Dingoonity.org
GCW Zero => Emulation => Topic started by: David Knight on December 12, 2014, 11:10:12 pm
-
I'm still working on DcaSTaway right now but am curious to know if there are any more emulators out there people want running on the GCW. (And sorry, PS and N64 are still beyond my humble capabilities so lets keep this 16bit and below ;))
And yes, I am interested in porting (insert obscure console no-one has ever heard of here) as long as there's compatible source code.
-
Thanks for the excellent work you are doing for the community to make the GCW Zero a great emulation handheld. Really glad you are working on the ST as my favourite systems are computers
We need more classic 8bit computers emulated. Atari 8bit, Apple series and BBC computer emulation would be much appreciated
-
What about C64? Got to get my original Giana Sisters fix! :D
-
What about C64? Got to get my original Giana Sisters fix! :D
There is a VICE release (not opk) that works pretty well:
http://boards.dingoonity.org/gcw-zero-emulation/anyone-got-c64-working/msg113860/#msg113860
... in any case, an OPK optimized version would be welcome ! ;)
-
I agree with Gab1975, an opk version would be good.
Would also be good to understand what needs doing to Unreal Speecy Portable (on the google drive) to get it to qualify for the repo.
-
Sure guys, C64!
-
An optimized wonderswan color emulator would be fantastic :)
-
An optimized version of Temper and Genesis Plus Gx would be great
Edit: Thanks Gab1975 for letting me know that Slaanesh has Temper on his to do list!
-
if possible would love to see virtual boy and apple II :)
-
An optimized version of Temper and Genesis Plus Gx would be great
Some time ago I asked Slaanesh to achieve a GCW Zero version of his latest Temper release and he answered me that he will put it on the to-do list! ;)
http://boards.dingoonity.org/dingoo-releases/temper-0-81-for-dingoo-a320-native-v2-0-(pc-engine-emulator)/msg114141/#msg114141
-
I'm still working on DcaSTaway right now but am curious to know if there are any more emulators out there people want running on the GCW. (And sorry, PS and N64 are still beyond my humble capabilities so lets keep this 16bit and below ;))
And yes, I am interested in porting (insert obscure console no-one has ever heard of here) as long as there's compatible source code.
Mednafen's PCE-Fast emulation should be feasible and would be better than temper (WonderSwan and NeoGeo Pocket emulation in Mednafen is excellent too). A more robust Genesis Plus GX port with button remapping and scaling options would be welcome. I'd like to see a better Gambatte port with remapping, scaling, and custom color pallete support too. Hell, I think Nestopia is enough of an upgrade over FCEU to want a port of that as well :-*
-
accurate atari 800 and new stella!
-
Atari Jaguar would be awesome but does the GCW Zero have the power to emulate it at full speed?
-
And yes, I am interested in porting (insert obscure console no-one has ever heard of here)
Apple-Bandai Pippin ;D
as long as there's compatible source code.
Oh... ::)
-
What about C64? Got to get my original Giana Sisters fix! :D
There is a VICE release (not opk) that works pretty well:
http://boards.dingoonity.org/gcw-zero-emulation/anyone-got-c64-working/msg113860/#msg113860
... in any case, an OPK optimized version would be welcome ! ;)
What's the issue here?
It's trivial to add TRIPLEBUF to fix graphics and package to opk (for multiple executables).
-
What's the issue here?
It's trivial to add TRIPLEBUF to fix graphics and package to opk (for multiple executables).
Of course... it should be an "easy" task!
If I remember well the main things to fix are:
- opk package for multiple executables (in any case the most users should be interested only in the C64 emulation);
- the software ability to create a work-dir in the $HOME folder (obviously);
- a function to save the menu settings;
- enable the hardware frame buffer instead of the software frame buffer.
-
Dingoo Native has some interesting emulators which have not been covered on the GCW Zero yet:
Vectrex: http://boards.dingoonity.org/dingoo-releases/vectrex-sdl/
LvivGOO: http://boards.dingoonity.org/dingoo-releases/lvivgoo-emulator-of-ukrainian-computer-%27lviv-pk-01%27/
VectorGOO: http://boards.dingoonity.org/dingoo-releases/vectorgoo-emulator-of-soviet-personal-computer-%27vector-06c%27-for-native-os/
And how about Apple II? The source code has been released: http://www.computerhistory.org/atchm/apple-ii-dos-source-code/
Would BBC Micro be an option, too?
-
Vectrex: http://boards.dingoonity.org/dingoo-releases/vectrex-sdl/
Been ported over: http://boards.dingoonity.org/gcw-releases/vectrex-(dingux-vectrex-port)/
Don't know why it wasn't added to the Release sticky.
-
Thank you, opt2not. Very cool. :) Will try it out.
Stumbled across a Cybiko/ Cybiko Xtreme review at Ashens YT channel: https://www.youtube.com/watch?v=ojatBoMZubk
Reminds me on classic Game Boy or Palm games up to Palm OS 4 and some games look like they could be fun. And actually it has quite an impressive library of games and apps. I wonder if an emulator for those platforms would be possible. I haven't seen it covered on any other handheld yet.
Cybiko at Wikipedia: http://en.wikipedia.org/wiki/Cybiko
Here's an emulator project: http://b2cv5.sourceforge.net/
And here's a forum (with extensive file database): http://forums.planetcybiko.net/
-
And how about Apple II? The source code has been released: http://www.computerhistory.org/atchm/apple-ii-dos-source-code/
this! and BBC Micro :)
-
What about VirtualBoy? I know someone else mentioned this. Would it be possible to do?
-
N64 FTW!! :)
-
(And sorry, PS and N64 are still beyond my humble capabilities so lets keep this 16bit and below ;))
-
And how about Apple II? The source code has been released: http://www.computerhistory.org/atchm/apple-ii-dos-source-code/
this! and BBC Micro :)
You could port MESS which emulates a lot of systems including the Apple II and BBC computers
-
The ironic of life: Nobody its working for a psx emulator for the GCW Zero but right now a good scener wants to port the psp emulator to get working on the GCW Zero.
