From 093a70482f693c179e3646c512acf649ebcebc37 Mon Sep 17 00:00:00 2001 From: twinaphex Date: Mon, 14 Jul 2014 04:50:52 +0200 Subject: Get rid of PND_BUILD/RPI_BUILD/POLLUX_BUILD/GIZ_BUILD --- pandora/Makefile | 53 --- pandora/gba_icon.png | Bin 2211 -> 0 bytes pandora/gpsp.pxml | 40 -- pandora/gpsp.sh | 11 - pandora/linux/fbdev.c | 255 ---------- pandora/linux/fbdev.h | 12 - pandora/linux/omapfb.h | 427 ----------------- pandora/linux/xenv.c | 281 ----------- pandora/linux/xenv.h | 5 - pandora/picorestore.c | 109 ----- pandora/pnd.c | 381 --------------- pandora/pnd.h | 14 - pandora/readme.txt | 1223 ------------------------------------------------ 13 files changed, 2811 deletions(-) delete mode 100644 pandora/Makefile delete mode 100644 pandora/gba_icon.png delete mode 100644 pandora/gpsp.pxml delete mode 100755 pandora/gpsp.sh delete mode 100644 pandora/linux/fbdev.c delete mode 100644 pandora/linux/fbdev.h delete mode 100644 pandora/linux/omapfb.h delete mode 100644 pandora/linux/xenv.c delete mode 100644 pandora/linux/xenv.h delete mode 100644 pandora/picorestore.c delete mode 100644 pandora/pnd.c delete mode 100644 pandora/pnd.h delete mode 100644 pandora/readme.txt (limited to 'pandora') diff --git a/pandora/Makefile b/pandora/Makefile deleted file mode 100644 index 32333d8..0000000 --- a/pandora/Makefile +++ /dev/null @@ -1,53 +0,0 @@ -# gpSP makefile -# Gilead Kutnick - Exophase -# pandora port - notaz - -# Global definitions - -CC = $(CROSS_COMPILE)gcc - -OBJS = pnd.o main.o cpu.o memory.o video.o input.o sound.o gui.o \ - cheats.o zip.o cpu_threaded.o arm_stub.o video_blend.o warm.o \ - neon_scale2x.o neon_scale3x.o neon_eagle2x.o \ - linux/fbdev.o linux/xenv.o -BIN = gpsp - -# Platform specific definitions - -VPATH += .. ../arm -CFLAGS += -DARM_ARCH -DPND_BUILD -Wall -CFLAGS += -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp -mfpu=neon -ffast-math -CFLAGS += -ggdb -ifndef DEBUG -CFLAGS += -O2 -endif - -# expecting to have PATH set up to get correct sdl-config first -CFLAGS += `sdl-config --cflags` -LIBS += `sdl-config --libs` -LIBS += -ldl -lpthread -lz - -# Compilation: - -all: $(BIN) picorestore - -%.o: %.S - $(CC) $(CFLAGS) -c -o $@ $< - -cpu.o cpu_threaded.o: CFLAGS += -Wno-unused-variable -Wno-unused-label - -$(BIN): $(OBJS) - $(CC) $(OBJS) $(LIBS) -o $(BIN) - -clean: - rm -f *.o $(BIN) picorestore - -# ----------- release ----------- - -PND_MAKE ?= $(HOME)/dev/pnd/src/pandora-libraries/testdata/scripts/pnd_make.sh - -rel: gpsp gpsp.sh gpsp.pxml gba_icon.png picorestore readme.txt ../game_config.txt ../COPYING.DOC - rm -rf out - mkdir out - cp $^ out/ - $(PND_MAKE) -p gpsp.pnd -d out -x out/gpsp.pxml -i out/gba_icon.png -c diff --git a/pandora/gba_icon.png b/pandora/gba_icon.png deleted file mode 100644 index 30466fd..0000000 Binary files a/pandora/gba_icon.png and /dev/null differ diff --git a/pandora/gpsp.pxml b/pandora/gpsp.pxml deleted file mode 100644 index da2d150..0000000 --- a/pandora/gpsp.pxml +++ /dev/null @@ -1,40 +0,0 @@ - - - - - gpSP - - - - - - - gpSP - - gpSP - - - An optimized GBA emulator. - - - - - - - - - - - - - - - - - - - - - - - diff --git a/pandora/gpsp.sh b/pandora/gpsp.sh deleted file mode 100755 index 76bdf3b..0000000 --- a/pandora/gpsp.sh +++ /dev/null @@ -1,11 +0,0 @@ -#!/bin/sh - -if [ ! -f romdir.txt ]; then - echo -n "/media/" > romdir.txt -fi -sudo -n /usr/pandora/scripts/op_lcdrate.sh 60 - -./gpsp "$@" - -# restore stuff in case of crash -./picorestore diff --git a/pandora/linux/fbdev.c b/pandora/linux/fbdev.c deleted file mode 100644 index 9d532a5..0000000 --- a/pandora/linux/fbdev.c +++ /dev/null @@ -1,255 +0,0 @@ -/* - * (C) Gražvydas "notaz" Ignotas, 2009-2010 - * - * This work is licensed under the terms of any of these licenses - * (at your option): - * - GNU GPL, version 2 or later. - * - GNU LGPL, version 2.1 or later. - * See the COPYING file in the top-level directory. - */ - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - -#include "fbdev.h" - -struct vout_fbdev { - int fd; - void *mem; - size_t mem_size; - struct fb_var_screeninfo