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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Ok, new version in repo with sound and frameskip from d_smagin's Dingoo port, thanks to Yoshi for making me aware of it. Seems to give a pretty good balance between sound and framerate. Feedback please. Dave
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Yes, frameskip is broken as explained earlier, I am still playing around with various bits of code to produce a solution, I can either get perfect audio or smooth framerate but not both. I will compile a CAANOO version once I've fixed this issue.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Should do, it's based on the latest build.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I think the issue is still with the fact that the SDL sample size is so much bigger than required for one frame.  Every time SDL requests a buffer feed it reads 3 frames worth of samples, so FBA generates 3 frames and then there is a wait for SDL to request more sound. So even though 60 frames...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I basically locked the frame updating to the audio. SDL made this difficult as you cannot force the callback to use the right number of samples, but as SDL is fed from an internal ringbuffer I just made the ringbuffer = 5 x samples per frame.   (5 is just the tried and tested number that...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Right v1.0.9.2 is now up, uses latest src so Chase HQ runs a lot better. Pause fixed. Sound is good I think. Feedback please.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    As each driver contains both video and other emulation I think it would be too big a task to restructure the code. Shame as it does sound a neat solution.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    (Rebuilding) Hmm, currently the emulator calls a frame with a parameter that controls whether the rendering routines are executed meaning that skipped frames take a lot less cycles. The code simply waits until the actual time to produce frames is less than or equal to the target time and if so...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Crap, must have built an older version accidently, time for a rebuild after I double check the source. I think I need better frameskip code for games like Chase HQ, syncing to timing to the sound has reduced the framerate of some games.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    New version up, tested on vanilla pandora and works. Changed the script to be more system friendly when setting cpu speed.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Looks like a newer lib required as I built with the new codeblocks pnd. I'll upload again and post here when done.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Right, new version in repo with new sound code. I've changed it so the emulation timing is now driven by the sound.  The original fba2x code assumed the sound callback could be synced to the enulation by aligning the sample size, however sdl gives you whatever sample size it sees fit (eg at...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Btw, I haven't compiled FBA release version from scratch for a while and when I did I noticed it didn't run properly.  The issue is with zet.cpp in the cpu directory.  The optimisations break this object so after a full compile delete the zet.o and rebuild it without -o2 and re-link and...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    If you get any segfaults in the release build process use O2 rather than O3, seems g++ for arm still has some bugs. I'm playing around with a couple of ideas too so hopefully between us we can crack it.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Here's an example of one of the compile lines, with all the flags etc. g++ -march=armv7-a -mtune=cortex-a8 -fsigned-char -DBUILD_SDL -DLSB_FIRST -DEMU_C68K -fomit-frame-pointer -O2 -w -mfpu=neon -mfloat-abi=softfp -finline -fsigned-char -I.. -I. -I../.. -Isrc/burner -Isrc/burner/sdl...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I've always used code::blocks to build and as I far as I can tell there is no option within code::blocks to generate a standalone makefile. It should build using the code::blocks pnd directly on Pandora without any changes necessary (it does for me). A makefile should be quite easy though as...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    The sound code appears to generate samples based on the assumption the the game is running at 60fps. Any games that run at less than 60fps don't generate enough samples and therefore the gaps in the sound. I tried adding some resampling code to increase the buffer size before it was passed to...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I will take a look at the sound issue, pretty sure I know what is causing it.
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    Release Audacity V2.0.2

    Is this definitely an issue with Audacity or a general hardware/firmware issue? Has anyone recorded successfully from the internal mic using any other software?
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    Release Audacity V2.0.2

    Managed to build a stable version of Audacity V2.0.2 for Pandora. Get it from the repo. *pretty sure* all required libs are bundled (it loads on a vanilla pandora) but there are a lot of features and I haven't tested them all. I had to choose ALSA as the playback device, OSS doesn't seem to...
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