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Post by Tinnus on Feb 2, 2006 23:12:09 GMT 1
It probably means the center button has a different cheracter code. I'll add it.
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GoDz
New Member
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Post by GoDz on Feb 5, 2006 17:21:47 GMT 1
wellwell tinnus.. seems you have a new entry in the todosection, now that you decided to rewrite the framework. todo: everything once again! keep up the good work m8. We love what you do
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semi
Junior Member
Posts: 97
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Post by semi on Jun 14, 2006 3:34:56 GMT 1
Hey Tinnus, sorry to bug you, but if you have some free time off LJR and school work, do you think it'll be possible for you to update the do-to list so we know what to expect from LJR? So far I barely know anything that's coming from LJR except the fact that it's probably going to have a built-in UDMH like stuff... If you don't have the time or don't feel like updating the topic, that's fine, just thought it'd be nice to know what's coming from LJR
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Post by mavsman4457 on Jun 14, 2006 3:45:23 GMT 1
Don't worry Tinnus I'll take care of it. OK so basically LJR is gonna be awesome but you already know that. Tinnus does NOT have free time aside from LJR and school work unless he takes time out of LJR. There are some things that he plans on having in LJR that will be sweet but he doesn't wish to share and maybe you are lucky enough to have some of them shared with you.
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Post by _Em on Jun 14, 2006 18:10:46 GMT 1
I'd say Nestopia and FCE Ultra are probably the best NES codebases to work from; they also both happen to have full source available on sourceforge. Nestopia in general is probably a bit beyond current Palm devices, as it uses cycle exact emulation (read EXTREMELY processor intensive); most of the stuff in FCEU should be modular and portable, however. That reminds me; I think I already posted this in this thread, but Mednafen probably has some usable code -- it's also cross-platform, and supports Atari Lynx, GameBoy, GameBoy Color, GameBoy Advance, NES, PC Engine(TurboGrafx 16), and SuperGrafx. Unfortunately, as we discussed earlier, it's SDL. However, its "killer feature" (also in recent Nestopia code) is that it does realtime game rewind. This would be a nifty feature in LJR
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Post by Tinnus on Jun 15, 2006 1:16:37 GMT 1
I have a design doc for LJR here. When I get back to working on LJR itself (too busy now, but July is vacations ) I'll add more stuff to the list and post it here for your guys' pleasure
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Post by mr.chockuls on Jun 15, 2006 2:32:55 GMT 1
well i think that you can add the IR keyboard using the source of ZDoomZ like example
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Post by Tinnus on Jun 15, 2006 3:52:43 GMT 1
Yes that's included in my personal list
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Post by mr.chockuls on Jun 16, 2006 4:16:54 GMT 1
other idea: i like the BG music, you can add it
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Post by raducoc on Jun 20, 2006 22:46:43 GMT 1
I'd say Nestopia and FCE Ultra are probably the best NES codebases to work from; they also both happen to have full source available on sourceforge. Nestopia in general is probably a bit beyond current Palm devices, as it uses cycle exact emulation (read EXTREMELY processor intensive); most of the stuff in FCEU should be modular and portable, however. That reminds me; I think I already posted this in this thread, but Mednafen probably has some usable code -- it's also cross-platform, and supports Atari Lynx, GameBoy, GameBoy Color, GameBoy Advance, NES, PC Engine(TurboGrafx 16), and SuperGrafx. Unfortunately, as we discussed earlier, it's SDL. However, its "killer feature" (also in recent Nestopia code) is that it does realtime game rewind. This would be a nifty feature in LJR I totally agree with GameBoy Advance support. GBAs are the best emulated games for Palm. Please add suport for this.
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zak
New Member
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Post by zak on Jun 28, 2006 21:49:12 GMT 1
I used to have firestorm but got rid of it. I could run the roms but everything was so slow it put me to sleep and apparently that's a problem that can't be solved. Correct me if i'm wrong.
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Menchi
Junior Member
Across Emergency food
Posts: 90
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Post by Menchi on Jun 29, 2006 1:05:54 GMT 1
:)Well, in my opinion, firestorm isn't the best GBA emulator for palm that can be done... also, It didn't support GBA L&R buttons, which was really annoying for somegames
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Post by _Em on Jun 29, 2006 1:08:18 GMT 1
Well... *I* haven't been able to keep you awake yet, I'm not sure about anyone else As for GBA: it's been posted, pleaded, discussed ad nauseum. Tinnus will add it if he wants the headache, otherwise, he won't. More requests probably won't make it any easier/more likely. I know a number of people who have written GBA emulators. They've all stopped supporting them, due to the number of people who just want to play the latest games and act immaturely about it when they don't get instant gratification (read: non-perfect emulation, emulator coder unwilling to give them ROM X to play, etc.).
