maemo.org - Talk

maemo.org - Talk (https://talk.maemo.org/index.php)
-   SailfishOS (https://talk.maemo.org/forumdisplay.php?f=52)
-   -   [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS (https://talk.maemo.org/showthread.php?t=92161)

Wonko 2013-12-26 11:44

[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.
One thing I am still missing is sound output.
For some reason the pulse audio output seems to be suspended.


The Amiga and GBA emulations are also included, right now.
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.

Mikkosssss 2013-12-26 11:48

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Nice!
I play Pokemon with Emumaster. :p

n950 2013-12-26 12:40

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?

Makeclick 2013-12-26 13:22

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by n950 (Post 1400726)
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?

when you install .rpm. you dont need to be root just: pkcon install-local FILE.rpm

or just install from sailfish store The File browser. it has install function too! How cool is that :)

n950 2013-12-26 14:55

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by Makeclick (Post 1400736)
when you install .rpm. you dont need to be root just: pkcon install-local FILE.rpm

or just install from sailfish store The File browser. it has install function too! How cool is that :)

Installed via terminal, thanks.

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 :(

Kabouik 2013-12-26 15:12

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by n950 (Post 1400752)
Installed via terminal, thanks.

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 :(

You can set your password in Sailfish settings, in the Developer mode menu.

n950 2013-12-26 15:31

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by Kabouik (Post 1400754)
You can set your password in Sailfish settings, in the Developer mode menu.

I don't see how can i set :(

Can you explain me please? where...

Kabouik 2013-12-26 15:41

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.

maluka 2013-12-26 16:07

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.

Wonko 2013-12-26 16:11

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:

Originally Posted by n950 (Post 1400752)
...
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?
...

That's a known issue in this version.

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:
  • Play the game up to the point when you want to save.
  • Open the in-game settings via the icon in the top left.
  • Press "Save in New Slot"

To load a saved state do this:
  • Open a game.
  • Open the in-game settings via the icon in the top left.
  • Select the saved state to be loaded by clicking on the according screen shot.
  • Use the pull-down menu and select "Load"
  • Go back to the game.

I hope this fixes your issue.

Wonko 2013-12-26 16:17

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by maluka (Post 1400769)
I've installed it, it launches fine but nothing happens after clicking on the icons.

You need to put game files in the respective sub-directories first, e.g.:
/home/nemo/emumaster/snes

Please also note that, right now, only snes and gba are integrated, even though the icons for the other emulators are shown.
Furthermore, I could only test snes so far.
So, gba may or may not work.
All help, e.g., for porting more things, such as more emulators, finding issues, etc. is highly appreciated.

Wonko 2013-12-26 17:33

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by n950 (Post 1400752)
...
I have tested Super Mario Advance 2 - Super Mario World (USA, Australia) but green screen when i run it?
...

You need a GBA BIOS.
Once you have it, put it there:
/home/nemo/emumaster/gba/gba_bios.bin

fwiw, the md5sum should be:
a860e8c0b6d573d191e4ec7db1b1e4f6

See also, e.g.: http://talk.maemo.org/showthread.php?t=79495

PS: The latest version emits a more descriptive error message to the command line.
This should also point to the correct solution.

Manatus 2013-12-26 17:43

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by maluka (Post 1400769)
I've installed it, it launches fine but nothing happens after clicking on the icons.

I had this with GBA roms. You need to have at least one rom unzipped. Then after you click an icon you get the game select view. You may also need gba_bios.bin (that was required with N9 version of Emumaster too).

I haven't tested SNES.

n950 2013-12-26 20:55

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
@Wonko:

Thank you.

When will you fix the audio?

maluka 2013-12-26 23:24

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by Manatus (Post 1400794)
I had this with GBA roms. You need to have at least one rom unzipped. Then after you click an icon you get the game select view. You may also need gba_bios.bin (that was required with N9 version of Emumaster too).

I haven't tested SNES.

Yeah, thanks. I figured out the unzipping thing on my own.

