Release Emu EX Plus Alpha ported to the Pandora


Awesome! It works well enough for me! Still crashes when you try to select a saved profile, but creating a profile for each controller and saving them one by one works just fine. It remembers those saved profiles after restart too, so selecting profiles isn't necessary, configured/saved controllers just continue to work. The crash when selecting a different profile is odd, but not a show stopper for me now that profiles are saving correctly.
 
Awesome! It works well enough for me! Still crashes when you try to select a saved profile, but creating a profile for each controller and saving them one by one works just fine. It remembers those saved profiles after restart too, so selecting profiles isn't necessary, configured/saved controllers just continue to work. The crash when selecting a different profile is odd, but not a show stopper for me now that profiles are saving correctly.
Thanks for the testing. That crash is indeed odd. Those emu are hard to debug, I may try, but not sure I'll do anything usefull.
 
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That bug doesn't bother me. Maybe sonebody else will mind, but I just care about being able to map multiple controllers, which works/saves perfectly well at the moment. The only thing it prevents you from doing is saving one profile with clockwise ABXY or clockwise BAYX and quick switch between them. I dont think anyone really wants/needs that though, and if they do they can just change it manually and save the profile each time.
 
Can you try those version:

MDemu

NESemu

GBCemu

I think it's fixed, but I prefer confirmation before flooding the repo...
Sorry, ptitSeb, I missed the notification.

I only have cheats for NESemu around, and the problems still persist with the Aug 23rd version, unfortunately.
No problem. Thanks for the test.

Can you give me 1 cheat code, so I can reproduce on my side?

I guess this crash is related to the crash with the saved controler (just a guess).
 
Can you try those version:

MDemu

NESemu

GBCemu

I think it's fixed, but I prefer confirmation before flooding the repo...
Sorry, ptitSeb, I missed the notification.

I only have cheats for NESemu around, and the problems still persist with the Aug 23rd version, unfortunately.
No problem. Thanks for the test.

Can you give me 1 cheat code, so I can reproduce on my side?

I guess this crash is related to the crash with the saved controler (just a guess).
I don't think I can try new versions for a few days, but I'll do it by monday.

Here you go.
 
Hi guys, it's me again:

This seems to be a real bug for GbaEmu (Don't know it happens on other):

On firmware 1.72(On 1.71 was all ok), if you go to standby on running game and

disable standby, the complete emu freezes
 
Everything should be fixed now, hopefully...

 

Build 12
----------


  • Fixed Touchscreen for GUI
  • Fixed Key Profiles
  • Fixed Cheat for the emus that have them
  • Latest sources (still 1.5.29)
 
I'm experiencing a "crash-to-desktop" when I attempt to remap any of the controls. My apologies, I don't have my Pandora with me and cannot give you the PND out. I'm a bad Loonie.
 
I'm experiencing a "crash-to-desktop" when I attempt to remap any of the controls. My apologies, I don't have my Pandora with me and cannot give you the PND out. I'm a bad Loonie.
Ah, may be I forgot some screen? I'll simply need a step-by-step way to reproduce, so I can pin point the source to patch (the PND out will probably only contain "segfault" with no detail anyway).
 
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I do recall a segfault in there somewhere.

All that was required was to go into the option menu, control options, select a device (I think gpio-keys) and try to reassign any control. It doesn't matter if it's gamepad (up/down/select etc) or emulator functions (save/load state etc), the crash will happen with any attempt to remap any control.
 
I do recall a segfault in there somewhere.

All that was required was to go into the option menu, control options, select a device (I think gpio-keys) and try to reassign any control. It doesn't matter if it's gamepad (up/down/select etc) or emulator functions (save/load state etc), the crash will happen with any attempt to remap any control.
With the new version from the repo?

Ok, I'll check that tonight.
 
I should also point out this was with the PCE emulator. I forgot this thread was for the whole series. I'm doing well today, eh.  :p
 
I should also point out this was with the PCE emulator. I forgot this thread was for the whole series. I'm doing well today, eh.  :p
Don't worry. I reproduce the crash. I have compile a debug version and will debug that crash.

Any other crash at other places?
 
Nothing else to report, everything else seems good. I did try the GBA and NGP emus as well, both had the same issue. Sounds like you're well on top of things though.
 
GBC crashes when you try to change the scaler to scale2x, for example.
I tested and the crash is inside the SGX Driver :(

Switch to 4.10 and all scaler will work. Not much I can do here.

For the curious, here is the backtrace (on a 4.03.002 driver).

