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Posts: 662 | Thanked: 238 times | Joined on Jul 2007
#11
Wow, much better. Thanks a lot for this great update! Pokemon's colors now render correctly...
 
Posts: 1,418 | Thanked: 1,541 times | Joined on Feb 2008
#12
Originally Posted by Thesandlord View Post
But sometimes the color seems washed out, only when using the frame buffer though (aka fullscreen).
That's hardware scaling kicking in. To avoid it, enable "Simulate Scanlines" from the menu. Keep in mind that it will be slower without the hardware scaling.
 
Posts: 1,418 | Thanked: 1,541 times | Joined on Feb 2008
#13
Originally Posted by Aisu View Post
Wow, much better. Thanks a lot for this great update! Pokemon's colors now render correctly...
Pokemon worked normally since the previous update (when VGBA went from 3.5 to 3.6). The problem was with the way misaligned memory accesses were emulated.
 

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Posts: 100 | Thanked: 102 times | Joined on Apr 2008 @ Amazon-Belém
#14
I can save game on Zelda!! any trick?
 
Posts: 1,418 | Thanked: 1,541 times | Joined on Feb 2008
#15
Originally Posted by Anunakin View Post
I can save game on Zelda!! any trick?
Set proper FlashROM ID or EEPROM size using Configuration Menu. If you do not know what these are, use Save State and Restore State options from the menu, ignoring in-game save options.
 

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Posts: 18 | Thanked: 15 times | Joined on Jan 2008 @ England
#16
Personally i think these applications are the best on maemo by far. Install, grab a few roms (legally of course), and hey presto instant gaming satisfaction. Simple. And no annoying slow-downs or quirks that are detrimental to the operation of the application itself either.

My only criticism would be that figuring out where the controls are on the touch screen is a bit of a guessing game (for VGBA).
 
Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#17
Originally Posted by fanoush View Post
Oh, really? That's pretty strange, there should be no reason for such behaviour. There is reason for it using Xsp and X (due to many layers and asynchronous behaviour of X) but with direct update ioctl the window coordinates and scaling should be specific per each update. There should be no state stored in kernel between updates, everything comes in omapfb_update_window structure when ioctl is called including color mode. Looks like kernel bug or some side effect. I'll check it out. That would be pretty unfortunate.

Mplayer handles it fine both in fullscreen and windowed mode, though. It does direct access also in windowed mode and bringing up power key menu or any other menu (statusbar,..) works fine except messing up window of mplayer (which is to be expected).
That's a hardware limitation of Epson LCD controller in N8x0. It supports exactly a single scaled area which works as some kind of magnifying glass. That's why XSP extension does not work as expected on N8x0 when you try to have multiple parts of screen using pixel doubling (it just moves zoomed area). It is OK for video overlay, but is not very suitable for more general use.

PS. Two of the video&graphics related improvements managed to get into the latest diablo 36-5 update: the fix for tearing synchronization problems when running at 400MHz and fast YV12->OMAPFB YUV420 color format conversion.
 

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Posts: 755 | Thanked: 406 times | Joined on Feb 2008 @ UK
#18
Originally Posted by JamesU View Post
My only criticism would be that figuring out where the controls are on the touch screen is a bit of a guessing game (for VGBA).
On MasterGear there were the little boxes drawn onto the screen, is there not something similar for VGBA?
 
Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#19
Originally Posted by fms View Post
It looks to me like this setting is stored somewhere in OMAP hw registers rather than in the kernel. It is possible that when the driver receives an omapfb_update_window structure that does not specify scaling, it does not try to reset previously set scaling settings. Then it is a bug in the driver.
Yes, you are right, this bug still exists in the currently released kernel. It should not affect anything on "normal" system use though, so you can only encounter it working with the framebuffer directly.
 

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Posts: 1,418 | Thanked: 1,541 times | Joined on Feb 2008
#20
Originally Posted by JamesU View Post
My only criticism would be that figuring out where the controls are on the touch screen is a bit of a guessing game (for VGBA).
"Show Input Cues" from the menu. They are even labeled now.
 

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