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Post by zakaqere on Jul 18, 2006 3:44:14 GMT 1
quick thoughts: --direct modem-modem connection.(look ma!,no lag!) i don't know if 56k is fast enough for emulation though. and a disconnect will happen once every so often but I think we could live with that. Verizon's digital landlines are reliable. --Also direct serial high speed uninterrupted connection for 2p play -- emulation of the game-boy's Ir port through the palm's Ir (with clock cycles to spare on GB anyway) --dynamic recompilation --multi-threading is a possibility for OS 5 handhelds now because mobile-stream.com/devzone.htmlincidentally, ljp only runs 5+. worried about ljp breaking on future POS versions? well the next version whether it is ALP or Cobalt or something cooked up in peoples' back yards. Multi-threading support is certain. SO it will be relatively easy to port methinks. --Server side computation for direct wifi and BT connections(hey, It could work) Cheers!! ;D
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Post by Tinnus on Jul 25, 2006 4:44:00 GMT 1
multi-threading causes too much problems to be worth it in my opinion. emulation of GB's IR through Palm's IR would need raw IR processing, which I'm not sure works on all devices. dynamic recompilation is a HUGE effort. not sure if it would be worth it for any of the current consoles.
multiplayer is a possibility.
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Post by beavis on Jul 25, 2006 5:50:36 GMT 1
Yeah, from what I understand from the documentation of one developer who has made a utility that detects and graphs IR signals (IrMonitor), the TI OMAP cannot process raw IR signals.
Would GB IR emulation enable multiplayer between palms and actual gameboys? Or even with simple trading games, such as Pokemon?
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Post by zakaqere on Aug 8, 2006 22:38:27 GMT 1
multi-threading causes too much problems to be worth it in my opinion. emulation of GB's IR through Palm's IR would need raw IR processing, which I'm not sure works on all devices. dynamic recompilation is a HUGE effort. not sure if it would be worth it for any of the current consoles. multiplayer is a possibility. Yeah, from what I understand from the documentation of one developer who has made a utility that detects and graphs IR signals (IrMonitor), the TI OMAP cannot process raw IR signals. Would GB IR emulation enable multiplayer between palms and actual gameboys? Or even with simple trading games, such as Pokemon? First of all raw mode does not mean direct hardware access, the api lets you use raw Tinnus, Beavis you are quite correct, OMAP CPU handhelds cannot use RAW mode. However, not every arm cpu is an omap(Zire 71 and a few others). and as an option for omap users of ljp you could insert your own protocol or use a palm os one to at least communicate with other ljp+omap users. Then again you could always channel all ir or serial (as the gameboy sees it) through the IR port. No games I know of use both at the same time. People desiring to use the hotsync connector(as opposed to IR would simply activate serial IR mode which sends all IrCOMM thru the serial prot and thus kill 2 birds with one stone. Saving you valuable time. --------------------------------- You said multithreading has too many problems. Well I have never done threaded programming and other than something called thread synchronization I know nothing more than an end user. So could you please explain said problems. --------------------------------- Oh yeah, and <a href="http://www.pamupamu.com/indexe.html">This Guy<\a> wrote IrMonitor and <a href="http://www.pamupamu.com/soft/irmoni/irm.htm">this</a> is where to find an unofficial list of all OMAP devices made at or before 5/6/06 RSVP plz Edit: You should DEFINITELY have the next version of LJP automatically register game extensions for their proper directories. Not just .zem files. No other palm os program handles that type except firestorm which I do not think registers anything at all. Edit: There is a useful diagnostic tool called "ninjin" which apparantly let's you see raw serial. It could probably help Yet another edit: question: Why can't I use raw IR Mode on OMAP-based (Tungsten|T, Tungsten|T2, Tungsten|E, Zire21, Treo600 and Zire71) products? answer: Raw IR mode cannot be used on OMAP-based (Tungsten|T, Tungsten|T2, Tungsten|E Zire21, Treo600 and Zire71) products due to an OMAP processor limitation. The OMAP's UART3 automatically frames all data according to the IrDA specification. There is no way to change this setting in the processor and use raw IR in the OMAP UART. Possible workarounds: 1. Developers can use the Serial Manager to send or receive IR data. A. To Send IR data: On Tungsten|T and Tungsten|T2: Open the raw IR port using the Serial Manager. Frame the raw data in an IrDA packet. Send the IrDA packet. On Tungsten|E, Zire21, Treo600 and Zire71: Open the raw IR port using the Serial Manager. Frame the raw data in an IrDA packet. Split the IrDA packet into four parts - Header, Payload, CRC and Trailer. Send the four parts separately. B. To Receive IR Data: Open the raw IR port using the Serial Manager. Unframe the raw data from the IrDA packet received. Sample Code is available as part of the SDK, which can be downloaded from the PluggedIn website. 2. Developers can use the Exchange Manager to send or receive IR data. The Exchange Manager will frame or unframe the data appropriately. ----Taken form the palm plugged in program