-
The ironic of life: Nobody its working for a psx emulator for the GCW Zero but right now a good scener wants to port the psp emulator to get working on the GCW Zero.
Get Notaz on board for a playstation emu
-
The ironic of life: Nobody its working for a psx emulator for the GCW Zero but right now a good scener wants to port the psp emulator to get working on the GCW Zero.
Psx4all was released quite awhile ago by Ulrich. Sure, the icon and menu could be a bit more eye catching, but the games run full speed. I've been running Spyro the Dragon a lot lately.
What we really need is that N64 emulator. Do you guys know of anyone we can get on board for that? I for one would love to play Banjo Kazooie on my GCW-Zero.
Two emulators that would be great to port are EPSXE and Project64, but I'm not sure if they are open source.
-
The ironic of life: Nobody its working for a psx emulator for the GCW Zero but right now a good scener wants to port the psp emulator to get working on the GCW Zero.
Psx4all was released quite awhile ago by Ulrich. Sure, the icon and menu could be a bit more eye catching, but the games run full speed. I've been running Spyro the Dragon a lot lately.
What we really need is that N64 emulator. Do you guys know of anyone we can get on board for that? I for one would love to play Banjo Kazooie on my GCW-Zero.
Two emulators that would be great to port are EPSXE and Project64, but I'm not sure if they are open source.
Ps4xall doesnt have too much love for their devs...it doesnt have updates and finally that emulator support a few psx games on the GCW Zero.
-
I see an N64 emulator, sure, but have you figured out about the C-buttons?
You have your analog nub; your D-pad; the shoulder buttons; Z would be awkward on X or Y; your A, B, and Start;, but where would you have the room for C's? With every config possible, you have one more N64 button than GCW inputs.
In this case, mapping C-up/down/left/right to Y, B, X, and A, and Start in its place... map EITHER A OR B to Select.
No, I see the emulator, but I can't imagine playing it. Unless you had a USB controller, N64 or likewise. But then that defeats the purpose of portable N64 gaming.
-
I see an N64 emulator, sure, but have you figured out about the C-buttons?
You have your analog nub; your D-pad; the shoulder buttons; Z would be awkward on X or Y; your A, B, and Start;, but where would you have the room for C's? With every config possible, you have one more N64 button than GCW inputs.
In this case, mapping C-up/down/left/right to Y, B, X, and A, and Start in its place... map EITHER A OR B to Select.
No, I see the emulator, but I can't imagine playing it. Unless you had a USB controller, N64 or likewise. But then that defeats the purpose of portable N64 gaming.
That's true... you could always have a button combination. Select + Left = C left, Select + Right = C right, etc.
I can't believe that slipped my mind. PSX4ALL uses Select + L for L2 and Select + R for R2, so it's an idea... maybe not a good one.
EDIT: As far as PSX goes, PSCX-R is open source and is listed as one of the best PSX emulators out there. If you want to get Notaz on board for another PSX emulator, ask him to take a look there.
-
Don't know if this is something you'd be interested in, but I've been waiting for proper scaling in Picodrive since the GCW first came out. A lot of my favorite Genesis games were rendered at 8:7 and then scaled by the TV to 4:3, so those games (eg. Gemfire, Shining Force II, etc) look squished without scaling support. It's already built in to Picodrive for other versions like the GP2X, so presumably it shouldn't be terribly difficult to implement. It's just that no one has. :(
-
Don't know if this is something you'd be interested in, but I've been waiting for proper scaling in Picodrive since the GCW first came out. A lot of my favorite Genesis games were rendered at 8:7 and then scaled by the TV to 4:3, so those games (eg. Gemfire, Shining Force II, etc) look squished without scaling support. It's already built in to Picodrive for other versions like the GP2X, so presumably it shouldn't be terribly difficult to implement. It's just that no one has. :(
Scaled by the TV? TV-out support hasn't exactly been implemented yet. (I'm hoping it will be soon.)
-
Don't know if this is something you'd be interested in, but I've been waiting for proper scaling in Picodrive since the GCW first came out. A lot of my favorite Genesis games were rendered at 8:7 and then scaled by the TV to 4:3, so those games (eg. Gemfire, Shining Force II, etc) look squished without scaling support. It's already built in to Picodrive for other versions like the GP2X, so presumably it shouldn't be terribly difficult to implement. It's just that no one has. :(
Scaled by the TV? TV-out support hasn't exactly been implemented yet. (I'm hoping it will be soon.)
Sorry, I meant on the original console. In other words, scaling was automatic on the original Genesis/Mega Drive, so developers sometimes cheated and used a reduced aspect ratio. In an emulator without scaling options, you'll run across games like that and they look completely wrong.
-
Don't know if this is something you'd be interested in, but I've been waiting for proper scaling in Picodrive since the GCW first came out. A lot of my favorite Genesis games were rendered at 8:7 and then scaled by the TV to 4:3, so those games (eg. Gemfire, Shining Force II, etc) look squished without scaling support. It's already built in to Picodrive for other versions like the GP2X, so presumably it shouldn't be terribly difficult to implement. It's just that no one has. :(
Scaled by the TV? TV-out support hasn't exactly been implemented yet. (I'm hoping it will be soon.)
Sorry, I meant on the original console. In other words, scaling was automatic on the original Genesis/Mega Drive, so developers sometimes cheated and used a reduced aspect ratio. In an emulator without scaling options, you'll run across games like that and they look completely wrong.
I haven't run into any games that weren't scaled correctly, and I have a large list of Genesis games to play.
It would be best to ask pcercuei, but from what he told me, he doesn't plan to bring anymore updates to Picodrive.
