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Posts: 42 | Thanked: 132 times | Joined on Feb 2010
#81
I just added/fixed sixaxis support, and it work great. Sound is working fine too.
So far all is working great now, but very slow :x Most improvement will come from Ari64 on the arm optimisations and the gles plugin which i may take a look soon. I may upload a deb soon to extra devel since all is working, but speed will probably improve only when the pandora comes out so other people will get involved...
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Posts: 770 | Thanked: 558 times | Joined on Mar 2010 @ Abidjan
#82
Ok!! that's cool!! I'm so excited about test it!!!
 
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#83
Originally Posted by Cpasjuste View Post
I just added/fixed sixaxis support, and it work great. Sound is working fine too.
So far all is working great now, but very slow :x Most improvement will come from Ari64 on the arm optimisations and the gles plugin which i may take a look soon. I may upload a deb soon to extra devel since all is working, but speed will probably improve only when the pandora comes out so other people will get involved...
Sounds good, i will look forward to trying this out and giving any input or help where i can.

Good work up to now.
 
Posts: 436 | Thanked: 406 times | Joined on Jan 2010
#84
Here's my control scheme hope it doesn't sound too complex, but here goes...

Q W E
A S D

Q=LEFT W=UP E=RIGHT
A=LEFT S=DOWN D=RIGHT

For movement; it provides analog 'like' movement by enabling the user press any of the two keys together, it would also be ideal for 3d fighters and walkers like mario 64.

'Full stop'; 'UP' and 'Enter' on the key pad would be z, a and b respectively.

'Left', 'Down' and 'Right' on the keypad would be Start, L and R respectively.

About the configuration for other two analog sticks :/ ... user would have to set those accordingly to suite individual games, most games dont realy use them any way. I find my self having to do the same thing with my comp keyboard on mupen emualtor.

Last edited by SavageD; 2010-03-14 at 00:09.
 

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Posts: 2,355 | Thanked: 5,249 times | Joined on Jan 2009 @ Barcelona
#85
cpasjuste, can you please distribute the modified source too (or even patches to the original ari64 version). Do you have a repository?

I managed to build it under the fremantle sbox arm7 toolchain (dump) (though it has some graphic glitches -- namely it's clipping polygons nearly znear -- but is as performing as your build). So I believe sending it to extras "free" (with source, autobuilder) is possible.

Also, btw, if you're using -O3, you might want to try to -O2 or even -Os too. I've been surprised some times...

Last edited by javispedro; 2010-03-13 at 17:11.
 
Posts: 436 | Thanked: 406 times | Joined on Jan 2010
#86
hmmm... another idea just hit me....

I know a number of factors affect the actual speed of the phone, these include, the size of the memory cards (sd cards), the amount of processes running, and believe it or not...the resolution of the phone. Similar to pc games if you reduce the resolution of a game it'd run much faster, like say 800*600 to 640*480. But in the case of the n900 and the Mupen 64 emu.

Would it be possible to actually reduce (render) the resolution of the mupen emulator to say 480*320 pixels?

This (in theory) might actually help speed up the Fps exponentially and it wont necessarily look terrible since it would be at the same resolution of the iphone 3gs. Also I know switching off the phone features temporarily would help a lot maybe the emulator could have such a feature as an option...maybe.
 
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#87
I believe the N64 used resolutions 256x224 and 320x240 natively (apart from a few games like Majora's Mask in the bomber's notebook), so reducing the emulated resolution would accurately improve the authenticity as well as speed!
 
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#88
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.
 
Posts: 42 | Thanked: 132 times | Joined on Feb 2010
#89
Originally Posted by javispedro View Post
cpasjuste, can you please distribute the modified source too (or even patches to the original ari64 version). Do you have a repository?

I managed to build it under the fremantle sbox arm7 toolchain (dump) (though it has some graphic glitches -- namely it's clipping polygons nearly znear -- but is as performing as your build). So I believe sending it to extras "free" (with source, autobuilder) is possible.

Also, btw, if you're using -O3, you might want to try to -O2 or even -Os too. I've been surprised some times...
Yes i will do that soon when i will upload it to extra, it will come with sources.
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Posts: 42 | Thanked: 132 times | Joined on Feb 2010
#90
Originally Posted by pelago View Post
I believe the N64 used resolutions 256x224 and 320x240 natively (apart from a few games like Majora's Mask in the bomber's notebook), so reducing the emulated resolution would accurately improve the authenticity as well as speed!
Yes, it's possible to configure the resolution from the configuration file, at 256x224 it run better but screen is really small. For now i'm running it at 640x480 to have a correct aspect ratio but well, you'll try it by yourself when i'll release the package.
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