[WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
5 Attachment(s)
First of all, I am not the original author of Emumaster.
You can find the original announcement by elemental here: http://talk.maemo.org/showthread.php?t=81136 I like Emumaster very much and am very thankful for the great work by elemental and for releasing it as Open Source. Already some time ago, I started to add patches to Emumaster for building and running Emumaster in Mer/Nemomobile/Plasma Active. The latest patches are intended to port Emumaster to Qt5 such that it can be used with the latest Nemomobile versions as well as Sailfish. Please note that all this is a work-in-progress. While some things already work pretty well, many other things don't work at all or not as expected. So far, I tested the SNES emulation on my Jolla phone. It seems to work reasonably well. For some reason the pulse audio output seems to be suspended. However, I didn't test it yet. The other emulations are currently disabled. With the latest version of the patches, all shown emulators are included. So far, I successfully tested SNES, GBA, and Amiga. With Amiga, you need to experiment with the controls but in general it seems to run. You can find my forked repository of Emumaster that already includes many of the patches here: https://github.com/ruedigergad/emumaster I also set up a project on build.merproject.org: https://build.merproject.org/package...ko%3Aemumaster From there you can get the latest .rpm for installation: http://repo.merproject.org/obs/home:...mv7hl/armv7hl/ I attached some screenshots of the current state. All help is highly appreciated. Edit: Update, Amiga is also included now. Edit2: Update, NES and Pico are also included now. Edit3: See also: https://bitbucket.org/elemental/emumaster/wiki/Add_Disk Edit4: Sound works. |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
Nice!
I play Pokemon with Emumaster. :p |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
What is the command line to install rpm file with terminal on jolla phone?
When i type devel-su or su i need to have the password but i don't have it why? what is the default pass? |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
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or just install from sailfish store The File browser. it has install function too! How cool is that :) |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
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I have tested Super Mario Advance 2 - Super Mario World (USA, Australia) but green screen when i run it? When I run Super Mario World (U) for the Snes the game start and i can play but if i stop and re run the game black screen why? Other part: Please what is my default devel-su password in terminal? WHen i type rootme or nemo as password I have Auth Failed :( |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
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Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
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Can you explain me please? where... |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
Honestly I don't remember quite well, but I think Developer mode just took the password I set for SSH. Try it out and tell me: in Settings, go to Developer mode (in the Security category), enable Developer Mode and Distant connection (translated from the French, sorry), and enter the password you want in the field below, then hit Save. Don't tick the option for development updates.
Then in Fingerterm, try out devel-su and then the password you entered. I hope it's that, again I don't remember very well what I initially did, enabling Developer mode was the first thing I did when I received the phone. |
Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
I've installed it, it launches fine but nothing happens after clicking on the icons.
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Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
First of all, thanks for the feedback.
I hope you don't mind the work-in-progress state of this. Unfortunately, I have only very limited time and thus cannot deliver a polished "product" here. I hope you still have fun using this patched version of Emumaster on Qt5 respectively SailfishOS. If you have more patches and fixes, I'd be very happy to integrate these as well. Quote:
The reason is that, by default, Emumaster tries to save the game state on shutdown and reload it on the next start. The way the game is shutdown in this patched version is not correct. Thus, you might end up with an invalid game state causing trouble on the next start. To fix this, start Emumaster, go to the global settings in the main window and uncheck "Auto Load/Save on Start/Exit". This way you should be able to start the game again. To save the game state the preferred procedure is this:
To load a saved state do this:
I hope this fixes your issue. |
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