Squidgesnes V0.37a Released


So far I've gotten it to work great. I did write a script to overclock it to 280mhz, and it works on .37, but not on .37a. When I use it on this version it will play for about five minutes and then exit the program. Weird, as it doesn't do it in the other version :blink: I also have a question about full screen stretching. Why does it look really bad when stretched? I noticed that it just doesn't look right. Is it is software rendering or is it using the gp2x hardware? Just curious B)
 
I noticed that it just doesn't look right. Is it is software rendering or is it using the gp2x hardware? Just curious B)

*calls in buddy DaveC* :D

Its gp2x hardware, and you not dubling each pixel equal like a 2:1 ratio, its a REALLY bad ratio like 1.08:1. So only a few pixels get doubled while the rest stay the same.

Long story short, it almost fits the screen there is no need to stretch it.
 
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How do I make sure SRAM gets saved whenplaying games.

It seems very hit and miss.

To avoid constant writing to sd card, sram is saved to the sd approximately 1 minute after the last write to the emulated sram. You can change this if you want and have it save after every change, but don't blame anyone when you need a new sd card every month ;)
 
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Reesy,

I've been testing Super Fire Pro Wrestling X Premium (The best 16 bit wrestling game ever). And noticed that the wrestler's sprite layers are in the wrong order. Just compare .35 to .37 and you'll see what I mean. Great speed though in .37. Emulating this game just rocks on the GP2X.


Again great work on the EMU.

- ROB
 
I noticed that it just doesn't look right. Is it is software rendering or is it using the gp2x hardware? Just curious B)

*calls in buddy DaveC* :D

Its gp2x hardware, and you not dubling each pixel equal like a 2:1 ratio, its a REALLY bad ratio like 1.08:1. So only a few pixels get doubled while the rest stay the same.

Long story short, it almost fits the screen there is no need to stretch it.


Yes it is the fractional scaling. Since you can't light .08 of a pixel you have to alternate which pixels are doubled and which are not. This uneveness looks crap and scrolling tends to ripple this way. Only even multiples look ok. Look at the Lynx emu it is 2:1 and isn't as ugly as SNES scaled. The other way around it is to antialias (filter) the screen but that takes alot of CPU on the GP2X as there is no hardware to do it plus it makes the image a bit soft anyway.
 
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What about an overclocking option??? <_<
Scripts work fine for me.
Also an option to play without the frontend border??? :p
There's a fullscreen strech option, but I don't think that's what you want. You can just change the image file (in the skins directory) to a blank image if you don't want a border. You can even make your own skin, and release it to the community ;)

I have such script and such blank image, but they are only for me :lol: i don't share them :p

They are only two simple suggestions... :rolleyes:

About the SRAM saving, why don't to save the SRAM when you exit to the frontend? The highscores in MAME are saved in this way...

Regards.
 
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How do I make sure SRAM gets saved whenplaying games.

It seems very hit and miss.

To avoid constant writing to sd card, sram is saved to the sd approximately 1 minute after the last write to the emulated sram. You can change this if you want and have it save after every change, but don't blame anyone when you need a new sd card every month ;)

Where can you change this? It's bitten me in the hindparts a few times when my batteries died.
 
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If you look at gp2xmain.cpp, in the EmuGo function, at the end of the first while loop is where it will return to the main menu. Here you can paste the following code to save the SRAM :

Memory.SaveSRAM (S9xGetFilename (".srm"));
sync();

The sync call will force linux to flush the write to the sd card.

Note however that this will create a .srm for every game you run, rather than just creating/updating the .srm files when the actual sram is modified, which is the default.
 
If you look at gp2xmain.cpp, in the EmuGo function, at the end of the first while loop is where it will return to the main menu. Here you can paste the following code to save the SRAM :

Memory.SaveSRAM (S9xGetFilename (".srm"));
sync();

The sync call will force linux to flush the write to the sd card.

Note however that this will create a .srm for every game you run, rather than just creating/updating the .srm files when the actual sram is modified, which is the default.

Wait, so you mean it already syncs immediately when actually saving?
 
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great versionm 0.37 and 0.37a can play most pal games with overclocking at fullspeed, just on things annoys me, the layers are not correct, so sometimes (or more quite often) sprites are in the front which should be in the back. sure not that hard to fix.
 
Reesy,

I've been testing Super Fire Pro Wrestling X Premium (The best 16 bit wrestling game ever). And noticed that the wrestler's sprite layers are in the wrong order. Just compare .35 to .37 and you'll see what I mean. Great speed though in .37. Emulating this game just rocks on the GP2X.


Again great work on the EMU.

- ROB



what firmware are you guys using, I can not get this emu to work, I have firmware 2.0
 
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Autoframeskip rocks, I can play a lot of games with sound@ 200mhz without noticing any performance issues.
 
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