC's won't be the only one who can play thier GBA without a GBA !!!!!
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Ok, if a WinCE machine can do it, we certainly can as well, we just need a bit more work on optimization, etc.
Anyone know which emulators work best on the windows handhelds?
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hello,
is there a plan for a C64 emulator e.g. frodo or vice ?
Thank you!
Denis
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Hello!
These days i'm busy with all sorts of projects IRL, so the compiling stopped for a while. *chuckle*
Some updates on the work:
- I got the latest version of Gens and find out the code extensively uses x86 assembly, so they all failed while cross compiling. I may have to go for previous versions but still no garantee they do not use x86 assembly.
- I have also compiled the latest version of dgen (1.23), however when i try to start a game, it has segmentation fault about SDL. The error mesg is: Segmentation Fault (SDL Parachute Deployed).
There's a Qt port of dgen 1.17 tho i think previous version should work. But anyway, I'm still wondering why it gives this err, from a brief google it seems because of SDL library too old, but AFAIK the SDL comes with the SDK is version 1.2 while dgen seems only need 1.0 or above.
So in short, no luck yet.
Drac
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Denis,
I have tried to cross compile frodo, it seems to be work. But it need to tune the screen size. But cross compile vice is not easy, since it is using X11. If u are using pdaXrom, it should not be a problem.
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Hello all!
I keep downgrading the version of dgen to 1.20a and it finally compiles and runs successfully. I have uploaded the dgen-sdl 1.20a to the unstable feed.
However the performance is not good, usually less than 10 fps. I thought it should have better performance than gens since it has Qt port of dgen 1.17 but no one ever ported gens, but i think i might be wrong.
Anyway, i would keep trying previous version of gens and might as well try generator and see if they have better performance. At the mean while you could still try this dgen 1.20a for non-action game, i think.
Happy Gaming!
Drac
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nice
simpy we have the same performance we had with the sharp rom port. BTADITA.
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mmm.... actually it runs worse than dgen I used within cacko rom
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maybe good stuff (yes, not for zaurus but arm):
http://acorn.cybervillage.co.uk/emulation/ (http://acorn.cybervillage.co.uk/emulation/)
http://acorn.cybervillage.co.uk/emulation/smsgg/ (http://acorn.cybervillage.co.uk/emulation/smsgg/)
http://acorn.cybervillage.co.uk/emulation/megadriv/ (http://acorn.cybervillage.co.uk/emulation/megadriv/)
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Hello!
The dgen performance is bad, and i have no idea what is wrong. I even tried the dgen-1.17 version, which should be the one identical to the Qt port, and the result is 1.17 has even worse performance than this 1.20a (1.20a sometimes gives 10 fps and 1.17 only gives 5fps).
I think the Qt port is also 1.17 but i don't know if they do any tweak to that, and i dunno the fps of dgen 1.17 in cacko.
I also tried generator 0.35, got it compiled and running with a gtk frontend, and the performance is... real crap. I think we can remove it permenantly from our emulator list. *chuckle*
I would keep on trying previous version of Gens and see if any one of the older port do not use x86 assembly, or at least have an option not to enable assembly code.
Happy Gaming!
Drac
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Hey Drac,
Thanks for all the hard work on this!
How much of the gens source is ASM? Which parts of the code is it in?
I'm getting the sinking feeling that we're going to need to do some more significant work than a simple crosscompile to get a good genesis emulator running...
Anyone out there good at translating X86 ASM into ARM/xScale ASM?
Actually, I've got another good idea for getting some help with genesis emulation...stay tuned.
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Hey hilarycheng,
can you send me a version of your compiled frodo, please?
mail(AT)deniscallies.de
thank you,
Denis
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It looks like GENS has been updated since this was last talked about. Is it more complex than a cross compile to get it up and running?