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smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#1011
Originally Posted by hofman View Post
What does it mean Too many levels of symbolic links?
Usually that means you have a symlink to itself, or symlink loop.
shell goes into loop trying resolving the symlink target and hits a limit of symlink depth.
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smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#1012
Originally Posted by andrew_85 View Post
how do i install it?
If you do not know what to do with this file, you should wait for the official release.

Don't take it personally, but non-technical users do not provide valuable feedback anyway, and just generate forum noise which make it harder to find useful information. This thread already has 100+ pages, which 2/3 does not bring anything to the table really.
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#1013
Just curious, what sort of feedback are you after? As is I spent about 20 minutes using it with no issue.. but without frameskip/cycle multiplier option I wasn't really interested in playing any more at half speed =x
 
Posts: 9 | Thanked: 0 times | Joined on May 2010
#1014
Hey guys, excellent work FF7 is working pretty much at full speed, i have done a search on the forum and nothing comes up

Can someone help me with the memory card setup? how do i do it? on the front screen on FF7 i can go into the memory card screen and it advises me to format slot 1, i have done this but when i get to save points it will not allow me to save, stating there is no memory card in slot 1

Many thanks
 
Posts: 111 | Thanked: 87 times | Joined on Jan 2010 @ Plovdiv, Bulgaria
#1015
I tried the emulator today. It loaded up teken 3 flawlessly,but a kinda laggy. I read 10-15 pages behind and saw many people recommending to install a bios. I tried both scph7502 and scph1001,but neither will load teken3.. Both get stuck on the "Sony" screen in the begining :X I read the "important pages" on the main post but couldn't find anything. Also a post with "good" settings would be nice(and added to Main Post). I read a few setting-compilations from users,but couldn't decide which is 'best'.
Currently I'm running:
0 gpu stats
0 display video
1 NULL GPU
0 Interlace
3 Cycle multiplier
0 Frame Limit
0/1 Frame skip
all frames skip to off
0 abe's oddysee fix.
<0=off>.
I guess I am doing something wrong here,but I just can't read through 102 pages and I really don't know what to search for in the search engine ><
 
zehjotkah's Avatar
Posts: 2,361 | Thanked: 3,746 times | Joined on Dec 2007 @ Berlin - Love this city!!
#1016
Pete Bernert answered me.
Here is his original Email, followed by a translation by me.

Das XGL2 wird auch irgendwann Open Source werden... ich wollte es aber erst zuvor gründlich entrümpeln und kommentieren, deshalb gibt es derzeit keinen speziellen Terminplan.

Wobei ich eines nicht ganz verstehe: das OGL2/XGL2 Plugin ist eher anspruchsvoll, es benötigt diverse spezielle OpenGL Extensions, keine Ahnung ob das N900 diese mitbringt.

Einfacher zu portieren ist da das "normale" OpenGL/MesaGL Plugin, welches ich ja schon als Open Source veröffentlicht habe...

ich würde sogar sagen: wenn es ein Coder nicht schafft, das normale OGL Plugin auf seine Zielplattform zu bringen, hat er mit dem OGL2/XGL2 Plugin erst recht keine Chance.

Ergo: wenn Smokku möglichst schnell ein Hardware-gestütztes Plugin einbauen will, sollte er sich zunächst am normalen OGL Plugin versuchen. Die Arbeit, die er dabei reinsteckt, ist auch nicht "verloren", vieles vom OGL Plugin ist auch im OGL2 Plugin vorhanden, so dass ein späteres "Nachrüsten" nicht schwierig sein wird (wie gesagt: falls das N900 die speziellen Extensions überhaupt unterstützt).

Cheers,
Pete
The XGL2 will be open source anytime in the future... I just wanted to clean it up and comment it, therefore there is no schedule at the moment.

One thing I don't understand: the OGL2/XGL2 Plugin is more advanced, it need some special OpenGL Extensions, don't know if the N900 does have them.

Easier to port is the "normal" OpenGL/MesaGL Plugin, which I open sourced already...

I would say: if a coder fails to bring the normal OGL Plugin on the target platform, he doesn't have any chance with the OGL2/XGL2 Plugin.

Ergo: if Smokku wants to build as fast a spossible a hardware-accelerated plugin into his emulator, he should try the normal OGL Plugin first. The work he would do wouldn't be wasted because many things from the OGL Plugin is also integrated in the OGL2 Plugin, so that a later tuning shouldn't be difficult (as I said: if the N900 does support the special extensions).

Cheers,
Pete

hmmm.......
do I get a cookie now???

Last edited by zehjotkah; 2010-06-10 at 17:53.
 

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#1017
Originally Posted by zehjotkah View Post
Pete Bernert answered me.
Here is his original Email, followed by a translation by me.






hmmm.......
do I get a cookie now???
Yes - yes you do

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zehjotkah's Avatar
Posts: 2,361 | Thanked: 3,746 times | Joined on Dec 2007 @ Berlin - Love this city!!
#1018


strange, the forum doesn't allow me to write uppercase "Ds"

now it does... strange...

Last edited by zehjotkah; 2010-06-10 at 18:03.
 
smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#1019
Originally Posted by zehjotkah View Post
Easier to port is the "normal" OpenGL/MesaGL Plugin, which I open sourced already
OpenGL is VERY different to OpenGL ES.
OpenGL 2 is not much different to OpenGL ES 2.

Porting OpenGL 1 to OpenGL ES 1 means almost complete rewrite.
Porting OpenGL 2 to OpenGL ES 2 is a lot less work (Open GL ES 2 is a subset of OpenGL 2).
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Posts: 204 | Thanked: 75 times | Joined on Jan 2010 @ Norway
#1020
awww *sad-face*

Do you think you could port a "dirty" un-commented source? if he gave it to you that is.
 
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