zzhu8192
Still Fresh
This is a bit dumb, but I'm trying to upload my NES emu port to http://archive.gp2x.de/, but I'm having trouble with it. I assume you need to register to have upload privs, but when I try to register, the system seems to be hanging. Has anyone else run into issues with this? Any suggestions on alternatives? Thanks!
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BTW, I finally got a decent working NES emulator port for the gp2x.
I based it off fceu 0.81 now instead of fceu 0.98.12, which is the same path that the other
author (NoName?) took. FCEU 0.98.12 was just too slow, for whatever reason.
I struggled quite a bit with 0.75 and 0.8, as when compiled for ARM, they both had sprite bugs.
I finally figured out the reason, I think. When I split some of the arrays/data structures out into a separate file, without changing one line of functional code, everything worked! I'm guessing there's some kind of limitation on how big code + data segments can be for a single .o file when linking on arm? Exact same code works both ways when compiling for x86. I can provide more details if anyone is interested.
Anyway, now I have a port that can do 60 fps for most games without frame skipping internally or externally, and has battery save, save/load state, reset, and hardware screen stretch (although this looks pretty darn ugly).
No built-in menu though, which is lame.
----------------------------------------------------------------------------------------------------------------
BTW, I finally got a decent working NES emulator port for the gp2x.
I based it off fceu 0.81 now instead of fceu 0.98.12, which is the same path that the other
author (NoName?) took. FCEU 0.98.12 was just too slow, for whatever reason.
I struggled quite a bit with 0.75 and 0.8, as when compiled for ARM, they both had sprite bugs.
I finally figured out the reason, I think. When I split some of the arrays/data structures out into a separate file, without changing one line of functional code, everything worked! I'm guessing there's some kind of limitation on how big code + data segments can be for a single .o file when linking on arm? Exact same code works both ways when compiling for x86. I can provide more details if anyone is interested.
Anyway, now I have a port that can do 60 fps for most games without frame skipping internally or externally, and has battery save, save/load state, reset, and hardware screen stretch (although this looks pretty darn ugly).