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mthmob's Avatar
Posts: 378 | Thanked: 206 times | Joined on Dec 2009 @ Denmark
#121
Any news on this one yet?
 
Posts: 36 | Thanked: 11 times | Joined on Nov 2009
#122
Is it possible to make N900 run N64 emulator with full speed just like PSP do?

http://www.youtube.com/watch?v=EtOr3uxhRlI
 
Posts: 21 | Thanked: 0 times | Joined on Jan 2010
#123
Its nothing like full speed on the psp yet i`m afraid, ingame it runs well on Mario but its a lot slower with sound! other games are just unplayable to a hilt, also this emu have been in development for an age. I must admit they have done a great job though considering the psp only has a 333 cpu and very low memory!.32meg for the fat and 64 meg for the slim I think!

Last edited by davedap; 2010-03-29 at 20:54.
 
ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#124
Nice job man. I'd like to play with build options someday.
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smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#125
Originally Posted by javispedro View Post
I guess not. What would you'd use to scale the result back to fullscreen? Unlike the Pandora, the N900 doesn't contain any hardware scaler.
What about HAA?
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Posts: 1,255 | Thanked: 393 times | Joined on Oct 2009 @ US
#126
The 3430 chipset does not have scaling function? That seems a very odd omission for video function and more work for the cpu (that would do a poor job of it, compared to hardware based).
 
Posts: 478 | Thanked: 101 times | Joined on Feb 2010
#127
I would like to second the ideas of the analog stick being done on the touchscreen, it works well on the iphone and yes the n900 doesn't support dual touchscreen but one would do fine, I asked a question about this in the quake 3 thread but alas no response...

Surely we could use the screen for analog which would work great for the likes of this emu and snes/megadrive/doom?
 
javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#128
Originally Posted by smoku View Post
What about HAA?
HAA is the SGX, and the SGX is _slow_ (unless the CPU is underclocked up to the point the SGX scales faster).

The good news is that I was wrong and there's a scaler: the dispc. I'm just waiting for free time to start coding instead of experimenting with it...
 

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smoku's Avatar
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#129
??? SGX is slow? Could you elaborate?

Or did you mean SGX scaling is slower than simple pixel doubling?
And what if you want to do more and do antialiased scaling?
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javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#130
Originally Posted by smoku View Post
??? SGX is slow? Could you elaborate?

Or did you mean SGX scaling is slower than simple pixel doubling?
And what if you want to do more and do antialiased scaling?
Yes, even for some "non simple" pixel doubling, having the SGX in the loop hits the framerate quite a bit. Antialising is another story.

This reminds me I should file a enhancement request to allow hildon-animation-actors to request a different "texture quality" (in clutter parlance; in OpenGL lingo: linear vs nearest ).
 
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