-
Don't know if this is something you'd be interested in, but I've been waiting for proper scaling in Picodrive since the GCW first came out. A lot of my favorite Genesis games were rendered at 8:7 and then scaled by the TV to 4:3, so those games (eg. Gemfire, Shining Force II, etc) look squished without scaling support. It's already built in to Picodrive for other versions like the GP2X, so presumably it shouldn't be terribly difficult to implement. It's just that no one has. :(
It is better to request new features for existing ports from the port maintainer, it is more likely to be actioned and it avoids duplication of work ;)
-
Don't know if this is something you'd be interested in, but I've been waiting for proper scaling in Picodrive since the GCW first came out. A lot of my favorite Genesis games were rendered at 8:7 and then scaled by the TV to 4:3, so those games (eg. Gemfire, Shining Force II, etc) look squished without scaling support. It's already built in to Picodrive for other versions like the GP2X, so presumably it shouldn't be terribly difficult to implement. It's just that no one has. :(
It is better to request new features for existing ports from the port maintainer, it is more likely to be actioned and it avoids duplication of work ;)
Thanks for the reply. I did just ask about this in the thread from the last Picodrive release (which was way back in October 2013), but I saw this one and said, "Ah, what the heck." I had also been discussing this feature with pcercuei for months before that, so I guess my hopes aren't too terribly high, lol... It does look like hardware scaling has finally been implemented in the GCW itself, though, so if someone were to do this it would presumably be even simpler than before.
xXFrostXx, That's what several people were saying before, but I guess my favorite Genesis games aren't shared by everyone. Open up Gemfire or Shining Force II to see what I mean. I know there were several others as well.
-
What about a Pok?mon mini emulator port? The source code for it is available
-
What about a Pok?mon mini emulator port? The source code for it is available
Already done, just needs tweaking (PM ;) )
-
Would be great to have thomson's computers :
http://zx81.zx81.free.fr/serendipity_fr/index.php?/categories/71-Thomson-MO5
http://zx81.zx81.free.fr/serendipity_fr/index.php?/categories/39-Thomson-TO7
Sources are in the links
Thanks !
Added this one : http://repo.openpandora.org/?page=detail&app=TO8D_PND
It's the better one, I think the sources are in the pnd.
-
Kind of late but still:
PC-98
Fujitsu FM Towns?
-
Kind of late but still:
PC-98
It's one of Slaanesh projects. He may release it when he is finished with mame?
-
Why late? I'm listening, and I'm sure others are reading this too...see here (http://boards.dingoonity.org/gcw-releases/pokemini-9851/) for proof ;)
-
Would a mega duck emulator be possible? MESS uses the gameboy core for the mega duck emulation
-
Would a mega duck emulator be possible? MESS uses the gameboy core for the mega duck emulation
I second Mega Duck. I've never had the chance to try the console, but the games look interesting. I wouldn't mind an emulator for it. :)
-
Would a mega duck emulator be possible? MESS uses the gameboy core for the mega duck emulation
I second Mega Duck. I've never had the chance to try the console, but the games look interesting. I wouldn't mind an emulator for it. :)
I wonder if you would just need a game boy emulator that supports the .bin format or if it is more complicated than that.
-
+1 for Thomson's computers !
T07-70 is my first love :-*
-
I wonder if you would just need a game boy emulator that supports the .bin format or if it is more complicated than that.
It would need its own emulator. Different hardware. Though, it could probably borrow some GameBoy coding if it uses the GameBoy core in MESS.
-
I wonder if you would just need a game boy emulator that supports the .bin format or if it is more complicated than that.
It would need its own emulator. Different hardware. Though, it could probably borrow some GameBoy coding if it uses the GameBoy core in MESS.
Actually the specs of both devices are really similar
mega duck: http://en.m.wikipedia.org/wiki/Mega_Duck
Gameboy: http://en.m.wikipedia.org/wiki/Game_Boy#Technical_specifications
-
Are there any plans for Sharp X68000 emulator?
Thanks :)
-
Are there any plans for Sharp X68000 emulator?
Thanks :)
Not yet but there is a linux open source (https://sites.google.com/a/vx68k.org/www/) emulator available so it would just need porting over.
-
Maybe an MSX Emulator with key remap? I love OpenMSX, but this emulator needs the remap options for some games :-[
-
A good Amiga emulator with AGA support, maybe using the sources from the Pandora version : http://boards.openpandora.org/topic/15387-repo-uae4all-2510/
-
Daphne on the gcw would be awesome.
-
Daphne on the gcw would be awesome.
this would be absolutely incredible but how well would it run? i wasn't even aware it was ported to pandora hmm
-
Daphne on the gcw would be awesome.
Source code available here (http://www.daphne-emu.com/site3/index_hi.php), requires SDL with optional opengl acceleration. There's already a GP2X port available. Looks feasible.
Daphne on the gcw would be awesome.
this would be absolutely incredible but how well would it run? i wasn't even aware it was ported to pandora hmm
Pandora port is here (http://repo.openpandora.org/?page=detail&app=daphne-daphne-25097) ;)
As it runs on the GP2X performance should be acceptable. The only way to find out is to get it compiled ;)
GP2X thread is here (https://www.daphne-emu.com:9443/phpBB2/viewtopic.php?t=1933) (Chrome threw up a security warning when opening the page). Seems like on the GP2X it runs Dragons Lair at 30fps with sound off.
-
It compiles successfully, I'll test it out later as I haven't got time this evening.
As you can see it currently has the wrong CPU, Mem and Video settings.
opendingux:/media/data/local/home # ./daphne.bin
--DAPHNE version 1.0.7
--Command line is: ./daphne.bin
--CPU : MIPS R5900 V2.0 300 MHz || Mem : 1984 megs
--OS : Linux 3.12 || Video : Playstation2
--OpenGL: Not Compiled In
--RGB2YUV Function: C
--Line Blending Function: C
--Audio Mixing Function: C
ERROR: Unknown game type specified :
Bad command line or initialization problem (see daphne_log.txt for details).
To run DAPHNE, you must specify which game to run and which laserdisc player you are using.
For example, try 'daphne lair noldp' to run Dragon's Lair in testing mode.
-
A little progress...
The first screenshot shows we're missing libvldp2.so (vldp2 is compiled and in the correct place but not found/loading correctly)
The second screenshot shows the rom being loaded correctly and non-fmv parts working fine (screen resolution is screwy right now but that's easy to fix). Now we just need vldp2 to load properly and we're good to go...
