you do realize that if you disregard the i/o, the emulator is portable without changes right? 99% of porting i/o changes.Quote:
Originally Posted by MikeDX
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you do realize that if you disregard the i/o, the emulator is portable without changes right? 99% of porting i/o changes.Quote:
Originally Posted by MikeDX
mike u can make some dough over this if you can get it up and running ^_^Quote:
Originally Posted by brainpan
you would be up there w/ NJ and Dark_aleX!
=O
yes and no - of course I know its portable, I've just been working through the code, changing parts where necesarry to get a psp-gcc compatible source tree. You certainly would not compile it out of the box, a working knowledge of allegro, c++ and devkitpsp are essential to even begin to get this to work.Quote:
Originally Posted by quzar
I had to fake certain allegro headers to get this to compile, and I still have a handful of warnings that I'm not happy with, even when a correct psp makefile was created. It's very portable on allegro platforms and has makefiles for win32 dos and linux but nothing on others.
Still loads to do though, wouldnt expect to see anything for a while.
I suspect the DS is way too underpowered for this.Quote:
Originally Posted by The Hombrew Hunter
Im pretty sure the PSP is way too underpowered for this.Quote:
Originally Posted by MikeDX
that may be, but it will be fun to say that almost every Nintendo Handheld is emulated on the PSP, much like it is fun to say that the Jaguar is emulated on the PSP. (though it is slow as dirt)
If you think what I'm doing with it is a waste of time you should just come out and say it.Quote:
Originally Posted by quzar
i dont think thats what he is saying...
LOL!
Judging by what i currently have on the screen (a garbled mess) maybe that's my best option.
Still not sure it this is meant to be easy or not :|
The thing about it is that it uses a set of allegro functions for screen drawing that are really weird. (i'm speaking from experience, I got it running but not ported to the dreamcast as well ;) ) It's really hard to rewrite those functions properly into a software rendering system. Of course it's possible, just a tricky mess. Then on top of that the processor used in the virtual boy is REALLY powerful. I'd say that it would take more time to run the processor emulation as it is now than the n64's processor with dynarec.
That and the renderer in virtualboy isn't really friendly to fast emulation on a 3d system. All that being said, it shouldn't be TOO big a horrible pain to just get running, but making it run with any speed...well...