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Posts: 3,664 | Thanked: 1,530 times | Joined on Sep 2009 @ Hamilton, New Zealand
#1131
Originally Posted by smoku View Post
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
wow that's alot of directory files called during the compilation. Amazingly it compiled hehe

there are alot of .s and .o (object) and C, must be a pain to go through them all trying to find the artchitecture hardware called.

Good luck with the port okay budy.
 
Posts: 3,664 | Thanked: 1,530 times | Joined on Sep 2009 @ Hamilton, New Zealand
#1132
Originally Posted by smoku View Post
No luck with glesport + peops GPU.
peops GPU plugin requires many things unimplemented in glesport.

Well... Back to the drawing board...
arggg this is rather bad news but i know you will come up with something. It's hardwork and we all are gratefully thankful by your work.

I'm sure the guy with the code for pandora will help you out
 
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Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#1133
Originally Posted by Jay92 View Post
How did you manage to get tekken 3 going at a good frame rate
Scroll a few pages back and you'll find the answer.
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Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#1134
Originally Posted by smoku View Post
Scroll a few pages back and you'll find the answer.
So a simple solution for OpenGL ES is out of the question then? Great... get it working for N64 please :P If we had N64 there would be no reason to play PSX.. lol
 
Posts: 738 | Thanked: 179 times | Joined on Mar 2010 @ Gold Coast, Australia
#1135
Yes the N64 emu would be the best ever would love it
 
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Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#1136
Are there any good games for N64?
I don't recall any ;P
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Posts: 173 | Thanked: 72 times | Joined on Mar 2010 @ Denmark
#1137
Super Mario 64 (:
 
Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#1138
Originally Posted by smoku View Post
Are there any good games for N64?
I don't recall any ;P
Most of them, haha.

Best one is Superman 64.
________
White widow seeds

Last edited by nax3000; 2011-03-18 at 13:17.
 

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Posts: 418 | Thanked: 90 times | Joined on Nov 2009
#1139
golden eye, 1080, starfox, mario 64, mario kart 64, banjo and kazooi, all great games!
 
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Posts: 1,789 | Thanked: 1,699 times | Joined on Mar 2010
#1140
Originally Posted by IzzehO View Post
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.
This "crap" is what I've seen demoed, told by developers and people that have tested it.

Quake 3* can be made to run full speed. That little astrick means when the contents of the match are severly limited, the details are tuned down or something like frameskip activated.
Did you not read the parts where I was aiming to explain if you wanted to play a decent match.

N64 emulation is supposed to be less complex than PSX but developers say it runs slightly slower.
Which is kind of shocking when you see that the PSOne has a slightly better hardware and graphics power but still draws 3D games uglier than the N64. Please research this and find out yourself, don't just take my word for it.

Have you tested the PSX on N900? Tell me when you overclock, lets say to 750MHz, how does Gran Turismo 2 perform?
I haven't but I can still relate, I'm from the Pandora boards.
 
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