(https://dl.dropboxusercontent.com/s/s5ayn83363mmish/daphne.png?dl=0) (https://dl.dropboxusercontent.com/s/4rclznlluz1yemv/daphne2.png?dl=0)
-
Success! It's still on life-support but it definitely works :D
Framerate is perfectly playable.
(https://dl.dropboxusercontent.com/s/qnhpevoqfso1meo/astron.png?dl=0) (https://dl.dropboxusercontent.com/s/9lnacr660l2qquh/astron2.png?dl=0)
I'll continue this on a new thread (http://boards.dingoonity.org/gcw-development/daphne-(wip)/msg123461/#msg123461) in development.
-
It would be nice to have a Pc-Engine emulator with scaling and vsync .
-
It would be nice to have a Pc-Engine emulator with scaling and vsync .
I use Temper, it works great for me.
http://boards.dingoonity.org/gcw-zero-emulation/i-need-temper-or-another-working-pcengine-emulator/
-
It would be nice to have a Pc-Engine emulator with scaling and vsync .
I use Temper, it works great for me.
http://boards.dingoonity.org/gcw-zero-emulation/i-need-temper-or-another-working-pcengine-emulator/
I haven't been able to Play CD games with it yet. Plus It's not officially ported.
-
Yeah, I was going to say TG-16 / PCEngine, but I was afraid of getting flamed because I saw another thread with a dev saying that it was "on its way".
I use Temper, it works great for me.
http://boards.dingoonity.org/gcw-zero-emulation/i-need-temper-or-another-working-pcengine-emulator/
So, how difficult is it to get Temper running on the Zero? (Also, what is vsync, and why do I want / need it?)
-
I found an opk posted in this forum somewhere. Don't remember the link. It works but no CD support. I read there's CD support if you use the Dingoo version. But I haven't tried it. Vsync prevents tearing when there's lots of movement. If you try the Fplayer for the Zero that is an example of tearing when you don't have Vsync.
-
It would be nice to have a Pc-Engine emulator with scaling and vsync .
I use Temper, it works great for me.
http://boards.dingoonity.org/gcw-zero-emulation/i-need-temper-or-another-working-pcengine-emulator/
I haven't been able to Play CD games with it yet. Plus It's not officially ported.
I play TG-16 CD games, they work perfectly. But I remember it took some doing to get them working. and I use the Zero version. not the dingoo.
-
There's no released source code for Temper :(
-
There's no released source code for Temper :(
Mednafen has the most accurate PC Engine emulation and is open source (http://mednafen.sourceforge.net/releases/) ;). It even has a faster PCE core that is slightly less accurate if the normal one is too much for the Zero. There was one attempt at porting it here (http://boards.dingoonity.org/gcw-development/mednafen-multiple-console-emulator/), but it didn't get very far along. I'm sure a good port with a settings GUI would take a decent bit of work.
-
It would be nice to have a Pc-Engine emulator with scaling and vsync .
I use Temper, it works great for me.
http://boards.dingoonity.org/gcw-zero-emulation/i-need-temper-or-another-working-pcengine-emulator/
I haven't been able to Play CD games with it yet. Plus It's not officially ported.
I play TG-16 CD games, they work perfectly. But I remember it took some doing to get them working. and I use the Zero version. not the dingoo.
Perhaps I didn't put the files/bios in the correct place. It's always difficult for me to get them where they belong.
-
It would be nice to have a Pc-Engine emulator with scaling and vsync .
I use Temper, it works great for me.
http://boards.dingoonity.org/gcw-zero-emulation/i-need-temper-or-another-working-pcengine-emulator/
I haven't been able to Play CD games with it yet. Plus It's not officially ported.
I play TG-16 CD games, they work perfectly. But I remember it took some doing to get them working. and I use the Zero version. not the dingoo.
Perhaps I didn't put the files/bios in the correct place. It's always difficult for me to get them where they belong.
I think if you read through the thread I linked to, it mostly explains how to get it working.
-
There's no released source code for Temper :(
Mednafen has the most accurate PC Engine emulation and is open source (http://mednafen.sourceforge.net/releases/) ;). It even has a faster PCE core that is slightly less accurate if the normal one is too much for the Zero. There was one attempt at porting it here (http://boards.dingoonity.org/gcw-development/mednafen-multiple-console-emulator/), but it didn't get very far along. I'm sure a good port with a settings GUI would take a decent bit of work.
And, if mednafen was ported, we would have PC-FX emulation as well :)
-
There's no released source code for Temper :(
Mednafen has the most accurate PC Engine emulation and is open source (http://mednafen.sourceforge.net/releases/) ;). It even has a faster PCE core that is slightly less accurate if the normal one is too much for the Zero. There was one attempt at porting it here (http://boards.dingoonity.org/gcw-development/mednafen-multiple-console-emulator/), but it didn't get very far along. I'm sure a good port with a settings GUI would take a decent bit of work.
And, if mednafen was ported, we would have PC-FX emulation as well :)
It already has been, it runs slooow.
http://boards.dingoonity.org/gcw-development/mednafen-multiple-console-emulator/
-
There's no released source code for Temper :(
Mednafen has the most accurate PC Engine emulation and is open source (http://mednafen.sourceforge.net/releases/) ;). It even has a faster PCE core that is slightly less accurate if the normal one is too much for the Zero. There was one attempt at porting it here (http://boards.dingoonity.org/gcw-development/mednafen-multiple-console-emulator/), but it didn't get very far along. I'm sure a good port with a settings GUI would take a decent bit of work.
And, if mednafen was ported, we would have PC-FX emulation as well :)
It already has been, it runs slooow.
http://boards.dingoonity.org/gcw-development/mednafen-multiple-console-emulator/
I don't consider it a true port since it hasn't been optimized for the Zero.
-
I don't know where to put the syscard in Temper. Is that the bios ?
-
I don't consider it a true port since it hasn't been optimized for the Zero.
IIRC, one of the devs around here claimed that getting Mednafen optimized for the Zero would require a major rewrite. It would be nice if it could be done, though, since Mednafen is my favorite emulator. (And it has PSX support!)
