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Post by Jasklo on Jan 21, 2005 9:05:02 GMT 1
For reports on how it works on the Tungsten T3.
Still couldnt' get teh ASM core to run. Also on load state it loaded properly, but didn't display on the screen (possibly because I changed drawing settings since the save).
buttons display correclty.
Autofire still goes off the screen (unless there isn't a fast option)
F-zero is pretty playable w/ frameskip now. (missing keys tho) After playing a while, on exit I got a MemoryMgr error though. I also got a Fatal exception upon exiting Chrono Trigger.
btw, nice to have a board, it's a lot more organized than mailing list.
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Post by yoyofr on Jan 21, 2005 9:38:56 GMT 1
The ASM core stuff is still a big mystery for me.... No reason it should not work, so... I'll try to build a cut-down version with only asm cpu core and basic stuff to test. The in-game gui is still under rewrite so that everything fit in a 320x320 display. Some screens (screen config, other config, ....) are still in 320x480 mode.
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Post by CertainDeath on Jan 21, 2005 15:53:51 GMT 1
I also have problems with asm core. Chrono trigger and Final Fantasy II works nicely however I get problems with the menu. Save state is a mystery to me. It work onky once and afterwords I kept geeting stuck on the loading screen. Also sound with snes crashes my palm after 60 secs of play.
Overall it works nicely but is a huge battery drainer. Any suggestions on saving battery life?
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Post by Tinnus on Jan 21, 2005 16:48:05 GMT 1
Overall it works nicely but is a huge battery drainer. Any suggestions on saving battery life? Underclock if you can survive the speed hit (or the game is already fast), reduce the sound volume (use earphones), turn off sound completely, make sure the screen is in its reduced state (closed, 320x320, this saves a lot of battery).
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Post by darhorn2 on Jan 22, 2005 3:35:06 GMT 1
okay a bit of a problem on mine... always got a fatal error with the asm code... tried changing it to c.. which worked, but then i went in to reconfigure the buttons, and enabled sound. at that point big crash right now the palm is stuck at a white screen, with no responses whatsoever.. had this issue once before with jack flash, the only way out is to let the battery drain to nothing and then restore... but for a second it did work I got the loading screen for the snes rom (chrono trigger) but hadnt mapped the buttons so I exited darrin ugh, that was a mess, but finally got the palm working once again
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Post by chipjack on Jan 24, 2005 4:43:33 GMT 1
Since I haven't seen it mentioned yet... Games that track time (Pokemon Crystal, for example) seem to have issues, such as thinking that three or four minutes have passed for each single minute of real time. On the SNES side of things, settings like audio volume don't seem to be saved from session to session, Saves and Loads don't seem to clear the overlay buttons like they ought to (whereas QuickSave and QuickLoad work nicely). Do these things seem nitpicky? They are. I really don't care if they get fixed or not - I'm just so thrilled to be able to play SNES and GBC games on my T3. I'm really only reporting them because this is clearly labeled as being a beta. I think this is awesome, and I'd gladly keep using it just as it is. Oh, and the GB/GBC emulation has much better audio quality than the most recent version of Firestorm gbaZ. Just in case anyone was wondering. LJP sounds like a Gameboy Color. Firestorm sounds like a Colecovision. Audio on the SNES side is quite good. (its handling of the speech samples in Star Ocean is rather interesting...) Thanks for making this available to us Zodiac-deprived Palm users, yoyofr. You're just too cool! chip
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Post by gregknac on Jan 25, 2005 18:54:42 GMT 1
just signed up for this board since im using the program i thought i should contribute somehow. I have Super Mario RPG running on my T3 now under ASM and C with the newest update with no problems so far, other then the battery only lasts so long! lol thanks for the great program!!!
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Post by gregknac on Jan 25, 2005 19:28:02 GMT 1
StarFox runs, although really slow under C but it will not run at all in ASM, and Chrono trigger gives a fatal error forcing reset upon returning to launcher just after starting a new game, Mario RPG is not showing any problems yet although i only started a new game and walked into the castle
one thing i found with the last version that caused crashes after changing to C, was that if you changed to C and then assigning keys and changing the sound prefs for some reason it changed to ASM on its own and that is what caused the crash.
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Post by gregknac on Jan 25, 2005 19:36:06 GMT 1
Zelda and Super Mario world also run fine under C, and very quickly, the sound is exellent for both games as well Both crash in ASM, now only if there was a gamepad to hook up to my T3
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wilef
New Member
Posts: 6
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Post by wilef on Jan 25, 2005 19:44:44 GMT 1
SNES: I still can't get Mario RPG to work in either C or ASM, I get a Fatal Exception with anything in ASM. Mario Kart still has graphical issues with the road.
A new problem I'm having is that every 60 seconds my T3 shuts off whether it's idle or I'm playing. I'm thinking that might have something to do with the implementation of the shut off during play option. Seems like the system doesn't register the program as being active, no input detected or something.
GBC: Double size looks great. Can't get Zelda Oracle of Ages/Seasons to run.
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Post by JeremySmith on Jan 26, 2005 1:37:08 GMT 1
GBC: Double size looks great. Can't get Zelda Oracle of Ages/Seasons to run. I had troubles running Oracle of Seasons also. The way I got it running was I had to turn the sound setting to on (I had it off because I wanted my palm to be quiet.) Then if I didn't want the sound on I used the volume bar to set it to 0. Kind of weird. Maybe its something in the rom to prevent it from being played on emulators like they did with Majora's Mask. Anyways, I hope this helps.
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gique
New Member
Posts: 2
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Post by gique on Jan 28, 2005 8:50:35 GMT 1
GC Runs great. My T3 powers off every minute, no matter what module I am using.. Ive tried Zelda with the Snes in C, some colors don't clip correctly, and it's pretty slow, sound is great! Keep up the great work!
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dank
New Member
Posts: 31
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Post by dank on Feb 2, 2005 23:19:50 GMT 1
heres a problem ive discovered. in some turn based games . when its a move phase, it should show a "shadow" or something designateing the areas you can move to, for example, front mission. ( one of the best games for snes!) is this a setting ive overlooked, or is it a known issue? this is really bugging me because i feel like im missing out on stuff. it just seems like a graphics layer isnt being shown or something. really, i dont know jack sh!z about programming, but i know games! other than that and a few small gliches, it runs great on my T3!
beta
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Post by Reaper on Feb 2, 2005 23:35:52 GMT 1
hey Dank
Try enabling transparency in de gfx options while in the game, maybe that will do the trick
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dank
New Member
Posts: 31
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Post by dank on Feb 3, 2005 2:02:55 GMT 1
hey thanks reaper, that did the trick. sweet.......
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