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mthmob's Avatar
Posts: 378 | Thanked: 206 times | Joined on Dec 2009 @ Denmark
#1111
GPU!! and dont care if it takes six months will be worth the wait..
 
razefox's Avatar
Posts: 120 | Thanked: 22 times | Joined on Jan 2010
#1112
i hope it wont take that long, i can wait max. 3 months ^^
i think a psx emulator at full speed is quit possible
 
Kevstacey's Avatar
Posts: 400 | Thanked: 76 times | Joined on Nov 2009 @ uk
#1113
as smoku has already said, he wants psx4maemo ready for the developers competition in mid july so we can expect a nice improvement in the repo's sometime in july

someone correct me if i'm wrong, im half cut after the england match lol
 
Posts: 3,664 | Thanked: 1,530 times | Joined on Sep 2009 @ Hamilton, New Zealand
#1114
Smoku,I hope all your hardwork will be written in the stone of famous people. I serious waiting for the day you get your hands on the OGL plugin, this emulator wil! keep people from moving to meego.
 
Posts: 124 | Thanked: 52 times | Joined on May 2010 @ Sweden
#1115
smoku:

amazing news!!!

i vote that you will handle the process in a way that u still will be motivated to continue developing this emulator.

but personally i would enjoy 3dhardware acceleration the most!

i hope that u develop in a way that u can take advantage of the 3dhardware-plugin, and reuse for other upcomming ported apps/games without redoing too much work.
 
Posts: 107 | Thanked: 4 times | Joined on Jun 2010
#1116
omg i cant w8 .So how can i help , where should i go first?
 
smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#1117
Damn. I have a hard time with the linker...


g++ -O3 pandora/memcmp.S pandora/memcpy.S pandora/memset.S pandora/strcmp.S pandora/strlen.S pandora/strncmp.S gpuAPI/newGPU/ARM_asm.S -DPANDORA -DGP2X -DARM_ARCH -DDATA_PREFIX=\"/home/user\" -DROM_PREFIX=\"/home/user/MyDocs\" -Isrc -I./maemo -I./iphone -I -DPSXDUMMYDEFINE -DMAEMO_CHANGES -DDYNAREC -DWITH_HLE -ggdb -Wno-write-strings -DMAEMO_CHANGES -DMAEMO_GTK -D_REENTRANT -I/usr/include/hildon-1 -I/usr/include/gtk-2.0 -I/usr/lib/gtk-2.0/include -I/usr/include/atk-1.0 -I/usr/include/cairo -I/usr/include/pango-1.0 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -I/usr/include/pixman-1 -I/usr/include/freetype2 -I/usr/include/libpng12 -I ./glesport/include -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp -mfpu=neon -O3 -ffast-math -ftemplate-depth-36 -fstrict-aliasing -mstructure-size-boundary=32 -falign-functions=32 -falign-loops -falign-labels -falign-jumps -finline -finline-functions -fno-builtin -fno-common -funroll-loops -fstrength-reduce -fpeel-loops -fomit-frame-pointer -fsigned-char -DINLINE="inline" gpuAPI/gpuAPI.o glesport/libmesagles.a gpuAPI/peopsGPU/cfg.o gpuAPI/peopsGPU/draw.o gpuAPI/peopsGPU/fps.o gpuAPI/peopsGPU/gpu.o gpuAPI/peopsGPU/key.o gpuAPI/peopsGPU/menu.o gpuAPI/peopsGPU/prim.o gpuAPI/peopsGPU/soft.o gpuAPI/peopsGPU/texture.o CdRom.o Decode_XA.o gte.o LnxMain.o Mdec.o Misc.o plugins.o PsxBios.o PsxCounters.o PsxDma.o PsxHLE.o PsxHw.o PsxMem.o R3000A.o Sio.o Spu.o interpreter/interpreter.o iphone/minimal.o maemo/hildon.o cdr/oldversion/cdriso.o franspu/spu_callback.o franspu/spu_dma.o franspu/spu_registers.o franspu/spu_output_pulseaudio.o recompiler3/arm/recompiler.o recompiler3/arm/disasm.o recompiler3/arm/mips_disasm.o -o psx4m -lpthread -lm -ldl -lz -lhildon-1 -lgtk-x11-2.0 -lgdk-x11-2.0 -latk-1.0 -lgio-2.0 -lpangoft2-1.0 -lgdk_pixbuf-2.0 -lpangocairo-1.0 -lcairo -lpango-1.0 -lfreetype -lfontconfig -lgobject-2.0 -lgmodule-2.0 -lglib-2.0 -lpulse
gpuAPI/peopsGPU/draw.o: In function `SetOGLDisplaySettings(unsigned short)':
/home/smoku/Projects/psx/gpuAPI/peopsGPU/draw.c:1418: undefined reference to `glScissor'
/home/smoku/Projects/psx/gpuAPI/peopsGPU/draw.c:1509: undefined reference to `glScissor'
[...]

but

[sbox-FREMANTLE_ARMEL: ~/Projects/psx] > objdump -t glesport/libmesagles.a | grep glScissor
000016e8 g F .text 00000020 glScissor
00000000 *UND* 00000000 glScissor
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The Following 3 Users Say Thank You to smoku For This Useful Post:
razefox's Avatar
Posts: 120 | Thanked: 22 times | Joined on Jan 2010
#1118
good luck on porting?
 
Kangal's Avatar
Posts: 1,789 | Thanked: 1,699 times | Joined on Mar 2010
#1119
Yeah just want to clarify:

Perfect (fullspeed + sound -frameskip for demanding titles) emulation could be achieved for PSX on N900.

Decent (halfspeed + sound - frameskip for demanding titles) emulation could be achieved for N64 on N900.
Naturay this would be lightly frameskipped, making it very playable but causing some instabilities.

Decent (halfspeed +sound +high details for good sized matches) Quake 3 could be achieved. Naturally the maps would be made smaller with less detail, each character will be made minimalistic with less than 10 in each match, some frameskip and texture degrading would be necessary to make the experience fluid.

I say possible, and would require some OC (maybe 750MHz), Hardware Acceleration, no driver issues and a very optimized port, but don't hold your breath.
 
Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#1120
Originally Posted by Kangal View Post
Yeah just want to clarify:

Perfect (fullspeed + sound -frameskip for demanding titles) emulation could be achieved for PSX on N900.

Decent (halfspeed + sound - frameskip for demanding titles) emulation could be achieved for N64 on N900.
Naturay this would be lightly frameskipped, making it very playable but causing some instabilities.

Decent (halfspeed +sound +high details for good sized matches) Quake 3 could be achieved. Naturally the maps would be made smaller with less detail, each character will be made minimalistic with less than 10 in each match, some frameskip and texture degrading would be necessary to make the experience fluid.

I say possible, and would require some OC (maybe 750MHz), Hardware Acceleration, no driver issues and a very optimized port, but don't hold your breath.
Where did you pull that crap from?

We already have Quake 3 running at full speed. N64 could quite easily run full speed.. without frameskip @ 800MHz. As could PSX.
 
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