-
I don't consider it a true port since it hasn't been optimized for the Zero.
IIRC, one of the devs around here claimed that getting Mednafen optimized for the Zero would require a major rewrite. It would be nice if it could be done, though, since Mednafen is my favorite emulator. (And it has PSX support!)
As well as Virtual Boy. That, PSX, and PC-FX are three systems I would like to play on the Zero (I would also like Game.com, Mega Duck, and Super A'can, but those won't happen anytime soon.) Sega Saturn would be nice to have as well, but I am impartial about whether I play it or not on my Zero.
-
This was recently ported to the Pandora and it was previously ported to the PSP and Androidas well. It's a Sharp X68000 emu and after playing the Pandora version I have to say it's pretty impressive. They have pixel perfect arcade versions of some games on there such as SFII, Rygar, Strider and Castlevania. That's just a few but there are over 3000 games for the system.
Source code for px68k is here, https://github.com/hissorii/px68k
-
This was recently ported to the Pandora and it was previously ported to the PSP and Androidas well. It's a Sharp X68000 emu and after playing the Pandora version I have to say it's pretty impressive. They have pixel perfect arcade versions of some games on there such as SFII, Rygar, Strider and Castlevania. That's just a few but there are over 3000 games for the system.
Source code for px68k is here, https://github.com/hissorii/px68k
I already compiled and tested it and it works fine but the performance was too slow. I've not had a chance to do any further work on it yet hence no news.
-
This was recently ported to the Pandora and it was previously ported to the PSP and Androidas well. It's a Sharp X68000 emu and after playing the Pandora version I have to say it's pretty impressive. They have pixel perfect arcade versions of some games on there such as SFII, Rygar, Strider and Castlevania. That's just a few but there are over 3000 games for the system.
Source code for px68k is here, https://github.com/hissorii/px68k
I already compiled and tested it and it works fine but the performance was too slow. I've not had a chance to do any further work on it yet hence no news.
I see, well I'm happy just knowing that it's on your radar. Hopefully you can get it to a playable level at some point but even if you can't thanks for trying!
-
An OPK version of the C64 emulator Vice would be great, particularly if one of the face buttons could have the Up direction additionally mapped, which would make playing platformers and driving games much better (where up is jump/accelerate).
-
An OPK version of the C64 emulator Vice would be great, particularly if one of the face buttons could have the Up direction additionally mapped, which would make playing platformers and driving games much better (where up is jump/accelerate).
Agree. It's on my todo list.
-
Are there any plans for Sharp X68000 emulator?
Are there any plans for CPS3 emulator?
Are there any plans for Sega Saturn emulator?
Are there any plans for NesterJ emulator?
Thanks
-
Are there any plans for Sharp X68000 emulator?
There's Px68k that could be ported to the GCW0.
Too bad it doesn't support AMD64 though, this makes testing more difficult on my 64-bits distro...
EDIT: David has a working port. (forgot to read the whole thread)
Wish he would publish it (even if unfinished) though...
Are there any plans for Sega Saturn emulator?
Apparently, Yabause has a SDL support. (Ptitseb mentions it in his Pandora port)
I couldn't find any reference to SDL in Yabause's source code though...
Are there any plans for NesterJ emulator?
There's FCEU for GCW, i may i ask you what NesterJ can do what FCEU can't ?
Are there any plans for CPS3 emulator?
I don't know any CPS3 emu other than MAME so dunno.
Oh, OOOHHH. You said : "Are there any plans" ?
Plans ? Hmm. No.
Maybe David Knight from Newcastle plans to port Yabause.
-
Mednafen maybe? Due to TG16 FX and PSX emulation....
-
Mednafen maybe? Due to TG16 FX and PSX emulation....
enodr did a port of Mednafen (http://boards.dingoonity.org/gcw-development/mednafen-cross-compilation-for-gcw0/) but for some odd reasons, it only works from the terminal/Emulation Station.
I made a opk for Mednafen and i tried to start mednafen from the opk and but it crashes.
It can't save settings in /usr/local/home/nafen apparently.
Looks like its trying to save inside the opk.
-
Are there any plans for Sharp X68000 emulator?
There's Px68k that could be ported to the GCW0.
Too bad it doesn't support AMD64 though, this makes testing more difficult on my 64-bits distro...
EDIT: David has a working port. (forgot to read the whole thread)
Wish he would publish it (even if unfinished) though...
Oh, OOOHHH. You said : "Are there any plans" ?
Plans ? Hmm. No.
Maybe David Knight from Newcastle plans to port Yabause.
If the Px68k port was of sufficient quality I would have released it.
It isn't.
I have no plans to port Yabause at the moment.
-
If the Px68k port was of sufficient quality I would have released it.
It isn't.
I have no plans to port Yabause at the moment.
ok thanks
-
What about a MESS port? it has SDL support and people would be able to supply their own bios and roms. You could restrict the amount of systems used to the ones that don't have an emulator currently.
-
Are there any plans for NesterJ emulator?
There's FCEU for GCW, i may i ask you what NesterJ can do what FCEU can't ?
Because the game Akumajou Densetsu not good work in FCEU.
In NesterJ of PSP, works perfect.
(http://fotos.subefotos.com/b1ad06630e47ed9cb9f5477caff4c59co.jpg)
(http://fotos.subefotos.com/5801a0c0b3c703a95e95ab9011324dd1o.jpg)
The GBA emulator in PSP, works very well too.
(http://fotos.subefotos.com/bf9e3fcbbe0bb24d0934032ee4459308o.jpg)
(http://fotos.subefotos.com/87fec37382f624a214205d687e2584e0o.jpg)
The CPS2 emulator, too..
