Author Topic: RG-350 Emulators/Game releases by gameblabla  (Read 78994 times)

johnnyonflame

  • Posts: 217
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #260 on: June 14, 2020, 08:27:19 pm »

I found the source code for the PC release of Super Mario 64.
Remember when people managed to decompile the game ? Well they used that source code to natively port it to OpenGL ES/OpenGL.
I simply grabbed the source code, made some modifications (notably the sound playback because SDL2 was too old so replaced it with some alsa code) and got it working... (Someone else tested it for me because right now, i'm stuck with a broken firmware on my RG-350 lol)

Unfortunately the 3D drivers are, well, old and glitchy as fuck. Unfortunately this prevents it from being playable so i only gave the private build to a few people for that reason.

Ah well, you can't have everything guys ?

We can't really have everything, but we are allowed to want some m64pc
<a href="https://www.youtube.com/watch?v=KwgvlN6vhTE" target="_blank">https://www.youtube.com/watch?v=KwgvlN6vhTE</a>

edit: This is a work in progress port that still needs a lot of work to be considered shippable and the changes PR'd to the main project.

However, there's quite a bit of effort into introducing features such as texture atlasing and draw-call batching which allows the game to perform like this.

Keep in mind this isn't a N64 emulator, it's a SM64PC port.

edit2:

This is how it performs on the older 2014 firmware:
<a href="https://www.youtube.com/watch?v=pjIcE4oQfIw" target="_blank">https://www.youtube.com/watch?v=pjIcE4oQfIw</a>

New firmware is really promising.

gameblabla (OP)

  • Posts: 1364
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #261 on: June 18, 2020, 06:32:42 pm »
We can't really have everything, but we are allowed to want some m64pc
<a href="https://www.youtube.com/watch?v=KwgvlN6vhTE" target="_blank">https://www.youtube.com/watch?v=KwgvlN6vhTE</a>

edit: This is a work in progress port that still needs a lot of work to be considered shippable and the changes PR'd to the main project.

However, there's quite a bit of effort into introducing features such as texture atlasing and draw-call batching which allows the game to perform like this.

Keep in mind this isn't a N64 emulator, it's a SM64PC port.

edit2:

This is how it performs on the older 2014 firmware:
<a href="https://www.youtube.com/watch?v=pjIcE4oQfIw" target="_blank">https://www.youtube.com/watch?v=pjIcE4oQfIw</a>

New firmware is really promising.
I wonder how you fixed the environment issues that i had on my version ? It was still glitchy for you on the old firmware though so yeah...
I saw pcercuei post about it : how much faster is the 3D driver ? Because he said that in some cases it could be slower.
In any case, i hope that means i can push Supertuxkart & others (Lugaru) as stable, because they either run too slow or with glitches.

johnnyonflame

  • Posts: 217
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #262 on: June 20, 2020, 09:46:19 am »
I wonder how you fixed the environment issues that i had on my version ? It was still glitchy for you on the old firmware though so yeah...
I saw pcercuei post about it : how much faster is the 3D driver ? Because he said that in some cases it could be slower.
In any case, i hope that means i can push Supertuxkart & others (Lugaru) as stable, because they either run too slow or with glitches.

There might and might not be some regressions. It's hard to know because not everything draws correctly on the older firmware. When both are rendering correctly, new firmware seems to be faster by a measurable margin.

OpenGL ES 1.x apps I am still not sure, the iortcw tests are inconclusive because the old fw was botched as hell.

In terms of SM64PC, the new firmware works better and performs better, from the quick tests I've done I haven't seen any framedrop, while the old fw did fall below 30fps sometimes on bo-omb field.

Also I have no idea what changed. There are some changes as to how shaders sample things and new vertex attributes - I am not experience enough yet to entertain many guesses here, but it's still broken as hell, textures aren't being sampled correctly, etc.

nl255

  • Posts: 2
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #263 on: July 01, 2020, 05:33:47 am »
Please add support for the menu button on the Pocketgo2 v2 (SDLK_RCTRL) to Picodrive and oswan.  It already works fine in your ports of SMS Plus, Handy, and Swanemu.  Thanks.

gameblabla (OP)

  • Posts: 1364
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #264 on: July 09, 2020, 03:19:54 am »
Please add support for the menu button on the Pocketgo2 v2 (SDLK_RCTRL) to Picodrive and oswan.  It already works fine in your ports of SMS Plus, Handy, and Swanemu.  Thanks.
If you are already using SwanEmu, which is a direct replacement to my older Oswan, why use oswan ?
It's still an issue for Picodrive but due to the way the mapping in Picodrive works, i would have to provide another version or map it to Select... I think you should use Rogue CFW on your unit instead. (if it is supported)

nl255

  • Posts: 2
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #265 on: July 10, 2020, 06:20:51 am »
Please add support for the menu button on the Pocketgo2 v2 (SDLK_RCTRL) to Picodrive and oswan.  It already works fine in your ports of SMS Plus, Handy, and Swanemu.  Thanks.
If you are already using SwanEmu, which is a direct replacement to my older Oswan, why use oswan ?
It's still an issue for Picodrive but due to the way the mapping in Picodrive works, i would have to provide another version or map it to Select... I think you should use Rogue CFW on your unit instead. (if it is supported)

I do use Rogue CFW but even on the PG2v2 it does not change what the menu button is mapped to.  Couldn't you have SDLK_RCONTROL be bound to say IN_BINDTYPE_EMU, PEVB_MENU2 (looking at https://github.com/gameblabla/picodrive/blob/master/platform/opendingux/inputmap.c) and then check for both MENU and MENU2?  But whatever way would work whether separate builds or just mapping it to select would be fine.

As for oswan, doesn't it have better performance than swanemu which is why swanemu isn't on the pgv1?
« Last Edit: July 10, 2020, 02:35:29 pm by nl255 »

nekomichi

  • Posts: 11
Re: RG-350 Emulators/Game releases by gameblabla
« Reply #266 on: Yesterday at 10:17:29 am »
Please add support for the menu button on the Pocketgo2 v2 (SDLK_RCTRL) to Picodrive and oswan.  It already works fine in your ports of SMS Plus, Handy, and Swanemu.  Thanks.
If you are already using SwanEmu, which is a direct replacement to my older Oswan, why use oswan ?
It's still an issue for Picodrive but due to the way the mapping in Picodrive works, i would have to provide another version or map it to Select... I think you should use Rogue CFW on your unit instead. (if it is supported)

I do use Rogue CFW but even on the PG2v2 it does not change what the menu button is mapped to.  Couldn't you have SDLK_RCONTROL be bound to say IN_BINDTYPE_EMU, PEVB_MENU2 (looking at https://github.com/gameblabla/picodrive/blob/master/platform/opendingux/inputmap.c) and then check for both MENU and MENU2?  But whatever way would work whether separate builds or just mapping it to select would be fine.

As for oswan, doesn't it have better performance than swanemu which is why swanemu isn't on the pgv1?
Isn't there an option to re-map emulator controls within PicoDrive itself? On mine, there's the option under Configure Controls > Emulator Controls > Enter Menu.

 

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