Wonko 2013-12-28 19:56

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
The audio should be working now as well.
The involved hacks are as ugly as it gets but well... it works.

Edit:
Thanks to Elleo who introduced me to the MediaPlayer sound hack.
This is btw not what I referred to with "as ugly as it gets". ;)

n950 2013-12-30 22:21

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Is it possible to play with an IcontrolPad BT joystick on Snes or Nes emu?

odey 2014-01-03 10:13

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Hi!

I'm having a minor problem with the gba emulation. I got it to work after putting the bios in the gba folder, whereafter I plsyed Final fantasy VI advance for an hour or so. i even saved and loaded succesfully.

but now, when i played a little further and saved on start-up the following happens;
1) the game starts just fine from the beginning ( i unchecked the auto-save option from emu settings)
2) when i load any save state (even those previously working) the audio becomes one continuous howl, all the in-game menus dissapears (in battles) and all the conversation boxes dissapear. the in game start menu seems yo work normally though, with the music starting and all.

If somebody has some advice so please, any information is welcome!

uran 2014-01-14 12:59

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
You know to help me?

http://talk.maemo.org/showpost.php?p...&postcount=700
( N9 MeeGo / Harmattan )

"I play Pokémon LeafGreen ( it is GBA ) and I was save game ( I pressed 'Start', then I chose 'Save' in menu, "Game has saved" ) and I am looking for file .sav, but I found nothig.

PLS, where is this file ? ( when I restard game, save is correctly, but file nothing )

tnx."

n950 2014-01-15 11:36

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
I have tried James Pond 2 and 3 or Thunder Force IV without luck why?
I have tried Nes games too like super marios bros 1,2 or 3 without luck too :(

impossible to run :(

Mitrigol 2014-01-16 14:12

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
I tried SNES and GBA games without issues.

But, regarding your advice to disable auto-save/load from global settings, i have an issue with this.
I disable the option, then go back with a swipe to the left and arrive back to the emulator home screen.

If i reopen the global settings, auto-save/load is activated again.

I already checked folders and files permissions, but even with a 777 everywhere, i still have this issue. Also, at first i installed as root. so uninstalled and manually deleted folders (removal left .emumaster and emumaster folders in nemo home) and then reinstalled as simple user.
I also tried to disable others settings and only one was successful, the frameskip bar. All others return to enabled once i reopen the global option page.

Is someone able to reproduce this?

Wonko 2014-01-22 06:47

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
First of all, I just noticed recently that my fork on bitbucket is not public.
So, I uploaded the sources to github.
I changed the initial post accordingly.

Quote:

Originally Posted by Mitrigol (Post 1406857)
I tried SNES and GBA games without issues.

But, regarding your advice to disable auto-save/load from global settings, i have an issue with this.
I disable the option, then go back with a swipe to the left and arrive back to the emulator home screen.

If i reopen the global settings, auto-save/load is activated again.

I already checked folders and files permissions, but even with a 777 everywhere, i still have this issue. Also, at first i installed as root. so uninstalled and manually deleted folders (removal left .emumaster and emumaster folders in nemo home) and then reinstalled as simple user.
I also tried to disable others settings and only one was successful, the frameskip bar. All others return to enabled once i reopen the global option page.

Is someone able to reproduce this?

That's a known issue.
The settings seem to be reset each time when you open the settings view.
If you apply the settings and close the view the settings should be applied until you re-open the view.
As far as I can remember, the settings should also survive a restart of Emumaster.
So, the problem only shows up when you re-open the settings view.

SalatgurkenJoe 2014-01-28 10:57

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Very awesome, good work from developer.

Just one question, why dont some buttons at the settings for example delete, overwrite, restart or delete all dont work?

Greetings

XiliX 2014-05-28 19:33

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
any new progress on this?

ThisIsZedd 2014-06-03 17:25

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
I'm really interested in this project, are you still on it? and how about playing a psx game?

