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Emulation - Symbian emulator?

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Author

Symbian emulator?

GuyveR800
msx guru
Posts: 3048
Posted: February 11 2004, 23:04   
An ARM is way more powerful than a x86 PC processor, so comparing them both at 100MHz is quite useless.
cax

msx master
Posts: 1029
Posted: February 12 2004, 14:33   
I started using fMSX when PCs CPUs were 50 MHz, and 100MHz Pentium was good enough to run fMSX-DOS at full speed with sound. CJS emulator (written in assembly) worked fast even on 40-50MHz 80486 CPUs.

Of course, I am talking about single-task DOS
snout

msx legend
Posts: 4992
Posted: February 12 2004, 14:45   
quite off-topic: but the CompuJunks emulator was amazing. Way ahead of its time.
jr
msx addict
Posts: 310
Posted: February 12 2004, 15:21   
Indeed, DOS doesn't really eat any CPU resources from the programs Plus, I think that fMSX-MSDOS uses SoundBlaster's HW FM synthesis for OPLL emulation and it does not need to scale the display. Taking that into account, fMSX/S60 is already running fast enough (100% or actually more because it's syncing to 64Hz instead of 60Hz) if you use unscaled rendering and no OPLL sound

Okay but enough, I know I started it but I guess I only wanted to emphasize that there are extra drawbacks for an MSX emulator running under Series 60. I will of course continue to try to improve the emulator, but I can almost certainly promise that OPLL emulation is going to be crappy in version 1.00... but wait and see for yourself I did some very minor optimizations in it already but it didn't really help yet...

And I don't think I'll try dynamic recompilation in the near future - too much work IMHO.

snout

msx legend
Posts: 4992
Posted: February 12 2004, 15:25   
I think Dynamic Compilation should only be used when necessary. It took GuyveR800, the developer of GEM about 2 months to create it for emulating the Gameboy on MSX (see: this newspost). It gave a 25-50% speed-increase over there, though
jr
msx addict
Posts: 310
Posted: February 12 2004, 15:36   
Yes I believe that dynamic recompilation could be significantly faster, I don't doubt that. Just as writing the whole thing in assembler, like GuyveR800 suggested. The thing that I do doubt is that I would implement either of these two very good suggestions But you never know what might happen in the future so I guess it's better not to say anything definite
GuyveR800
msx guru
Posts: 3048
Posted: February 12 2004, 15:57   
Quote:

It gave a 25-50% speed-increase over there, though


That was a small computational error on my part, the true speed-increase was 100-400%.
jr
msx addict
Posts: 310
Posted: February 19 2004, 07:38   
I implemented the "obey silent mode" feature in the emulator but I started to wonder what the definition of silent mode is. It is possible to find out which profile is active, but naturally you can edit the profiles so you could edit the default "Silent" profile to become non-silent So if I trust that profile number 1 is the silent profile as it is in default configuration, is that enough? Or what? Should I consider a profile to be silent if the ringing tone is off? What about keypad or warning tones?

Anyway, this only works in the b-version because it seems that in the earlier SDK there is no public API for accessing profile information.
jr
msx addict
Posts: 310
Posted: April 08 2004, 12:35   
Happy Easter Everybody! fMSX/S60 v1.00 is out. BTW, that "obey silent mode" option now uses the "warning and game tones" setting in the system profiles, i.e. if that setting is off, volume is automatically set to zero in fMSX. And before you can say anything about the OPLL emulation, yes I know it doesn't run at 100%, sorry about that...
Sousuke
online
msx freak
Posts: 154
Posted: April 08 2004, 17:38   
I've just installed the new fMSX/S60 and it works great!
And the YM2413-support is a nice addon! Too bad, the phone's CPU has already reached its limit... /me increases frame-skip

Just curious... has a lot things been optimized? And is it possible to squeeze more out of it?

Thx again jr!!
karloch

msx addict
Posts: 418
Posted: April 09 2004, 03:03   
I will give a try as soon as I can
jr
msx addict
Posts: 310
Posted: April 10 2004, 21:42   
Quote:

Just curious... has a lot things been optimized? And is it possible to squeeze more out of it?



Do you mean the YM2413 emu? No major optimizations there, I did get rid of some unneccessary memory fetches in it though. For some of the 1.00 version optimizations, I hardcoded some things that could be adjusted in the original fMSX code to make things a bit faster (e.g. there's no point in allocating&using sound channels dynamically because the channels are always fixed since fMSX/S60 doesn't let you choose which sound chips are emulated). Also, the raw rendering mode should be faster with rotation now, I wrote separate rendering routines for it.

But, there's always room for more optimizations...

I also already experimented a bit after releasing the 1.00 version by reordering some of the sound mixer code to better utilize the ARM instruction pipeline -- that saved some 1000 ARM instruction interlock wait states per emulation tick (64Hz). But these are already so small things that you need a bunch of them to really experience the impact in the emulation.

Latok
msx master
Posts: 1734
Posted: April 29 2004, 10:12   
I'm using the emulator on a very regularly bases and I haven't really given my compliments for this 1.00-version, which I should do. Because it ROCKS! Thx jr
karloch

msx addict
Posts: 418
Posted: April 29 2004, 12:11   
Uops, I installed the emulator long ago and I forgot to send the feedback. Well, I guess that it is because I didn't have any bugs to report! The emulator works great and even the FMPAC emulation is going smothly. Congratulations Jr! Every release of the MSX Emulator is a very very fine work!
Latok
msx master
Posts: 1734
Posted: June 11 2004, 12:03   
I hate them radiosilences I'm wondering something for quite some time now and I thought, let's ask....When you boot the MSX in fmsx/s60-emu, the lines on which the available RAM and VRAM have to be displayed, remain blank. In fact, they're large white blocks. Looks not that good. JR, why is that? Why not put some text there?
 
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