Author Topic: Emulation & pdaxrom  (Read 20828 times)

ScottYelich

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Emulation & pdaxrom
« Reply #30 on: October 12, 2004, 04:51:59 pm »
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

iamasmith

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« Reply #31 on: October 13, 2004, 01:12:59 pm »
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.
« Last Edit: October 13, 2004, 01:18:44 pm by iamasmith »
OpenBSD 4.2 -current on full 4Gb of SL-C3000
Microdrive replaced with 4Gb SanDisk Extreme III card

alan

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« Reply #32 on: October 13, 2004, 03:37:53 pm »
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 ?


Quote
[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...

Dracula

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« Reply #33 on: October 14, 2004, 03:58:44 am »
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

scoutme

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« Reply #34 on: October 14, 2004, 04:04:30 am »
yeah! going to try it


did you compile with the new sdk?

Dracula

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« Reply #35 on: October 14, 2004, 04:41:27 am »
aye i use the new sdk on my gentoo linux system to cross compile it.

now trying to compile VBA emulator hehe

scoutme

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« Reply #36 on: October 14, 2004, 05:02:09 am »
I get full framerates in full 320-240

great job, indeed

I'll try to launch it outside X, to eliminate the cursor issue

kic

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« Reply #37 on: October 14, 2004, 11:58:35 am »
Quote
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?

Dracula

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« Reply #38 on: October 14, 2004, 10:51:51 pm »
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)

Dracula

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« Reply #39 on: October 15, 2004, 01:39:27 am »
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

scoutme

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« Reply #40 on: October 15, 2004, 04:24:48 am »
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

Dracula

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« Reply #41 on: October 15, 2004, 09:15:04 am »
wow thanks for the tips scoutme.

ScottYelich

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« Reply #42 on: October 15, 2004, 11:06:59 am »
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

DaMightyWhightyMan

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« Reply #43 on: October 15, 2004, 06:56:52 pm »
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

scoutme

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« Reply #44 on: October 16, 2004, 05:41:51 am »
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)?