Wonko 2014-06-04 16:56

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by ThisIsZedd (Post 1428047)
I'm really interested in this project, are you still on it? and how about playing a psx game?

I didn't have the time to put any more work into this.
In fact, I only saw this thread pop up here by accident.
For anyone interested, the source of the Qt5/SaiflishOS version is available at github (See link in first post.).

Unfortunately, I didn't make a proper hg to git export but just uploaded the full source in one commit so you don't see the single steps that had to be done to do the port.
However, you can still diff against the original version from elemental in order to get an idea what would need to be done to port more emulators.
Actually, I don't even recall, right now, if PSX was supported in the original version in the first place.

foufoutos 2014-11-07 12:49

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
i cant start the games. drop files on emumaster/gba and emumaster/state nothing happens

ahjolinna 2014-12-22 01:51

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
@Wonko: Is this port dead?

Jarvis 2016-04-21 18:06

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Is there any GBA/PSX emulator for Sailfish that works with the TOHKBD?

merpl 2017-08-03 11:21

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Well I got the Sailfish QT SDK installed, downloaded the project from github, built it to get emumaster-0.3.1-1.armv7hl.rpm,

and ran it on device.

Result - nothing happens when you click 'snes'.

Put games into /home/nemo/emumaster/snes and unzipped chrono trigger and renamed it to ch.sfc

Was able to run it from command line with:

Code:

invoker --type=generic --single-instance /opt/emumaster/bin/snes ch.sfc
Game started-up and showed 4 buttons onscreen. Was unable to find how to press start/select.

Snes core based on snes9x, so I tried adding snes9x options to the invocation, but invoker complains "invoker: error: Can't send signal 6 to application [XXYZ]: No such process" whenever I add an option

merpl 2017-08-04 04:38

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Oy, the rpm needs gstreamer0.1 and it's deprecated for gstreamer1.0

We need an update.

I built two versions - emumaster 0.3.1-1 and 0.3.1-69 which have some differences, neither work.

Code:

Files emumaster/src/emumaster.pro.user and emumastermerpl/src/emumaster.pro.user differ
Files emumaster/src/emumaster.pro and emumastermerpl/src/emumaster.pro differ
Files emumaster/src/base/frameitem.h and emumastermerpl/src/base/frameitem.h differ
Files emumaster/src/base/emuview.cpp and emumastermerpl/src/base/emuview.cpp differ
Files emumaster/src/base/touchinputdevice.cpp and emumastermerpl/src/base/touchinputdevice.cpp differ
Files emumaster/src/base/hostaudio.cpp and emumastermerpl/src/base/hostaudio.cpp differ
Files emumaster/src/base/emuview.h and emumastermerpl/src/base/emuview.h differ
Files emumaster/src/base/emuinput.h and emumastermerpl/src/base/emuinput.h differ
Files emumaster/src/base/frameitem.cpp and emumastermerpl/src/base/frameitem.cpp differ
Files emumaster/src/base/hostaudio.h and emumastermerpl/src/base/hostaudio.h differ
Files emumaster/src/gba/gba.h and emumastermerpl/src/gba/gba.h differ
Files emumaster/src/gba/mem.cpp and emumastermerpl/src/gba/mem.cpp differ
Files emumaster/src/gba/gba.cpp and emumastermerpl/src/gba/gba.cpp differ
Files emumaster/src/pico/pico.cpp and emumastermerpl/src/pico/pico.cpp differ
Files emumaster/src/amiga/amiga.cpp and emumastermerpl/src/amiga/amiga.cpp differ
Files emumaster/src/nes/disk.cpp and emumastermerpl/src/nes/disk.cpp differ
Files emumaster/src/nes/cheats.h and emumastermerpl/src/nes/cheats.h differ
Files emumaster/src/nes/mapper/mapper018.h and emumastermerpl/src/nes/mapper/mapper018.h differ
Files emumaster/src/nes/cheats.cpp and emumastermerpl/src/nes/cheats.cpp differ
Files emumaster/src/nes/nes.cpp and emumastermerpl/src/nes/nes.cpp differ

The only emu that builds is 'snes' and that won't even launch if you press the icon in the GUI app. You have to invoke it manually.

