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Old 07 February 2015, 01:06   #421
lesta_smsc
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Quote:
Originally Posted by lubomyr View Post
Zip support for uae4all2 depend from Firmware.
With some devices it can work, with others - not.
For example, uae4all2 with my device correct works with zipped adf
I have a Galaxy S5. Zipped ADFs work but only if done as Gzip and not any other zip protocol, is this what you meant?

Would it be possible to have option to display a selection of F keys... Like "F-key" button which if pressed will display the series of F-keys or even Help as well. Useful for trainers!
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Old 25 February 2015, 00:05   #422
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Hi,

Just to say that OUYA mouse with thumbstick seems to be broken on 2.3.6.2 you can only control mouse with d-pad not both. I just reinstalled 2.3.6.0 and I can use the thumb stick and d-pad.

Thanks.
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Old 26 February 2015, 13:59   #423
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Just out of interest, what UAE does the Nintendo Wii use because I recently tried it (UAE Wii) and was quite impressed (is it E-UAE ?). It is a lot better than UAE4All 2. Just a few things I noticed that are better :-

Aspect Correction (No need to select a resolution)
Fast, More Compatible and Accurate CPU emulation presets
CPU to Chipset speed (Can correct games that play too fast etc.)
USB Keyboard and Mouse
Can mount up to 6 Hard Drive images (dh0-dh5)
etc.

This seems to run a lot of stuff that UAE4All2 can't and a lot of games run full speed perfectly including AGA, nearly all others run fine with frameskip (25fps ?).

The Wii is only 730mhz so can this be ported to Android ?
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Old 26 February 2015, 14:23   #424
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Its a branch off from E-UAE, lots have worked on it including me.
Its not as simple as porting it, you have different CPU etc etc. Wii's PPC is alot more powerful than the ARM, used in phones and tablets, etc etc.

Besides its already been ported theres a E-UAE thread.

Quote:
Originally Posted by liveevil View Post
Just out of interest, what UAE does the Nintendo Wii use because I recently tried it (UAE Wii) and was quite impressed (is it E-UAE ?). It is a lot better than UAE4All 2. Just a few things I noticed that are better :-

Aspect Correction (No need to select a resolution)
Fast, More Compatible and Accurate CPU emulation presets
CPU to Chipset speed (Can correct games that play too fast etc.)
USB Keyboard and Mouse
Can mount up to 6 Hard Drive images (dh0-dh5)
etc.

This seems to run a lot of stuff that UAE4All2 can't and a lot of games run full speed perfectly including AGA, nearly all others run fine with frameskip (25fps ?).

The Wii is only 730mhz so can this be ported to Android ?

Last edited by FOL; 26 February 2015 at 14:38.
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Old 26 February 2015, 15:56   #425
lubomyr
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I agree with FOL.
But the main advantage of PPC same as X86 is JIT acceleration support for UAE-CPU engine. JIT does emulation much faster.
To use faster emulation for ARM we must use FAMEC engine. But this engine has too much limitation in compatibility and limitation of features support.

ARM JIT for UAE engine still in developments. Currently it supported only in Aranym (emulator Atari 32bit platform)
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Old 26 February 2015, 17:09   #426
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Quote:
Originally Posted by lubomyr View Post
I agree with FOL.
But the main advantage of PPC same as X86 is JIT acceleration support for UAE-CPU engine. JIT does emulation much faster.
To use faster emulation for ARM we must use FAMEC engine. But this engine has too much limitation in compatibility and limitation of features support.

ARM JIT for UAE engine still in developments. Currently it supported only in Aranym (emulator Atari 32bit platform)
Quite mad, when you think about it. Android is already running Dalvik JIT for everything, then your going to ARM JIT it to, .
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Old 26 February 2015, 17:38   #427
lubomyr
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Dalvik JIT can accelerate executing only java related code.
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Old 26 February 2015, 18:56   #428
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Quote:
Originally Posted by lubomyr View Post
Dalvik JIT can accelerate executing only java related code.
Aye, but loads of apps, get jit'tified.
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Old 01 March 2015, 05:19   #429
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I have started using this one on my Android tablet. And so far I am loving it. I wish screen controls could be bit more useful but hey so far so good.

It would be nice if there was a way to connect to Fs-UAE game database within. That way one does not need to mess with the settings constantly or even best if I could just use the database offline(since I alkready download it for my laptop)
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Old 01 March 2015, 20:05   #430
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uae4all2 updated to 2.3.6.4

2.3.6.3 changes
- GUI: added possibility of manual kickrom selection
- SDL: added few new on-screen themes from retroarch

2.3.6.4 changes
- Bugfix: Minor graphic bug in Love Demo fixed
- CPU idle indicator in status line
- Performance update for AGA
(thanks to TomB)

uae4all2-sdl-2.3.6.4-neon.apk
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Old 02 March 2015, 00:22   #431
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Great update. Working good on android. Has fixed a few slowdown/high cpu issues i had on aga demos

Just found one problem compiling from source RPI and bananapi makefiles since the update

Code:
src/custom.cpp: In function ‘void fpscounter_reset()’:
src/custom.cpp:3733:42: error: ‘read_processor_time’ was not declared in this scope
src/custom.cpp: In function ‘void fpscounter()’:
src/custom.cpp:3741:32: error: ‘read_processor_time’ was not declared in this scope
<builtin>: recipe for target 'src/custom.o' failed
make: *** [src/custom.o] Error 1
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Old 02 March 2015, 10:23   #432
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https://github.com/joolswills/uae4al...1dc4e737df6c45

code from fs-uae libfsemu (Not checked the upstream openpandora code, as I need to make an account still on the forum and wanted to quickly fix this - would be much easier if upstream used source control)
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Old 02 March 2015, 10:45   #433
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ok. checked upstream code - it's virtually the same. I guess the file was missed when lubomyr merged in the changes
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Old 02 March 2015, 12:39   #434
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Quote:
Originally Posted by BuZz View Post
ok. checked upstream code - it's virtually the same. I guess the file was missed when lubomyr merged in the changes
Proberly something missing from custom.h.
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Old 02 March 2015, 12:40   #435
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src/include/rpt.h (See my patch).

if lubomyr merges in the openpandora uae4all version of src/include/rpt.h it will solve it.
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Old 02 March 2015, 18:17   #436
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Quote:
Originally Posted by amiga1200gamer View Post
Just found one problem compiling from source RPI and bananapi makefiles since the update
My Mistake. I forgot to upload one file src/include/rpt.h from previous update.
Try again.
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Old 02 March 2015, 19:11   #437
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working fine now thanks.

I had to add -lrt to LDFLAGS in the Makefile.BananaPI to fix
"undefined reference to symbol 'clock_gettime@@GLIBC_2.4'"
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Old 02 March 2015, 19:33   #438
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@amiga1200gamer
Do you can try re-built with -Ofast optimisation instead -O2 ?
It can increase performance, but also increased compilation time.
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Old 02 March 2015, 20:24   #439
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yes i will try -ofast on RPI 2.

the reason i use -o2 in raspberrypi 1 makefile is compiling always failed on m68k_cmn_intrf.cpp with -o3 or -ofast...

maybe different arm chip and extra memory will help - it will take a while to build, even on o2 this file takes around 10 mins!
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Old 02 March 2015, 20:29   #440
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Hi

Is networking supported?
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