(http://fotos.subefotos.com/6537a4829dcf5dd5e4079f108d179762o.jpg)
(http://fotos.subefotos.com/8dc226d6eff9e1295e70de6a47d7a5dbo.jpg)
(http://fotos.subefotos.com/a51fc95593b29ecd53f517ae2b41161fo.jpg)
screens comparative PSP GO Vs GCW Zero
(http://i292.photobucket.com/albums/mm6/superfenix2020/39_zpsg85nabhe.jpg)
(http://i292.photobucket.com/albums/mm6/superfenix2020/40_zpsuyi85mcw.jpg)
-
screens comparative PSP GO Vs GCW Zero
(http://i292.photobucket.com/albums/mm6/superfenix2020/39_zpsg85nabhe.jpg)
(http://i292.photobucket.com/albums/mm6/superfenix2020/40_zpsuyi85mcw.jpg)
Wow that's quite a difference! I have a GO with CFW, might stick some emulators on it.
-
Are there any plans for NesterJ emulator?
There's FCEU for GCW, i may i ask you what NesterJ can do what FCEU can't ?
Because the game Akumajou Densetsu not good work in FCEU.
screens comparative PSP GO Vs GCW Zero
(http://i292.photobucket.com/albums/mm6/superfenix2020/39_zpsg85nabhe.jpg)
(http://i292.photobucket.com/albums/mm6/superfenix2020/40_zpsuyi85mcw.jpg)
Really nice pics, just out of curiosity, in this pic of metroid the ground is blue in gcw and its black with blue ridges on the psp..which one is correct?
-
Really nice pics, just out of curiosity, in this pic of metroid the ground is blue in gcw and its black with blue ridges on the psp..which one is correct?
It is blue on both devices, just with different shades of the color. It can be most likely attributed to the LCD brightness settings (which are adjustable).
PS. This is an emulator request thread, please get back on topic.
-
This https://mgba.io/ is a very promising open source GBA emulator mgba, one of the few that accurately ran kill switch(aims to run classic nes as well). Its open source so if anyone with a know how wants to port it that will be great!(variety is always good). gpsp couldnt run doom/duke nukem at proper speed..but Ill definitely try it with Regba.
(my gcw is finally at customs)
As everyone else has asked this many times. a Ps1 emulator would be my no 1 request. Someone in the above post mentioned they were able to load mednafen, Id love to know how it performs.
-
This https://mgba.io/ is a very promising open source GBA emulator mgba, one of the few that accurately ran kill switch(aims to run classic nes as well). Its open source so if anyone with a know how wants to port it that will be great!(variety is always good). gpsp couldnt run doom/duke nukem at proper speed..but Ill definitely try it with Regba.
(my gcw is finally at customs)
As everyone else has asked this many times. a Ps1 emulator would be my no 1 request. Someone in the above post mentioned they were able to load mednafen, Id love to know how it performs.
mGBA does not work full speed right now on the GCW Zero. It does not have to be ported - it can be compiled as is. As its development is currently in flux I don't recommend a binary release right now.
-
I'd like to see a snes emulator with better sound accuracy, and aspect ratio control.
I've cross compiled snes9x-next and retroarch but I'm unable to do testing at the moment. Also not really sure how to go about developing a frontend and ensuring everything complies with the porting guidelines.
-
I'd like to see a snes emulator with better sound accuracy, and aspect ratio control.
I've cross compiled snes9x-next and retroarch but I'm unable to do testing at the moment. Also not really sure how to go about developing a frontend and ensuring everything complies with the porting guidelines.
I may be wrong but isnt the current snes emulator on gcw based on snes9x? or is snes9x-next diffrent from that?
-
I'd like to see a snes emulator with better sound accuracy, and aspect ratio control.
I've cross compiled snes9x-next and retroarch but I'm unable to do testing at the moment. Also not really sure how to go about developing a frontend and ensuring everything complies with the porting guidelines.
I may be wrong but isnt the current snes emulator on gcw based on snes9x? or is snes9x-next diffrent from that?
The "PocketSNES" emulator for the GCW is based off CATSFC which is a DSTwo emulator thats based off snes9x-1.43. The emulator runs well but the sound is cringe worthy. Snes9x-Next is a libretro rewrite of snes9x-1.53 which is quite a bit newer. There for more likely to have better sound accuracy.
-
mGBA does not work full speed right now on the GCW Zero. It does not have to be ported - it can be compiled as is. As its development is currently in flux I don't recommend a binary release right now.
I'm a bit surprised mgba doesn't work very well on GCW0 because it uses 8% on one core on my 2Ghz cpu.
I compiled it with libsdl1.2 though... not with the default library, SDL2, which i avoided.
mGBA is tough to cross-compile though... I wish they would provide a makefile.
I've cross compiled snes9x-next and retroarch but I'm unable to do testing at the moment. Also not really sure how to go about developing a frontend and ensuring everything complies with the porting guidelines.
It's going to be pretty hacky but you can take a look at my Oswan emulator (which i based the menu on alekmaul's one).
Take the menu.c file and plug the emulator to it.
If that's too complicated, then i can give you my simple & portable file browser that can be used for emulators.
Nebuleon already mentioned why he didn't released Snes9x 1.53, it's way too slow. (20 FPS for Yoshi Island)
Snes9x-next could work better though but i doubt.
-
Nebuleon already mentioned why he didn't released Snes9x 1.53, it's way too slow. (20 FPS for Yoshi Island)
Snes9x-next could work better though but i doubt.
Ohh really? I wonder why that is? I guess the single core 1Ghz CPU just isnt enough :/
-
Ohh really? I wonder why that is? I guess the single core 1Ghz CPU just isnt enough :/
You should look at his post he posted while ago here. (http://boards.dingoonity.org/gcw-development/snes9x-1-53-and-git-slow-as-i-expected/msg100863/#msg100863)
But basically, it would need serious optimisations/asm mips hand writing in order to run fullspeed on gcw0, due to snes9x 1.53 being much more accurate.
Unfortunely, he already left the community a while ago due to a clash with a member so i don't know what we can do.
GCC 5.2 could help i guess ?
I think it will be wiser to take David's PocketSnes fork and backport the audio from Snes9X 1.53.
-
Hey everyone... any news on PSX emulation being a possibility within the near future??
Thanks.
;)
-
Hey everyone... any news on PSX emulation being a possibility within the near future??
Thanks.
