09 August 2016, 14:40 | #1 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
Posts: 196
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Amiga emulator for PS Vita 3.60
The PS Vita can now run native homebrew, including a variety of emulators, would be great to see an Amiga port! Played some Neo Geo the other night on it, looked nice on the OLED screen.
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09 August 2016, 22:15 | #2 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
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Shouldn't be hard to port UAE4ALL2 as it's already ported to PSP
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25 November 2016, 12:06 | #3 |
twenty90seven
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02 December 2016, 20:54 | #4 |
Registered User
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Was it full speed without any frameskip?
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05 December 2016, 13:42 | #5 |
Retro Gamer
Join Date: Jan 2005
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Age: 51
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What do you mean it can run native homebrew? You don't need to softmode it?
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12 December 2016, 00:45 | #6 |
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I can confirm that Uae4all on Henkaku 3.60 Vita works surprisingly well! I tried a bunch of games both adf and whdload and pretty much everything runs smooth at full speed. I played some Slamtilt, Chaos Engine, Gods, Lionheart, etc.
The screen scaling shows some pixel wobble because there is no bilinear filtering. But it works pretty well considering it is the first version released on Vita. Max hdf size supported is 1GB. It is possible to have a hdf dir together with a hdf file. Overall, Uae4all on Vita is an awesome emulator: http://gekihen.customprotocol.com/en/project/uae4all |
12 December 2016, 12:58 | #7 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
Posts: 196
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I meant that the homebrew is no longer sandboxed in the PSP emulator on the Vita, it is now running in the Vita itself. You need to have firmware 3.60 and download Henkaku from the henkaku website.
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12 December 2016, 13:02 | #8 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
Posts: 196
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Yes it was. I played Speedball 2, Nitro, Sensi Soccer all at full speed. There were some games I could not load and it seems there are issues with save states not working all of the time and the controls not always switching properly between mouse and joystick but this happens say once out of five times. It is multiple times better than PSPUAE in terms of speed.
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12 December 2016, 20:32 | #9 | |
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Quote:
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14 December 2016, 12:19 | #10 |
PSPUAE DEV
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14 December 2016, 17:35 | #11 |
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Yes hdf file works fine here. It has to be non-rdb and size must be 1GB or less.
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15 December 2016, 11:02 | #12 |
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I managed to compile the emulator myself and succeeded in getting rid of the pixel wobble. I simply enforced a strict two-times (integer) scaling. This can be seen for example in Lionheart intro during scrolling or any other game with slow smooth scrolling. Now each pixel has the same size on the screen.
The size of the image on the Vita screen is a bit smaller though, but that is the price of integer scaling. My modded version of Uae4All2-Vita is here: https://mega.nz/#!BJhVSRwR!nabVrH3yH...JNDwbCcJuMlNfM The GitHub repo showing my changes to the source is here: https://github.com/rsn8887/uae4all2/ The emulator still cannot draw a viewport larger than 240 lines for some reason. I do not understand why but the <240 lines restriction seems to apply even to the way the menu screen is drawn. Last edited by rsn8887; 15 December 2016 at 17:21. |
17 December 2016, 10:33 | #13 |
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Already another update, version uae4all2_2016-12-16_mod.vpk:
I uploaded it here: https://mega.nz/#!RVpDCATQ!QvH_KNiqs...i_2V4Ydj96EjoY Changelog: - Fixed missing rx attributes in hd directories that prevented Amiga side from reading any files. |
18 December 2016, 01:52 | #14 |
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Another update here:
https://github.com/rsn8887/uae4all2/releases Changelog: - fixed display of lines >240 and <240 EDIT: All updates from now on (if any) will be under the above URL Last edited by rsn8887; 18 December 2016 at 17:46. |
21 December 2016, 17:32 | #15 |
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There have been a ton of changes:
sharp bilinear scaling, analog mouse control, shader support, etc. here: https://github.com/rsn8887/uae4all2/releases |
22 December 2016, 00:02 | #16 |
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it made me have to redo my uae config on my vita but damn, works really well now i've redone the configuration. the only other thing i'd really appreciate if possible is a virtual keyboard, cd32 controller support (primarily for the WHDLoad games that support it) and multiple hdf file support but as is? very very usable now. i did notice the shader support does cause slowdown but i don't expect miracles anyway.
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23 December 2016, 10:07 | #17 |
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virtual keyboard added:
www.github.com/rsn8887/uae4all2/releases |
23 December 2016, 12:00 | #18 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
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You are doing some impressive work, thanks! Also got a nice write up on wololo.net
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05 January 2017, 11:07 | #19 |
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Lots of changes such as multiple hdf support, hires support etc.
www.github.com/rsn8887/uae4all2/releases |
07 January 2017, 12:34 | #20 |
twenty90seven
Join Date: Jun 2012
Location: Brisbane, Australia
Posts: 196
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Thanks for the new updates!
Regarding: 'Now savestates work even with no disk inserted in df0.' I have installed the latest version (1.40) but when I click on Savestates in the menu (with no disk inserted in df0), it says 'Emulation not started yet'. |
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