fMSX for Android released

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Por vanfanel

Champion (446)

imagem de vanfanel

13-02-2014, 01:33

Manuel: it can be ported, but it lacks the ability to specify an exact frame rate. LCD monitors don't run at 60Hz or 50Hz, but something like 59.992Hz or 50.0007.
So when I "ported" it to the Pi (using Dispmanx, wich is Rpi's native 2D API) I couldn't get perfect scroll in games.
Yeah, in theory I could do what wouterv told me on IRC:

Quote:

17:05 < wouterv> ok, then the follwoing _should_ do the trick (but i didn't test this) ...
17:06 < wouterv> set minframeskip 0 ; set maxframeskip 0 <-- instruct openmsx to render every frame
17:06 < wouterv> set throttle off <- instruct openmsx to emulate as fast as possible (so disable sync with host time
(gettimeofday()))
17:07 < wouterv> and finally enable VSYNC in the source code (there's currently no setting to control this)
17:08 < wouterv> though this will cause (small??) glitches in the sound because that subsystem still assumes it's running
at (on average) the correct speed

...but I still get some frame lost every once in a while.
That's why I wanted to try fMSX instead: maybe it's framerate can be adjusted without broken video or audio (wich is possible in Atari800, in RetroArch, etc...)

Por fms

Champion (366)

imagem de fms

13-02-2014, 04:07

vanfanel wrote:

It's nice to see one of the first emulators I ever used back in the 90's is still going strong!
Have you thought about releasing a SDL2 port? Or at least and SDL1.2.x port (with sources so I could do a Raspberry Pi port with GLES2 graphics scaling in a breeze!)

While I do not have a ready-made SDL port, it should be rather trivial to make. All you have to do is download fMSX-Unix source code off http://fms.komkon.org/fMSX/ and implement a version of EMULib that works with SDL. You can use the X11 EMULib version as an example (see EMULib/Unix folder). Let me know what comes out of your project.

Por ARTRAG

Enlighted (6914)

imagem de ARTRAG

13-02-2014, 07:38

hi FMS
I have found a bug in the emulation of the S0 (status register) of the VDP. Fmsx does not return the correct 5th sprite information when there are two or more lines of 5 sprites .
If there is any chance to fix it I will send you more details and test cases you can run on real HW and other emulators.

Por fms

Champion (366)

imagem de fms

13-02-2014, 18:22

ARTRAG wrote:

hi FMS
I have found a bug in the emulation of the S0 (status register) of the VDP. Fmsx does not return the correct 5th sprite information when there are two or more lines of 5 sprites .
If there is any chance to fix it I will send you more details and test cases you can run on real HW and other emulators.

Thanks for finding it. Send in the details and the test cases: I will take a look at it and try fixing it.

Por fms

Champion (366)

imagem de fms

21-02-2014, 04:10

ARTRAG wrote:

Fmsx does not return the correct 5th sprite information when there are two or more lines of 5 sprites

Could you save me a bit of time and explain how this feature is supposed to work? Thanks in advance.

Por ARTRAG

Enlighted (6914)

imagem de ARTRAG

21-02-2014, 07:41

Sorry where can I send the test cases?

[edit]
i've used your mail from your CV ;-)

Por ARTRAG

Enlighted (6914)

imagem de ARTRAG

22-02-2014, 06:24

So... Have you received my email?

Por fms

Champion (366)

imagem de fms

26-02-2014, 15:21

Hello, All!

I have published fMSX-Android 3.8 today, a new version of my MSX, MSX2, and MSX2+ home computer emulator:

https://play.google.com/store/apps/details?id=com.fms.fmsx (free version)
https://play.google.com/store/apps/details?id=com.fms.fmsx.d... (full version)

This version fixes VDP status register behaviour. Reading the status register will no longer reset VDP address latch, and the overflow sprite fields are going to show correct values now.

ALL CHANGES:
* Implemented 5th/9th sprite fields in the VDP status register.
* No longer clearing VRAM address latch when reading VDP status.

Enjoy!

Por fms

Champion (366)

imagem de fms

26-02-2014, 15:22

ARTRAG wrote:

I have found a bug in the emulation of the S0 (status register) of the VDP. Fmsx does not return the correct 5th sprite information when there are two or more lines of 5 sprites .

This issue has been fixed in fMSX-Android 3.8, published today. Please, update and give it a try. I will promote these changes into fMSX-Windows and fMSX-Unix shortly.

Por ARTRAG

Enlighted (6914)

imagem de ARTRAG

27-02-2014, 05:28

just tested on android and S0 works

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