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    Missing Emulators

    ok, I'm not sure what you mean about "geometry clipping" : does it mean the geometry of the object will be "recomputed" so visible parts are still in sight ? In that regard, the so called clipping in PSP is wrong as it is easily to fool it with having triangles be invisible whereas we should at...
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    Dingoo Platform Independent Native Sdk

    looking at your source, you were wondering how to register an handler for an interrupt : int request_irq(unsigned int irq, void (*handler)(unsigned int), unsigned arg); void free_irq(unsigned int irq); not sure if they're available publicly. You cannot request an already requested irq (you...
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    Missing Emulators

    "PSP doesn't like" as "PSP can do them but they are too slow or complex to do" ? Indeed PSP can do edged anti-aliasing : you need first to draw your textured triangles, then draw an anti-alias line along jagged parts of them. You have to set data again that has been drawn once as a texture by...
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    Missing Emulators

    no you're totally miss the point of his post. He's just saying DS emulation was faster to get than PSP emulation because DS emulation is probably using an LLE approach instead of the HLE approach used for PSP emulation. Remember PSP and DS were competitors for the same console generation (not...
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    Dosbox For Dingoo A320

    find out all the lines where "throw" is used : 1) throw 0; ? --> may be catched by char * catch version 2) throw ""; ? --> not very kewl as string 3) throw <charptr>; ? is it null, does it conatin "" ? etc. you could try to make a macro like THROW which does something like : #define THROW...
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    Dosbox For Dingoo A320

    you're probably having that with a throw "<error message or code"; EDIT: int main(...) { try { <main body code here> } catch (char *s) { DebugOuput("Catch Exception '%s'", s); } return 0; } as you seem not to crash you app, there is probably...
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    Dosbox For Dingoo A320

    yes that's a better solution to start with and to keep JAL instruction.
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    Dosbox For Dingoo A320

    Did you check it was safe to change $at (or whetever you used) in the implementation ? If you use JALR $ra, $ra to jump into your function, its behavior is said undefined in the MIPS instructions set document : if $ra is updated BEFORE jumping to address pointed by $ra, it happens to skip the...
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    Dosbox For Dingoo A320

    I am not surprised. Since you are using Dingux, VMM is used and can probably span larger than 256 Mb. So you can potentially have larger addresses. So yes you need JALR : // generate a call to a parameterless function static void gen_call_function_raw(void * func) { temp1_valid =...
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    GP32 Using C++ With Gp32 - Constructors? Crt0.o?

    Ah yes, the order of constructors can also lead to a crash if one is depending another one which is not constructed first. Not sure if this is the case for you.
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    GP32 Using C++ With Gp32 - Constructors? Crt0.o?

    wait... are you saying your code was crashing ? you should have told it the first time. I have a question : what is your link script ? it must needs specify where the constructors are stored. CONSTRUCTORS This command ties up C++ style constructor and destructor records...
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    GP32 Using C++ With Gp32 - Constructors? Crt0.o?

    the __init_array_start, __init_array_end and __libc_init_array signatures sound suspicious. shouldn't they be : extern "C" void (*__init_array_start []) (void); extern "C" void (*__init_array_end []) (void); extern "C" void __libc_init_array(void) { ... } "weak" version symbols are defined...
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    Psx With 3D Acceleration

    By hardware registers I was meaning the MMIO registers as you can find in MCU and not "software" registers of a coprocessor, and usually those addresses are not linked to a ram but to several controllers (I2S, SIO, DMAC, etc.) buses which expose their "registers" to a CPU through a memory...
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    Dingoo [C99] Native Dingoo 3D Graphics Library

    there is only the library, not the source :
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    Psx With 3D Acceleration

    I do not know if it is I or you who misunderstood the topic : "3D accelerator" mesounds to refer the hardware registers to compute 3d mathematics found in WIZ chipset (not a coprocessor since it is not available through an instruction set). So I do not see how a Pandora version of psx4all with...
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    Mupen64Plus

    If one just blindly assumes those registers can be discarded without doing some smart analyses about the usage of registers, games surely happen to fail to run if they were not coded in pure C source (that si, if the emulator needs to dynarec BIOS or custom assembly code). That is the main...
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    Dingoo [C99] Native Dingoo 3D Graphics Library

    Does it use JzSIMD instructions ?
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    Wxwidgets

    QFileSystemWatcher ? yeah it has. QFileSystemModel (replace QDirModel) uses it for watching root index so your views on the same "root" directory can be updated if a change happens.
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    Psp Emulation And Universl Remote

    I mean static recompilation where you output C/C++ source to delegate registers allocation and optimization to compiler. No other advantage. Static recompiler is possible because a psp program is a userland code (alike unix one) and I doubt SMC is common on psp programs. I wasn't speaking about...
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    Psp Emulation And Universl Remote

    PSP is MIPS32R2 + VFPU. That means there is no 64-bit computation at all, so no fancy trick. FPU is pretty easy to emulate with SSE/SSE2 so why not with NEON. There is no need to emulate low level interrupts at all (just some userland interpetrer handlers which doesn't ask great precision). You...
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