ptitSeb
Serial Porter
Added Neogeo Pocket on 1st post.
Is that the mouse? The mouse is not hidden, and it may cause some artifactsThe screen update is really irritating - random blocks about 1" on a side appearing usually when the screen updates. Happens both in the GBA and the Snes emulators, so it's likely a problem with the underlying GL renderer.
D.
Oh, I'll take that for a spin. Seb, you're a lean mean porting machine!Added Neogeo Pocket on 1st post.
No, those only happen in the UI and are forgiveable. These happen in game, and are quite distracting.Is that the mouse? The mouse is not hidden, and it may cause some artifactsThe screen update is really irritating - random blocks about 1" on a side appearing usually when the screen updates. Happens both in the GBA and the Snes emulators, so it's likely a problem with the underlying GL renderer.
D.
I don't have those kind of artefacts. What model of pandora (a CC if I remember correctly) and Firware/Driver do you use? I have to test a CC also (I have now 2 pandora, a Rebirth and a CC, that's good for testing, thanks to Linux-SWAT for selling me my 2nd pandy)...No, those only happen in the UI and are forgiveable. These happen in game, and are quite distracting.Is that the mouse? The mouse is not hidden, and it may cause some artifactsThe screen update is really irritating - random blocks about 1" on a side appearing usually when the screen updates. Happens both in the GBA and the Snes emulators, so it's likely a problem with the underlying GL renderer.
D.
D.
CC Pandora, default graphic driver at present.I don't have those kind of artefacts. What model of pandora (a CC if I remember correctly) and Firware/Driver do you use? I have to test a CC also (I have now 2 pandora, a Rebirth and a CC, that's good for testing, thanks to Linux-SWAT for selling me my 2nd pandy)...No, those only happen in the UI and are forgiveable. These happen in game, and are quite distracting.Is that the mouse? The mouse is not hidden, and it may cause some artifactsThe screen update is really irritating - random blocks about 1" on a side appearing usually when the screen updates. Happens both in the GBA and the Snes emulators, so it's likely a problem with the underlying GL renderer.
I have Snes9xEX running on a CC, no artefacts (playing SuperMario RPG). But my CC is upgraded. The drivers is default, but I have installed the "ipk" from Notaz that update the kernel.CC Pandora, default graphic driver at present.I don't have those kind of artefacts. What model of pandora (a CC if I remember correctly) and Firware/Driver do you use? I have to test a CC also (I have now 2 pandora, a Rebirth and a CC, that's good for testing, thanks to Linux-SWAT for selling me my 2nd pandy)...
D.
Thanks, I looked through the diff and there are a few issues I'd like to go over before I can include it in my Xlib code:Here is the diffpandora.zip.
But I'm sorry that's hugly hacks, without proprer #ifdef
I wasn't sure on how to do that, and where to put defined at first... so I make it hugly. but it works
This is either caused by dropped frames (the 0 value currently needs real-time performance so you cannot miss any frames), or the audio rate not being fully tuned to the Pandora's screen refresh rate. If it's the latter, it's fixable by tweaking the output frequency in each emulator core. Currently the setting isn't editable but I'll add it to the Options menu in a future update.confirmed the snesx port has stuttering sound at zero frameskip. why is that, since the other port we have on Pandora is usually full speed even at zero frameskip?
I am able to get ingame when I play Albert Odyssey and Lunar Magic School. They are very slow though.The last one of the serie is Saturn.emu, based on Yabause. But I have the (slow) bios screen splash, but cannot get ingame .
I put the PND here for anyone to test, but I won't put it on repo for now, it doesn't look right for now.
If someone can get ingame, please report (and grab a screenshot, so I can put nice ingame screenshot inside PND).
I proceeded by trial and error...Thanks, I looked through the diff and there are a few issues I'd like to go over before I can include it in my Xlib code:Here is the diffpandora.zip.
But I'm sorry that's hugly hacks, without proprer #ifdef
I wasn't sure on how to do that, and where to put defined at first... so I make it hugly. but it works
1. Why was XCreateWindow changed to XCreateSimpleWindow? It doesn't pass the event mask for window events (needs a call XSelectInput instead) so you won't get proper operation when the window is resized or a file is drag & dropped into it for example.
