darionapole
Member
- Joined
- Jul 10, 2008
- Messages
- 221
are we using a propietary megadrive emulator? OH SHI....XD
instresting questions, would like to know the answers =P
instresting questions, would like to know the answers =P
laharl said:are we using a propietary megadrive emulator? OH SHI....XD
instresting questions, would like to know the answers =P
The licensing situation is a bit of a mess. PicoDrive was originally written by fDave and released under simple "free for non-commercial use" license. That version was pretty basic with buggy CPU core and no sound (no Z80 core and basic/no sound chip emulation). Later I took over the project and added MAME sound cores (MAME license) and DrZ80 core by Reesy, which has unspecified license. The improved CPU core and core emu code remains under "free for non-commercial use", like the headers state. Even later some C cores were added for PSP version, which are FAME/C and CZ80 which don't have license specified either.noonc said:I wonder what license you are releasing this?
It applies to Symbian UIQ parts (the UI code). I know the GPL is not compatible with "free for non-commercial use", it is a bit of a gray area, but the UI code and emu are compiled to different binaries there.noonc said:There is a copy of the GPL included but nowhere does it say what it applies to. It's not mentioned in the headers of most source files as it usually would be either.
"free for non-commercial use"noonc said:So my questions are:
1) What license is PicoDrive released under?
Because I don't want to see forks until I'm done with the project, I don't want to compete against my own software. For more insight read about gpSP siuation. Some low quality ports that I really hated to see (namely iPhone version, first version released rebranded without any mention it as PicoDrive port, nor any credit) also contributed to this decision.noonc said:2) Why is there no source package available for any version after 1.35 if not all of them?
notaz said:The licensing situation is a bit of a mess. PicoDrive was originally written by fDave and released under simple "free for non-commercial use" license. That version was pretty basic with buggy CPU core and no sound (no Z80 core and basic/no sound chip emulation). Later I took over the project and added MAME sound cores (MAME license) and DrZ80 core by Reesy, which has unspecified license. The improved CPU core and core emu code remains under "free for non-commercial use", like the headers state. Even later some C cores were added for PSP version, which are FAME/C and CZ80 which don't have license specified either.
notaz said:Because I don't want to see forks until I'm done with the project, I don't want to compete against my own software. For more insight read about gpSP siuation. Some low quality ports that I really hated to see (namely iPhone version, first version released rebranded without any mention it as PicoDrive port, nor any credit) also contributed to this decision.
Future plans are finishing it up and releasing the code under MAME-compatible open source license (after getting ACK from fDave).
I think your time would be much better spent bringing the gp2x snes emulation up to the standard of Genesis emulation, which you yourself set.notaz said:The internal interface has changed a lot, Dingoo port would need to be redone (simply recompiling GP2X/Wiz version with ARM code disabled would not work because it doesn't use any libraries and hits hardware directly). I'll see if I can get dingoo from somehere and do the port myself.
I never owned SNES so I'm not interested, sorry. Yes I know it is a great machine with better graphics chip than Megadrive's, many really good games, etc., but that is not enough to motivate me. I've (mis)spent most of my childhood playing NES clone, Megadrive and a bit of PSX (but no I'm not going to attempt PSX because it would be huge amount of work and wouldn't run too well on GP2X/Wiz anyway.christo930 said:I think your time would be much better spent bringing the gp2x snes emulation up to the standard of Genesis emulation, which you yourself set.notaz said:The internal interface has changed a lot, Dingoo port would need to be redone (simply recompiling GP2X/Wiz version with ARM code disabled would not work because it doesn't use any libraries and hits hardware directly). I'll see if I can get dingoo from somehere and do the port myself.
laharl said:it would be awesome to have a snes emu with your software scaler, and using the second cpu for sound, and all your magic to make things go fast ^_^
Or maybe you would like to work on the psx emu,and make it work? i still think that most of psx game would work playables on the gp2x. i'm not talking about playing gran turismo 2, full speed, but residen evil 123 sure would work =)
christo930 said:I think your time would be much better spent bringing the gp2x snes emulation up to the standard of Genesis emulation, which you yourself set.
Interesting, will have a look.Coolbros2X said:Top Shooter (Unl) doesn't work 100% However, rom works ok but cannot play the game
its a funny basketball game originally for the Arcades produced by Sun Mixing Co., Ltd but uses Megadrive hardware
but it doesn't use Megadrive control inputs.
It had some non-trivial protection device in cartridge, I'm not sure it's worth spending time trying to figure out how it worked. There are hacked [f1] [f2] ROMs anyway..Coolbros2X said:Mulan (Unl) crashes after the title screen.
That used to work some time ago (PD has Realtec mapper support), will have a look too.Coolbros2X said:It seems a few Realtec Unl games like Whac-A-Critter and Earth Defend (Unl) have some kind copy-protection employed
so the good [!] dump will not work properly, have to use the fixed dump [f1] instead
Ah it's because of the new wrapper script. Just copy this file on top and it should work again.flagrant99 said:Could you add back command line support. I use Gmenu2x to launch and it worked fine back in 1.51. I tried 1.55 and 1.56 and launching with command line argument "/mnt/sd/game/Genesis/PicoDrive/Roms/Sports/Hockey/nhlpa nhl '93 (rev 01) (u) [!].zip" always gives "Failed to open ROM/CD Image". But it works fine again when I put back in 1.51 version.
Ah it's because of the new wrapper script. Just copy this file on top and it should work again.