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Kangal's Avatar
Posts: 1,789 | Thanked: 1,699 times | Joined on Mar 2010
#11
That used to be the rule of thumb, doesn't apply anymore.

The software has gotten much more detailed and sophisticated that you need considerably more.

Imagine what its going to need to emulate the PS3, a cluster server computer?
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Originally Posted by mscion View Post
I vote that Kangal replace Elop!
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Posts: 63 | Thanked: 121 times | Joined on Dec 2011 @ Sofia, Bulgaria
#12
It now has a Qt version for Symbian and BlackBerry 10.
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#13
Seems we very first need newer cmake (2.8.8?) : https://github.com/hrydgard/ppsspp/issues/344
 
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#14
anyone building this for harmattan?????
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#15
Ok, got it compiled for Fremantle. Not yet tested on device. OpenPandora-camp got it already running (rumours), but it is not yet very fast (also rumours) without JIT-support on ARM.


If you want contribute just now you need cmake-2.8.8 (almost trivial to compile). Then check kludge on: https://github.com/hrydgard/ppsspp/issues/347

And then apply these (not yet in issue tracker)
diff --git a/Core/Util/PPGeDraw.cpp b/Core/Util/PPGeDraw.cpp
index cbd3bce..e4e0f91 100644
--- a/Core/Util/PPGeDraw.cpp
+++ b/Core/Util/PPGeDraw.cpp
@@ -416,3 +416,20 @@ void PPGeDisableTexture()
WriteCmd(GE_CMD_TEXTUREMAPENABLE, 0);
}

+int GetPow2(int x)
+{
+ int ret = 0;
+ int val = 1;
+ while(x > val)
+ {
+ ret++;
+ val *= 2;
+ }
+ return ret;
+}


diff --git a/GPU/GLES/ShaderManager.cpp b/GPU/GLES/ShaderManager.cpp
index ec5b60e..e796078 100644
--- a/GPU/GLES/ShaderManager.cpp
+++ b/GPU/GLES/ShaderManager.cpp
@@ -24,6 +24,7 @@
#include "ShaderManager.h"
#include "TransformPipeline.h"

+typedef char GLchar;
Shader::Shader(const char *code, uint32_t shaderType) {
source_ = code;
#ifdef _WIN32
 

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sifo's Avatar
Posts: 1,359 | Thanked: 1,292 times | Joined on Oct 2011 @ Tartus.Syria
#16
Originally Posted by AapoRantalainen View Post
Ok, got it compiled for Fremantle. Not yet tested on device. OpenPandora-camp got it already running (rumours), but it is not yet very fast (also rumours) without JIT-support on ARM.


If you want contribute just now you need cmake-2.8.8 (almost trivial to compile). Then check kludge on: https://github.com/hrydgard/ppsspp/issues/347

And then apply these (not yet in issue tracker)
Man you're awesome !!
hopefully we'll see it in the repositories soon
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#17
I am working on a harmattan port (although I don't have an N9). These are the build errors from Qt Creator - http://pastebin.com/PeP34MSa . There should be an Arm Jit in the next version (0.6) however I don't think it will be smooth on Fremantle (n900) or most of the android phones (except for the very simple games)

EDIT: Ok, I am now here - https://github.com/hrydgard/ppsspp/issues/347

Last edited by vakkov; 2013-01-07 at 09:51.
 

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#18
I also tested with qmake for Fremantle. For Settings.pri (otherwise it tries with GL, not GLES)
Code:
-unix:!blackberry:!symbian:!macx: CONFIG += linux 
+unix:!blackberry:!symbian:!macx: CONFIG += linux mobile_platform
And then it ends:
Code:
../../native/base/QtMain.h:9:24: fatal error: QAudioOutput: No such file or directory
../../native/base/QtMain.h:10:24: fatal error: QAudioFormat: No such file or directory
 

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#19
My god, plz add oil !
Fully support from a n900 and n9 user
 
Posts: 2,153 | Thanked: 8,462 times | Joined on May 2010
#20
Originally Posted by AapoRantalainen View Post
I also tested with qmake for Fremantle. For Settings.pri (otherwise it tries with GL, not GLES)
Code:
-unix:!blackberry:!symbian:!macx: CONFIG += linux 
+unix:!blackberry:!symbian:!macx: CONFIG += linux mobile_platform
And then it ends:
Code:
../../native/base/QtMain.h:9:24: fatal error: QAudioOutput: No such file or directory
../../native/base/QtMain.h:10:24: fatal error: QAudioFormat: No such file or directory
I read somewhere that Audio in Qt for maemo is not supported...
 

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