Code:
#0  0x417b4430 in ASTBIBuildIdentifierList (psTokenList=<optimized out>, psCPD=<optimized out>) at glsl/astbuiltin.c:87
#1  ASTBIAddBuiltInData (psCPD=0x1c5cc8, psSymbolTable=0x1cd248, psTokenList=0x4057a000, eProgramType=GLSLPT_FRAGMENT,
    eExtendFunc=(GLSL_EXTENDFUNC_ALLOW_TEXTURE_LOD_IN_FRAGMENT | GLSL_EXTENDFUNC_SUPPORT_TEXTURE_GRAD_FUNCTIONS | GLSL_EXTENDFUNC_SUPPORT_TEXTURE_STREAM), psRP=0x11ad54, psCR=0x11adb0)
    at glsl/astbuiltin.c:897
#2  0x417d771c in GLSLAddBuiltInFragmentProgramState (psTokenList=<optimized out>, psInitCompilerContext=<optimized out>) at glsl/glsl.c:151
#3  GLSLAddBuiltInState (eProgramType=<optimized out>, psTokenList=<optimized out>, psInitCompilerContext=<optimized out>) at glsl/glsl.c:198
#4  GLSLCompileToIntermediateCode (psCompileProgramContext=<optimized out>, ppsICProgram=0xbeff80bc, peProgramFlags=0x1c5d04, psErrorLog=0xbeff7a68) at glsl/glsl.c:712
#5  0x417d3b5c in GLSLCompileToUniflex (psCompileUniflexProgramContext=0xbeff86b0) at powervr/glsl2uf.c:305
#6  0x400ec498 in glCompileShader (shader=<optimized out>) at shader.c:3812
#7  0x0006e258 in Gfx::makeShader(char const**, unsigned int, unsigned int) ()
#8  0x0006e378 in Gfx::makeCompatShader(char const**, unsigned int, unsigned int) ()
#9  0x0005152c in VideoImageEffect::compileEffect(VideoImageEffect::EffectDesc, bool, bool, std::array<char, 128u>*) ()
#10 0x00051810 in VideoImageEffect::compile(bool) ()
#11 0x00053a5c in EmuVideoLayer::setEffect(unsigned int) ()
#12 0x00051f4c in EmuVideo::initImage(bool, unsigned int, unsigned int, unsigned int) ()
#13 0x000186b8 in loadGameCommon(gambatte::LoadRes) ()
#14 0x0001ded8 in EmuSystem::loadGame(char const*) ()
#15 0x00059edc in DelegateFunc<void (FSPicker&, char const*, Input::Event)>::DelegateFunc<EmuFilePicker::init(bool, bool (*)(char const*), bool)::{lambda(FSPicker&, char const*, Input::Event)#3}>(EmuFilePicker::init(bool, bool (*)(char const*), bool)::{lambda(FSPicker&, char const*, Input::Event)#3} const&)::{lambda(DelegateFunc<void (FSPicker&, char const*, Input::Event)>::Storage const&, FSPicker&, char const*, Input::Event)#1}::_FUN(DelegateFunc<void (FSPicker&, char const*, Input::Event)>::Storage const, FSPicker&, char const*, Input::Event) ()
#16 0x0007e620 in DelegateFunc<void (TextMenuItem&, View&, Input::Event)>::DelegateFunc<FSPicker::setPath(char const*, Input::Event)::{lambda(TextMenuItem&, View&, Input::Event)#2}>(FSPicker::setPath(char const*, Input::Event)::{lambda(TextMenuItem&, View&, Input::Event)#2} const&)::{lambda(DelegateFunc<void (TextMenuItem&, View&, Input::Event)>::Storage const&, TextMenuItem&, View&, Input::Event)#1}::_FUN(DelegateFunc<void (TextMenuItem&, View&, Input::Event)>::Storage const, TextMenuItem&, View&, Input::Event) ()
#17 0x0007fbf0 in TextMenuItem::select(View&, Input::Event) ()
#18 0x000820e4 in TableView::handleTableInput(Input::Event) ()
#19 0x000822dc in TableView::inputEvent(Input::Event) ()
#20 0x0007f8b4 in FSPicker::inputEvent(Input::Event) ()
#21 0x0005947c in EmuFilePicker::inputEvent(Input::Event) ()
#22 0x00083498 in ViewStack::inputEvent(Input::Event) ()
#23 0x0004f7b8 in mainInitCommon(int, char**, Gfx::LGradientStopDesc const*, unsigned int, DelegateFunc<void (Base::Window&)>)::{lambda(Base::Window&, Input::Event)#7}::_FUN(Base::Window&, Input::Event) ()
#24 0x0003dbd8 in DelegateFunc<void (unsigned int, Input::Event)>::DelegateFunc<RecentGameInfo::handleMenuSelection(TextMenuItem&, Input::Event)::{lambda(unsigned int, Input::Event)#1}>(RecentGameInfo::handleMenuSelection(TextMenuItem&, Input::Event)::{lambda(unsigned int, Input::Event)#1} const&)::{lambda(DelegateFunc<void (unsigned int, Input::Event)>::Storage const&, unsigned int, Input::Event)#1}::_FUN(DelegateFunc<void (unsigned int, Input::Event)>::Storage const, unsigned int, Input::Event) ()
#25 0x00068594 in Base::Window::dispatchInputEvent(Input::Event) ()
#26 0x0006a924 in Input::handleXI2GenericEvent(_XEvent&) ()
#27 0x000699d4 in Base::x11FDHandler() ()
#28 0x0006bbf0 in Base::EventLoopFileSource::initX(int)::{lambda(int, int)#1}::_FUN(int, int) ()
#29 0x0006be18 in Base::runMainEventLoop() ()
#30 0x0000fc3c in main ()
 
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