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Post by artvandelay on Oct 1, 2006 0:30:38 GMT 1
Can you add an option to configure a second player controller for nes and alow changing the controller configuration within the game so you can play pass and play games like super mario or have two players holding seperate sides of the palm for 2p games that don't require lots of buttons such as dr. mario and have profiles for saving different controller configurations that you can load. can you also alow the pocket tunes mini console to launch while emulation is paused.
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Post by Tinnus on Oct 2, 2006 14:45:21 GMT 1
The PT console can be launched while the emulation is paused, I think.
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Post by _Em on Oct 2, 2006 18:13:51 GMT 1
All the standard Palm stuff works when you enter the config screen in LJP. As for the other suggestions, RC3 already lets you configure controllers on a per-game basis. Tap the "System" button on the main screen, and it switches to a "Game" config screen. Having ALL the possible buttons be mappable (including multidrop in NES for 4-controllers) would be a nice addition for LJR though
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Post by beavis on Oct 2, 2006 21:44:03 GMT 1
Yeah, that would be fun to have all controllers configurable. In addition to passing the palm to play multi-player games, some two-player games played alone where both player characters are on screen at the same could become more challenging ! I've tried this on PalmMAME and it's quite fun. Load up Bubble Bobble. Set the controls like this: Player1 left/right as left/right on 5-way nav. Bubble and Jump to notepad and todo. Then set Player2 left/right as up/down on 5-way nav. Bubble and Jump same as Player1. Now you can control Bub and Bob at the same time! Makes for a whole new game.
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Post by anonymous on Oct 3, 2006 20:54:06 GMT 1
I've been hoping for two controller support on single device for a while. It would be awsome to play battle mode in SMB3 on either side of the Zodiac, using the triggers for jump.
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Post by artvandelay on Oct 6, 2006 15:55:36 GMT 1
What I meant by controller profiles is that if you had a controller setting you like for a certain game and wanted to set it quickly for another you could save the controller figuration and load it for the different game or if you liked two different controller configurations for 1 game you could quickly switch between them. Also can you give an option to change to controller configuration in the menu that comes up when the emulation is paused so you can change the controls without needing to exit the game.
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Post by anonymous on Oct 13, 2006 21:33:20 GMT 1
Artvandelay, if you missed _Em's reply about RC3, I suggest you read it. I'm not sure why you would want multiple controller configurations for one game, except when the buttons have multiple functions at different parts of the game. It could be useful, but would think time could be better spent rewritting ljp and maybe even multiplayer.
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Post by _Em on Oct 14, 2006 0:35:22 GMT 1
Don't be too hard on him; his request was specifically for configurations you can change from the in-game screen. That is something LJP can't do, but many emulators can. Personally, I'd love to see "rewind" functionality It's starting to become a common feature in newer emulators. However, with the speed of SDIO, it might not be feasible on the Palm.
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Post by nobitsu on Oct 15, 2006 3:10:18 GMT 1
I think LJP is awesome as it is. I only think that the SNES part could have a little more work. I dont want to have to pay for UDMH and uncache. I'm poor. :/
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Post by granmastern on Nov 7, 2006 15:54:54 GMT 1
LJR??? im sorry but i havent read the whole post but can anyone tell me me what the R in ljr comes from??
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pickme
Junior Member
Posts: 59
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Post by pickme on Nov 7, 2006 17:06:56 GMT 1
Resurrected
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