;)
Every PSX emulators i know are all non-portable.
PCSX-Reloaded requires GTK2 (and now GTK3), all the other ones are proprietary.
I think that only Mednafen could be properly ported to GCW0, it has been done already and PSX emulation should work as well.
It's command-line only though, you could try to run it like this :
./mednafen -video.driver sdl -video.fs 1 -video.frameskip 0 /media/data/roms/mypsxiso.bin
I have not actually tried it with PSX roms though, i guess i should test it myself.
Even Mednafen is mess to compile for GCW0 because it makes you require OpenGL, even though it has an entire SDL backend
that does not use OpenGL. Talk about portability...
This was one of the main reasons why i worked on my WS emu because if Mednafen did not suffered from that issue,
Gameblabla's Oswan might have never happened.
-
Thanks for the heads-up. Currently, I do not own a GCW Zero as I sold it recently for some spare cash. Within the near future, I will try to reacquire one to test this feature from Mednafen.
However, if you could test this feature for PSX Gameblabla, that would be fantastic... as I'm sure others are anxious for a PSX release one day.
I know there are no promises but one can dream lmao.
Thanks again for all of your hard work, huge fan. ;D
-
Thanks for the heads-up. Currently, I do not own a GCW Zero as I sold it recently for some spare cash. Within the near future, I will try to reacquire one to test this feature from Mednafen.
However, if you could test this feature for PSX Gameblabla, that would be fantastic... as I'm sure others are anxious for a PSX release one day.
I know there are no promises but one can dream lmao.
Thanks again for all of your hard work, huge fan. ;D
So my suspicions were right...
He just did a generic port of Mednafen with all the cores available.
I tried Wonderswan games and they work but more slowly than my emulator.
PCFX works as well but its slooooooooww on QEMU. (Real hardware should be better but not much)
The PSX core is available so it is should work as well but i have no games to try yet.
Here's what you should use to run PSX games on the terminal :
./mednafen -video.driver sdl ./mypsxgame.cue
I forgot that MESS, now merged into MAME, has a PSX core too and it can be ported to GCW0 as well.
It's just that nobody attempted it because it will propably be too slow, lol.
SDL1 backend is still available as far as i know, just not the default. (they kept it for OS/2 compatibility, apparently)
-
Hmm... interesting... I will DEFINITELY give this a try as soon as I get a new GCW Zero within the near future. Thanks!
:P
Edit: Is there a .opk release of Mednafen for the GCW Zero?? I can't seem to find the .opk of this anywhere. Any help would be appreciated.
-
personally i would love to see a port of xroar for the gcw zero. would that be possible?
also +1 for the already mentioned x68000, fm towns and bbc micro.
-
Hmm... interesting... I will DEFINITELY give this a try as soon as I get a new GCW Zero within the near future. Thanks!
:P
Edit: Is there a .opk release of Mednafen for the GCW Zero?? I can't seem to find the .opk of this anywhere. Any help would be appreciated.
I and others have done experimental ports of mednafen. In my case I stopped when I found the performance was too slow to be worth porting, standalone emulators are faster. Otherwise I would have just ported libretro and released that.
-
The fast core of the pcengine mednafen that was posted is running perfectly. Better than temper and cd games run perfect as well. only problem is you have to use the port of emulation station to use it
-
The fast core of the pcengine mednafen that was posted is running perfectly. Better than temper and cd games run perfect as well. only problem is you have to use the port of emulation station to use it
Does this version support vsync for pcengine?
-
Does this version support vsync for pcengine?
Do you mean Triple buffering ? No, it doesn't but it has software vsync though.
You can enable it in the config file but i would personally not recommend it.
I'm all for a proper OPK release, even if slow because the only released version of Mednafen
can't be OPK'd.
And UNZ (the FM Towns emu) has no code source as far as i know.
In fact, there is serious lack of a proper FM towns emulator.
I think that MAME is our only candidate but i'm not even sure if the emulation is decent.
-
The fast core of the pcengine mednafen that was posted is running perfectly. Better than temper and cd games run perfect as well. only problem is you have to use the port of emulation station to use it
Interesting, so is it worth porting across any other engines from mednafen?
-
yes it's worth a look I would say. it supports virtual boy and has a more accurate ngp
-
Hey @David Knight , you should port an 8-bit version of Nintendo 64 ;) heheheheheheheheheheh
Jk
<3
(** cries to himself in the darkness alone gripping a N64 controller **)
-
I'll get to work ;)
-
Hey @David Knight , you should port an 8-bit version of Nintendo 64 ;) heheheheheheheheheheh
Jk
<3
(** cries to himself in the darkness alone gripping a N64 controller **)
In all seriousness, if you're looking for obscurity , I might recommend Socrates. I remember it as a video game system that could teach you by doing math problems/word games, however there were a few Mario paint'ish type of levels/choices in the game too. Not sure how it would work though, I think I remember there being a typeface keyboard, for the word games. Either way, this isnt anything you have to waste your time on. More so, if you're curious, you should just check a YouTube video out of it. The music was so oddly nostalgic for like three memories of my childhood. Ha ha
Also, @qbertaddict were you saying that Mednefan actually plays virtual boy games? That would be cool to see on the zero. I wonder if it would be much less of a headache.
-
Also, if somebody actually has working emulation for virtual boy on their GCW zero, can you please post a quick YouTube video of gameplay footage? I'm really interested to see what that would look like at all on the zero .
Maybe I read the above threads incorrectly, if so I apologize.
-
What about n-gage that would be great on the zero
-
What about n-gage that would be great on the zero
Looks like such an emulator doesn't currently exist (https://www.reddit.com/r/emulation/comments/2jmybf/ngage_emulation/) I'm afraid, unless you know any different?
-
What about n-gage that would be great on the zero
Looks like such an emulator doesn't currently exist (https://www.reddit.com/r/emulation/comments/2jmybf/ngage_emulation/) I'm afraid, unless you know any different?
Let's through in gizmondo and game.com emulation while we're at it :D
-
I'd kill for an SNES emulator with a working fast forward feature...