2. The full screen code is incorrect and only works because you called XMapWindow early and then XFlush. It can also cause the window to flash for a split second before the full-screen switch is complete. To fix this, you need to replace that whole block of code with the following:
Atom wmState = XInternAtom(dpy, "_NET_WM_STATE", False);
Atom wmFullscreen = XInternAtom(dpy, "_NET_WM_STATE_FULLSCREEN", False);
XChangeProperty(dpy, win, wmState, XA_ATOM, 32, PropModeReplace, (unsigned char *)&wmFullscreen, 1);
Then when the setupGLWindow function maps the window, it becomes full-screen directly. You should only use the XSendEvent full-screen method when the window is already mapped (i.e. the app is done launching).
3. What happened to the parameters for eglGetDisplay and eglCreateWindowSurface? Do the native Xlib types not work correctly when passed in on the Pandora?
This is either caused by dropped frames (the 0 value currently needs real-time performance so you cannot miss any frames), or the audio rate not being fully tuned to the Pandora's screen refresh rate. If it's the latter, it's fixable by tweaking the output frequency in each emulator core. Currently the setting isn't editable but I'll add it to the Options menu in a future update.>>confirmed the snesx port has stuttering sound at zero frameskip. why is that, since the other port we have on Pandora is usually full speed even at zero frameskip?
I am able to get ingame when I play Albert Odyssey and Lunar Magic School. They are very slow though.The last one of the serie is Saturn.emu, based on Yabause. But I have the (slow) bios screen splash, but cannot get ingame .
I put the PND here for anyone to test, but I won't put it on repo for now, it doesn't look right for now.
If someone can get ingame, please report (and grab a screenshot, so I can put nice ingame screenshot inside PND).
Here is the diffpandora.zip.
But I'm sorry that's hugly hacks, without proprer #ifdef
I wasn't sure on how to do that, and where to put defined at first... so I make it hugly. but it works
Thanks, I looked through the diff and there are a few issues I'd like to go over before I can include it in my Xlib code:
1. Why was XCreateWindow changed to XCreateSimpleWindow? It doesn't pass the event mask for window events (needs a call XSelectInput instead) so you won't get proper operation when the window is resized or a file is drag & dropped into it for example.
2. The full screen code is incorrect and only works because you called XMapWindow early and then XFlush. It can also cause the window to flash for a split second before the full-screen switch is complete. To fix this, you need to replace that whole block of code with the following:
Atom wmState = XInternAtom(dpy, "_NET_WM_STATE", False);
Atom wmFullscreen = XInternAtom(dpy, "_NET_WM_STATE_FULLSCREEN", False);
XChangeProperty(dpy, win, wmState, XA_ATOM, 32, PropModeReplace, (unsigned char *)&wmFullscreen, 1);
Then when the setupGLWindow function maps the window, it becomes full-screen directly. You should only use the XSendEvent full-screen method when the window is already mapped (i.e. the app is done launching).
3. What happened to the parameters for eglGetDisplay and eglCreateWindowSurface? Do the native Xlib types not work correctly when passed in on the Pandora?
I proceeded by trial and error...
For 1., Using my poor Fullscreen code, with the full XCreateWindow, I had no control on the app once launched. That's why I switched to the simple one. But, yes, there are drawbacks.
For 2., I'll try your code (and I assume I can also go back to full XCreateWindow also, maybe).
For 3, this is a trick to have rendering directely from FB, and also make it compatible with current beta video driver.
I'll experiment the new Fullscreen tomorow and will report here. Thanks
That's probably a very interesting Subject, you can start some comparison review, per machine, of the existing emulators for the Pandora, comparing side by side, feature, sound quality, video quality, accuracy, speed of emulation...So, how well do these emu's work in comparison to the ones we already have in existing categories(SNES,Neo Geo Pocket, NES, Genis, ETC.)?
Chris
From what I know from using these with android, these have more features than on existing emulators. NES.emu has proper Zapper support, Snes9x has mouse and SuperScope support, and MSX.emu is much easier to set up.That's probably a very interesting Subject, you can start some comparison review, per machine, of the existing emulators for the Pandora, comparing side by side, feature, sound quality, video quality, accuracy, speed of emulation...So, how well do these emu's work in comparison to the ones we already have in existing categories(SNES,Neo Geo Pocket, NES, Genis, ETC.)?
Chris