notaz
Certified Guru
If aspect saving and and exit lag are the only problems, I could probably take a look at those.
The source for snes9x4p is here. The other link posted is for an sdl port of the version 1.53. This sdl version has support for openGL, but not in the test build I made (configured using --without-opengl).Were can I find the source? Id like to have a look at it.
Edit: Is the source Gausen linked to the emu we currently use? It dosnt use GLES?
The new one actually renders on the Pandora?The source for snes9x4p is here. The other link posted is for an sdl port of the version 1.53. This sdl version has support for openGL, but not in the test build I made (configured using --without-opengl).Were can I find the source? Id like to have a look at it.
Edit: Is the source Gausen linked to the emu we currently use? It dosnt use GLES?
Yes. I can make a crappy pnd if you want. It would be slow, glitchy and might crash your system, but audio is very good.The new one actually renders on the Pandora?
I know it had issues with ARM, that's why it was never used for the Pandora.
I don't really know. For what I have read in this boards about other emus, the use of GLES/openGL in the pandora for rendering "frames" would be slow. Work is comparable to constantly loading textures.But my 600mhz Pandora only slows down when it have transparent graphics on the screen, isnt there a way to let GLES handle that? Instead of drawing all graphics to a surface hmmm I dont know how old consoles work, what you would want is for every sprite and every background to be drawned individually as polygons by GLES, that would deal with transparencys and CPU wouldnt have extra work or am I talking crazyness?