-
I'd kill for an SNES emulator with a working fast forward feature...
It's certainly possible. You'd get a speed boost by disabling timings, muting sound and only rendering every tenth frame or so. However I am unsure how much faster it would run in this mode. The more demanding titles(eg Starfox ) really push the gcw0 to the limit. For simpler titles you probably would get a decent speed boost.
With sega emulation with emulation timings disabled you do get a considerable speed boost (3-4x for master system, 2x for Genesis/megadrive).
-
It's certainly possible. You'd get a speed boost by disabling timings, muting sound and only rendering every tenth frame or so. However I am unsure how much faster it would run in this mode. The more demanding titles(eg Starfox ) really push the gcw0 to the limit. For simpler titles you probably would get a decent speed boost.
With sega emulation with emulation timings disabled you do get a considerable speed boost (3-4x for master system, 2x for Genesis/megadrive).
I'm a Final Fantasy junkie and my desire for this feature is purely selfish. ReGBA's fast forward sure made grinding out job levels in Final Fantasy V more fun. While I generally prefer the GBA versions of the games, the SNES version of Final Fantasy VI gets all the modding love. I love the game but I've seen all the story sequences a thousand times.
-
What about MESS? That would give us a bunch of obscure systems
-
If you're still interested in suggestions, I would be interested in seeing an update to Gambatte with GBC palette support. Really like the GCW port, but the saving issue and lack of color options hurts it a bit.
I was looking into it, but I don't have access to a Linux machine at the moment.
-
If you're still interested in suggestions, I would be interested in seeing an update to Gambatte with GBC palette support. Really like the GCW port, but the saving issue and lack of color options hurts it a bit.
I was looking into it, but I don't have access to a Linux machine at the moment.
The RetroArch port in the Development forum comes with a Gambatte core that works with palettes. It runs full speed with Shantae and the other games I tried and I didn't notice any save issues.
-
If you're still interested in suggestions, I would be interested in seeing an update to Gambatte with GBC palette support. Really like the GCW port, but the saving issue and lack of color options hurts it a bit.
I was looking into it, but I don't have access to a Linux machine at the moment.
The RetroArch port in the Development forum comes with a Gambatte core that works with palettes. It runs full speed with Shantae and the other games I tried and I didn't notice any save issues.
I haven't had save issues with that one, but the RetroArch port's a bit slow for me. I was trying Pokemon Blue earlier and had some stuttering with the sound.
I mostly just suggested it thinking that a standalone port might run faster than a Retroarch core (and may be easier to optimize), but the more that I look into it the more that I doubt it.
-
I haven't had save issues with that one, but the RetroArch port's a bit slow for me. I was trying Pokemon Blue earlier and had some stuttering with the sound.
I mostly just suggested it thinking that a standalone port might run faster than a Retroarch core (and may be easier to optimize), but the more that I look into it the more that I doubt it.
I might not have played long enough to encounter a stutter or just not played something that can cause it. Gambatte is one of the lowest spec requirement accuracy focused emulators I know of; I would imagine an optimized stand alone port could run perfectly at all times on the Zero.
-
If you're still interested in suggestions, I would be interested in seeing an update to Gambatte with GBC palette support. Really like the GCW port, but the saving issue and lack of color options hurts it a bit.
I was looking into it, but I don't have access to a Linux machine at the moment.
The RetroArch port in the Development forum comes with a Gambatte core that works with palettes. It runs full speed with Shantae and the other games I tried and I didn't notice any save issues.
I haven't had save issues with that one, but the RetroArch port's a bit slow for me. I was trying Pokemon Blue earlier and had some stuttering with the sound.
I mostly just suggested it thinking that a standalone port might run faster than a Retroarch core (and may be easier to optimize), but the more that I look into it the more that I doubt it.
I'm still interested, as far as I am aware all retro arch cores are running more slowly than standalone emulators.
A version of gambette was released in 2013, you can find it here (https://drive.google.com/drive/mobile/folders/0B9EgGumkJaabSE9TaEdFbVVBSlU). Let me know if it needs improvement.
-
If you're still interested in suggestions, I would be interested in seeing an update to Gambatte with GBC palette support. Really like the GCW port, but the saving issue and lack of color options hurts it a bit.
I was looking into it, but I don't have access to a Linux machine at the moment.
The RetroArch port in the Development forum comes with a Gambatte core that works with palettes. It runs full speed with Shantae and the other games I tried and I didn't notice any save issues.
I haven't had save issues with that one, but the RetroArch port's a bit slow for me. I was trying Pokemon Blue earlier and had some stuttering with the sound.
I mostly just suggested it thinking that a standalone port might run faster than a Retroarch core (and may be easier to optimize), but the more that I look into it the more that I doubt it.
I'm still interested, as far as I am aware all retro arch cores are running more slowly than standalone emulators.
A version of gambette was released in 2013, you can find it here (https://drive.google.com/drive/mobile/folders/0B9EgGumkJaabSE9TaEdFbVVBSlU). Let me know if it needs improvement.
It does, yeah. The major issue is that this version doesn't properly write save data unless you select "Restart Emulator" before exiting it. A lesser issue, but it also doesn't have any palettes for GB games. Not a huge thing, but it's admittedly one of the driving factors in my interest in updating the emulator. There are just a few features like that which could be put in place.
-
hi guys.
What about BBC micro emulator?
Can anybody port the B-EM emulator or something else? Will it possible?
link to the project - http://b-em.bbcmicro.com/
-
hi guys.
What about BBC micro emulator?
Can anybody port the B-EM emulator or something else? Will it possible?
link to the project - http://b-em.bbcmicro.com/
I'd also like to see this, if possible. The source code is there.
-
Old computers are tricky due to the requirement of a keyboard.
It's the reason why no Apple 2 emulators were ported, despite it being capable of running it well.
Unless they has a virtual keyboard feature (like UAE4ALL) or the fact that most games only use of keys (like Kegs for the Apple 2GS),
it's going to be a headache.
Plus you can't even attach a real keyboard because USB-OTG was disabled (due to it not being safe apparently).