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  1. calc84maniac

    [ New Pandora Use ] flashenv

    Well, I was expecting that if I use a framebuffer of 320x240 and a window of 640x480, it would render at 320x240 and get scaled up to 640x480 onscreen. But it only shows at 320x240 onscreen with black borders.
  2. calc84maniac

    [ New Pandora Use ] flashenv

    Just tried it with http://terrycavanaghgames.com/maverickbird/, which runs great except for some bad tearing problems (which I guess could be fixed if you manage to get double buffering working). The game's graphics seem to be 320x240 pixels, so I tried to see if I could run it in a 320x240...
  3. calc84maniac

    Should Pyra have a Camera?

    Recently Nintendo changed it to L+R, which is much better because it's harder to do by accident. Edit: Wait a minute... I read "L or R" in your post for some reason.
  4. calc84maniac

    Tegra K1

    A little late on this, but I'm pretty sure ARMv8 has twice as many general-purpose registers. Similar performance increases are possible.
  5. calc84maniac

    Release DraStic Nintendo DS emulator

    Yes, and at the same time it's probably a good idea to rotate the dpad inputs accordingly (I know of several games that use the dpad while rotated).
  6. calc84maniac

    Reicast Dynarec discussion

    Oh, due to how the emitters seem to work, I need to specially handle LSR 0 as LSL 0 (otherwise it gets emitted as LSR 32). I've edited the routine to take this into account.
  7. calc84maniac

    Reicast Dynarec discussion

    Hmm, I think it would be a good idea for 16-bit signed multiplication to be implemented with the SMULBB instruction. Unfortunately, there's no unsigned equivalent, though. Edit: I wonder if it would be worth it to have a division routine with unrolled iterations (with some possibly skipped...
  8. calc84maniac

    Reicast Dynarec discussion

    I think that's completely unnecessary, rd2 is the T flag and rs1/rs2 are general purpose registers. Or at least, I don't think any other commands that use the T flag check for that. Are the division ops actually supposed to return a remainder? I'd find that kind of odd, since the SuperH...
  9. calc84maniac

    Reicast Dynarec discussion

    SBC needs to invert the carry before doing the subtraction. I think this should work: case shop_sbc: //printf("sbc: r%d r%d r%d r%d\n",reg.mapg(op->rd),reg.mapg(op->rs1),reg.mapg(op->rs2), reg.mapg(op->rs3)); { EOR(reg.mapg(op->rd2),reg.mapg(op->rs3),1)...
  10. calc84maniac

    Release REICAST - Dreamcast Emulator

    I feel like we should have a development thread, heh. I have a number of suggestions brewing for the dynarec and such. One thing that comes to mind is that your committed shop_sbc implementation doesn't seem like it'll work, because ARM uses carry for subtraction instead of borrow. I'll see if I...
  11. calc84maniac

    Release REICAST - Dreamcast Emulator

    That's odd. This is the definition of NEG(), after all: EAPI NEG(eReg Rd,eReg Rs) {         RSB(Rd,Rs,0); }
  12. calc84maniac

    Release REICAST - Dreamcast Emulator

    Alternatively, you could reuse the ADC method, since it's functionally equivalent to ADC with the same two arguments.
  13. calc84maniac

    Release REICAST - Dreamcast Emulator

    The quick reply box ate half my post, give it another read. Sorry.
  14. calc84maniac

    Release REICAST - Dreamcast Emulator

    Hmm, this code kind of bothers me:                 case shop_rocl:                         {                                 ADD(reg.mapg(op->rd),reg.mapg(op->rs2),reg.mapg(op->rs1),1,true); //(C,rd)= rs1<<1 + (|) rs2                                 MOVW(reg.mapg(op->rd2),0); //clear rd2 (for...
  15. calc84maniac

    Release REICAST - Dreamcast Emulator

    It looks like the problem with that routine is with this: Blame Graeme for being a lazy typist, but it looks like this routine only takes positive ("+ve") inputs. I'll give you the DIV0/DIV1 methods after I've worked on them some more, since I'd really like to see if I can whittle DIV1 down to...
  16. calc84maniac

    Release REICAST - Dreamcast Emulator

    Oh, well, wouldn't any old division function work, then? What bit size are the inputs and outputs, anyway? Also, do you care about the correct Q and M flag outputs? I edited my previous post while you were replying, but I think I came up with an 8-instruction DIV1 method, which could certainly...
  17. calc84maniac

    Release REICAST - Dreamcast Emulator

    You mean for the DIV0U/DIV0S/DIV1 instructions? I could perhaps try to come up with something. (I'm pretty interested in this sort of thing and I'd love to help out wherever I can.) Any hints as to how the M/Q/T flags are stored? Edit: From what I can tell from the little bit I've looked at the...
  18. calc84maniac

    Release REICAST - Dreamcast Emulator

    Hey, I don't know what method you used for shad and shld, but I came up with a nice method to emulate these in ARM once upon a time. For example, in the case of SHAD Rm,Rn: ANDS temp, Rm, #0x8000001F RSBMI temp, temp, #0x80000020 MOVPL Rn, Rn, LSL temp MOVMI Rn, Rn, ASR temp For SHLD, of...
  19. calc84maniac

    Release WINE

    Unfortunately, I can't German, and I'd also rather not install another OS if I don't have to. This is supposed to work on stock SuperZaxxon, right?
  20. calc84maniac

    Release WINE

    What is the current method to install/use WINE? I tried extracting http://bochs.info/~aegis/wineroot-alsa.tar.gz onto my ext-formatted SD card, then following the instructions in this post, but when I try to run WINE with any arguments it gives me this error message: wine: failed to...
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