I really don't want to spend days faffing with a broken source tree when someone has a working (0.4?) version lying around.

So - stop by freenode or give me a PM please if you have a non-broken source tree, then i can build it and upload to warehouse.

Thanks.

Wonko 2017-08-05 14:56

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Quote:

Originally Posted by merpl (Post 1532021)
I really don't want to spend days faffing with a broken source tree when someone has a working (0.4?) version lying around.

Hi,

your best bet is likely to use the initial commit that was uploaded to github:
https://github.com/ruedigergad/emuma...76c5e918d9a26d

From what I know, there never was a 0.4 version available, not even as source.
To me, it looked like the original developer had to stop right in the middle of something.

In addition to what you already observed, be aware that there was some change in the Qt stuff that ships with current Sailfish OS versions.
I do not recall which Sailfish OS version introduced the change.
However, the impact was that the drawing performance was notably decreased.
This all happened a long time ago, one or two years or so, so my memory is pretty faint on the details.
But if I recall correctly, the drawing performance when, e.g., playing Super Mario 3 on the SNES emulation used to be pretty stable at 50 fps and then dropped to something around 30-40 fps and it fluctuated much more, which really impacted the experience.

Regarding the changes I did in my github repository:
As you notice, there was quite a long inactive time since the initial upload to github.
However, end of 2016/start of 2017, I played with alternative drawing approaches trying to improve the performance.
My hope was that I could somehow get back to the performance before the aforementioned change.
In that process, I also experimented a bit with alternative ways for drawing the controls, e.g., by drawing the controls via QML instead of the "rather low-level" approach in the original emumaster.
Due to time constraints, I never got to release a proper updated version.
The current status is still somewhat experimental.

Thus, the best advice I can give you right now is:
If you quickly want to get the status of the last working SFOS release:
start with the initial github commit from 2014 and maybe try to see if you can find some build-related files, maybe from my old Mer OBS repositories or so.
If you like, I can try to dig up some links but, unfortunately, my time is very limited, right now.

I hope this is helpful for you.



Cheers,

Wonko

Wonko 2017-08-16 20:36

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
PS:
I just saw that the first post in this thread contains all the links to OBS etc.
However, I am not sure if it is sufficient to simply update the gstreamer version in the .yaml and .spec files.
According to the following document, there may be some more complex changes in the API etc., which may require more manual intervention in the update process:
https://cgit.freedesktop.org/gstream...ing-to-1.0.txt
Nonetheless, I think it is best to start with the initial commit to my github emumaster repository and start/fork from there.

Wonko 2017-08-16 21:28

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
PPS:
I could build emumaster with gstreamer 1.0 dependencies.
You can get version: emumaster-0.3.1-10.70.1.jolla.armv7hl.rpm
from my OBS repository: http://repo.merproject.org/obs/home:...mv7hl/armv7hl/

However, please be aware that I only installed it and started one SNES emulation without trying much else.
One thing is already apparent: The controls may be over/under sized depending on you screen resolution.

Any way, feedback is as usually appreciated.
However, due to my time constraints there may be quite some delay until I can reply.

Wonko 2017-08-17 10:55

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Another brief update:
I have to keep it short due to time constraints.

I just build: emumaster-0.3.1-10.77.1.jolla.armv7hl.rpm

This one re-enables several patches for:
- Enable Sound
- Amiga Support
- GBA Support

The NES&Pico patch did not work, for now.

I also added some hack to work around the sizing issues but I cannot elaborate on that, right now.

The version is based on commit 4f40a85b141e402b7c302fe31159c15c2467161d from my github repository.
The reason for this is that, apparently, something regarding the build options had changed, which I already had fixed in my experimental setup.

