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Pushwall's Avatar
Posts: 373 | Thanked: 110 times | Joined on Jul 2007
#41
Originally Posted by jackburton View Post
The following are potential devices to try:
-Treo 650 is device ID "H102" with company id "hspr"
-T3 is device "Arz1" with company "palm"
-T5 is device "TnT5" with company "palm"
-T|X is device "D050" with company "palm"
I
Here are possibly other potential devices to try (or maybe not) if recognized by GVM:
http://www.mobilegeographics.com/dev/devices.php

I love the Zodiac: device "Rdog" with company "Tpwv".....Rdog?!
 
Posts: 54 | Thanked: 6 times | Joined on May 2009
#42
dunno if trying a USB keyboard/joystick on N800 would work... mapping the keys can be a pain
 
Posts: 1,213 | Thanked: 356 times | Joined on Jan 2008 @ California and Virginia
#43
Originally Posted by dukemagus View Post
dunno if trying a USB keyboard/joystick on N800 would work... mapping the keys can be a pain
Bluetooth should work also. Possibly someone can get a Wiimote to work, would be fun...
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ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#44
thread title is misleading. this is a snes9x port for palmOS

if anyone wants fullspeed snes, just finish my port from gp2x snes emu
 

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javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#45
Originally Posted by ArnimS View Post
if anyone wants fullspeed snes, just finish my port from gp2x snes emu
Ok, I tried to give it a go. I saw your "horror" then decided to follow a simpler approach not using parts of the original snes9x but using SDL. At this point, I still don't know what's faster, bare XPutImage or SDL_UpdateRect(0,0,w,h) on the N810.

The following is just a proof-of-concept:
Binary: noksnes-20090810.gz (gunzip first; armel, os2008, vfp, -Os).
Source: DrPocketSnesNok.tar.gz.

(only audio+video; no gui, no input, no pixel doubling!!! the rom to load is HARDCODED: "test.smc" in the current directory).

The assembly code seems not to play nice with AAPCS (e.g. unsigned shorts must have higher 16 bits set to zero). I fixed the most visible cases of this (which caused garbled graphics) but still have lots to fix. This (or some other thing) causes the IA to "act funny" in Super Mario Kart -- the ROM I used for testing -- creating kamikaze kart players . An interesting thing to see .

As for speed, it seems indeed to be faster than all the other SNES emus, but i'm uploading it for you all to see and decide. The version above has no speed control at all, it just runs with a fixed frameskip of 1 (so you can see the real performance).
 

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Addison's Avatar
Posts: 3,811 | Thanked: 1,151 times | Joined on Oct 2007 @ East Lansing, MI
#46
Hey Javis!

It's great to see that you're looking into this for us.

Maybe someday we could get another port of a NES emulator from you as well. That's what I would most love to see.

Ines just doesn't seem to quite cut it on the tablet.

Are there any better open source emus for the original Nintendo that maybe you could look at?

Cheers buddy.
 
ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#47
Originally Posted by javispedro View Post
Ok, I tried to give it a go. I saw your "horror" then decided to follow a simpler approach not using parts of the original snes9x but using SDL. At this point, I still don't know what's faster, bare XPutImage or SDL_UpdateRect(0,0,w,h) on the N810.

The following is just a proof-of-concept:
Binary: noksnes-20090810.gz (gunzip first; armel, os2008, vfp, -Os).
Source: DrPocketSnesNok.tar.gz.

(only audio+video; no gui, no input, no pixel doubling!!! the rom to load is HARDCODED: "test.smc" in the current directory).

The assembly code seems not to play nice with AAPCS (e.g. unsigned shorts must have higher 16 bits set to zero). I fixed the most visible cases of this (which caused garbled graphics) but still have lots to fix. This (or some other thing) causes the IA to "act funny" in Super Mario Kart -- the ROM I used for testing -- creating kamikaze kart players . An interesting thing to see .

As for speed, it seems indeed to be faster than all the other SNES emus, but i'm uploading it for you all to see and decide. The version above has no speed control at all, it just runs with a fixed frameskip of 1 (so you can see the real performance).
no idea on the relative speed of SDL to other options. main thing is to avoid software scaling imo
 

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javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#48
Ok, this one version may be more useful since it's starting to be playable

New:
- Minimal input support:
Code:
Hw key -> SNES button
'   -> A
-  -> B
K -> Y
O -> X
Backspace -> R
Q -> L
Dpad -> Dpad
(no start!!! I forgot!!)
(if this does not work try hitting random keys until it does... i only tested in spanish layout for now )
- Framerate control
- Fixed AI in mario kart (and probably other DSP1 games)
- Command line parameters:
Use: noksnes [-da] [-fps] <rom_file.smc>
  • da = Disable Audio
  • fps = Show Frames Per Second
Still no fullscreen, no scaling, no gui, no saves.

Binary: drnoksnes-20090812.gz
Source: drnoksnes_0.9.1.tar.gz

Also in .deb package now (but does NOT appear on menus, still developer only, installs to /usr/games): rnoksnes_0.9.1_armel.deb
 

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javispedro's Avatar
Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#49
Originally Posted by Addison View Post
Ines just doesn't seem to quite cut it on the tablet.
iNES is made by a much more capable person than me (i just ported drpocketsnes; fms wrote the NES emulator). So If it does not "quite cut it" I don't know what could an average person like me do...
 

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Addison's Avatar
Posts: 3,811 | Thanked: 1,151 times | Joined on Oct 2007 @ East Lansing, MI
#50
You know, I'm one that is grateful for anything you guys produce.

I'm also one who doesn't understand the process of porting something that is open source.

Do you guys need like a "Linux specific" open source emulator or can any open source code be enough with some additional, creative programming?
 
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