Wonko 2017-08-19 20:37

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
A brief update:

So, it turned out that most of the "hack" I prepared was not necessary,
To 99.5%, my current solution for adjusting the touch input to different resolutions boils down to properly using the existing configuration options.
The remaining bit is a small change to work around an hard-coded upper limit:
Code:

diff --git a/src/base/touchinputdevice.cpp b/src/base/touchinputdevice.cpp
index 3b7cd0b..9d0cffd 100644
--- a/src/base/touchinputdevice.cpp
+++ b/src/base/touchinputdevice.cpp
@@ -324,7 +324,7 @@ void TouchInputDevice::setGridVisible(bool on)
 
 void TouchInputDevice::setDpadAreaSize(int size)
 {
-      int rSize = qBound(160, size, 320);
+      int rSize = qBound(160, size, 16384);
        if (m_areaSize != rSize) {
                m_areaSize = rSize;
                setDpadAreaDiagonalSize(m_diagonalAreaSize);

The diff is against 4f40a85b141e402b7c302fe31159c15c2467161d of my github repository.
This is the suggested commit if you want to play with the "current stable" Emumaster version.
From later commits on, I introduced more experimental changes.

In order to adjust the touch input display to your screen resolution, you have to edit the file: ~/.config/elemental/emumaster.conf

For SailfishOS running on an 1920x1080 resolution, I use the following settings:
Code:

[General]
touchAreaDiagonalSize=128
touchAreaSize=512

I uploaded version emumaster-0.3.1-10.82.1.jolla.armv7hl.rpm to my Mer repository.
I hope that this version plus the information in this thread fixes most issues for you and I am very much looking forward to your feedback.

claustn 2017-11-05 10:21

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
What about PSX support? :) Thank you for your work!

merpl 2017-12-16 15:05

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Hi Wonko, thanks for your work.

I grabbed the latest emumaster from: https://build.merproject.org/package...latest_armv7hl

Edited the sizes to be 1/2 the ones you indicated (956x480 screen)

Starting a snes emulator: It found the .smc file, but not the .sfc files.

Copied a genesis .md to the pico directory and pico didn't find the file.

Clicking the snes game got a black screen with onscreen controls on left and right and a square button and a 'play' button, but game did not start after hitting 'play'.

Clicking in upper-left brought up a preferences page where i tried various options like disabling audio, fps counter, changing frameskip and restarting. Nothing got the game started.

Perhaps the problem lies with TheKit's port of SFOS to Droid 4? I think he uses framebuffer for graphics.

Wonko 2017-12-17 09:57

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
Hi,

Quote:

Originally Posted by claustn (Post 1538192)
What about PSX support? :) Thank you for your work!

Unfortunately, I never got around to adjust the PSX emulator part.

Quote:

Originally Posted by merpl (Post 1539379)
Hi Wonko, thanks for your work.
...
Perhaps the problem lies with TheKit's port of SFOS to Droid 4? I think he uses framebuffer for graphics.

I think this is the problem.
A GLPainter is used for drawing the content:
https://github.com/ruedigergad/emuma...se/hostvideo.h

Unfortunately, I am super busy with other things these days and cannot even foresee when/if I will be able to look into these things.

Sorry for the somewhat bad news but I still hope the answers are helpful.



Cheers,

Wonko


PS:
And also thanks for the thanks.
It is always nice to hear that something is appreciated. :)

Wonko 2017-12-17 19:41

Re: [WiP] Porting Emumaster 0.3.0 to Qt5/SailfishOS
 
PPS:
I managed to update the build with added PSX and NES support.
The version number now is 0.3.2 and you can get it from the usual location.

However, please note that this was done very much in a rush without any testing and I had to do quite some changes.
Thus, I don't know at all if this works.

PPPS:
I added a "stable" branch to the repository which includes all the latest changes, including the patches etc.:
https://github.com/ruedigergad/emumaster/tree/stable


All times are GMT. The time now is 00:44.

vBulletin® Version 3.8.8