fbvar_old; - struct fb_var_screeninfo fbvar_new; - int buffer_write; - int fb_size; - int buffer_count; - int top_border, bottom_border; -}; - -void *vout_fbdev_flip(struct vout_fbdev *fbdev) -{ - int draw_buf; - - if (fbdev->buffer_count < 2) - return fbdev->mem; - - draw_buf = fbdev->buffer_write; - fbdev->buffer_write++; - if (fbdev->buffer_write >= fbdev->buffer_count) - fbdev->buffer_write = 0; - - fbdev->fbvar_new.yoffset = - (fbdev->top_border + fbdev->fbvar_new.yres + fbdev->bottom_border) * draw_buf + - fbdev->top_border; - - ioctl(fbdev->fd, FBIOPAN_DISPLAY, &fbdev->fbvar_new); - - return (char *)fbdev->mem + fbdev->fb_size * fbdev->buffer_write; -} - -void vout_fbdev_wait_vsync(struct vout_fbdev *fbdev) -{ - int arg = 0; - ioctl(fbdev->fd, FBIO_WAITFORVSYNC, &arg); -} - -/* it is recommended to call vout_fbdev_clear() before this */ -void *vout_fbdev_resize(struct vout_fbdev *fbdev, int w, int h, int bpp, - int left_border, int right_border, int top_border, int bottom_border, int buffer_cnt) -{ - int w_total = left_border + w + right_border; - int h_total = top_border + h + bottom_border; - size_t mem_size; - int ret; - - // unblank to be sure the mode is really accepted - ioctl(fbdev->fd, FBIOBLANK, FB_BLANK_UNBLANK); - - if (fbdev->fbvar_new.bits_per_pixel != bpp || - fbdev->fbvar_new.xres != w || - fbdev->fbvar_new.yres != h || - fbdev->fbvar_new.xres_virtual != w_total|| - fbdev->fbvar_new.yres_virtual < h_total || - fbdev->fbvar_new.xoffset != left_border || - fbdev->buffer_count != buffer_cnt) - { - if (fbdev->fbvar_new.bits_per_pixel != bpp || - w != fbdev->fbvar_new.xres || h != fbdev->fbvar_new.yres) - printf(" switching to %dx%d@%d\n", w, h, bpp); - - fbdev->fbvar_new.xres = w; - fbdev->fbvar_new.yres = h; - fbdev->fbvar_new.xres_virtual = w_total; - fbdev->fbvar_new.yres_virtual = h_total * buffer_cnt; - fbdev->fbvar_new.xoffset = left_border; - fbdev->fbvar_new.yoffset = top_border; - fbdev->fbvar_new.bits_per_pixel = bpp; - fbdev->fbvar_new.nonstd = 0; // can set YUV here on omapfb - fbdev->buffer_count = buffer_cnt; - fbdev->buffer_write = 1; - - // seems to help a bit to avoid glitches - vout_fbdev_wait_vsync(fbdev); - - ret = ioctl(fbdev->fd, FBIOPUT_VSCREENINFO, &fbdev->fbvar_new); - if (ret == -1) { - // retry with no multibuffering - fbdev->fbvar_new.yres_virtual = h_total; - ret = ioctl(fbdev->fd, FBIOPUT_VSCREENINFO, &fbdev->fbvar_new); - if (ret == -1) { - perror("FBIOPUT_VSCREENINFO ioctl"); - return NULL; - } - fbdev->buffer_count = 1; - fbdev->buffer_write = 0; - fprintf(stderr, "Warning: failed to increase virtual resolution, " - "multibuffering disabled\n"); - } - - } - - fbdev->fb_size = w_total * h_total * bpp / 8; - fbdev->top_border = top_border; - fbdev->bottom_border = bottom_border; - - mem_size = fbdev->fb_size * fbdev->buffer_count; - if (fbdev->mem_size >= mem_size) - goto out; - - if (fbdev->mem != NULL) - munmap(fbdev->mem, fbdev->mem_size); - - fbdev->mem = mmap(0, mem_size, PROT_WRITE|PROT_READ, MAP_SHARED, fbdev->fd, 0); - if (fbdev->mem == MAP_FAILED && fbdev->buffer_count > 1) { - fprintf(stderr, "Warning: can't map %zd bytes, doublebuffering disabled\n", mem_size); - fbdev->buffer_count = 1; - fbdev->buffer_write = 0; - mem_size = fbdev->fb_size; - fbdev->mem = mmap(0, mem_size, PROT_WRITE|PROT_READ, MAP_SHARED, fbdev->fd, 0); - } - if (fbdev->mem == MAP_FAILED) { - fbdev->mem = NULL; - fbdev->mem_size = 0; - perror("mmap framebuffer"); - return NULL; - } - - fbdev->mem_size = mem_size; - -out: - return (char *)fbdev->mem + fbdev->fb_size * fbdev->buffer_write; -} - -void vout_fbdev_clear(struct vout_fbdev *fbdev) -{ - memset(fbdev->mem, 0, fbdev->mem_size); -} - -void vout_fbdev_clear_lines(struct vout_fbdev *fbdev, int y, int count) -{ - int stride = fbdev->fbvar_new.xres_virtual * fbdev->fbvar_new.bits_per_pixel / 8; - int i; - - if (y + count > fbdev->top_border + fbdev->fbvar_new.yres) - count = fbdev->top_border + fbdev->fbvar_new.yres - y; - - if (y >= 0 && count > 0) - for (i = 0; i < fbdev->buffer_count; i++) - memset((char *)fbdev->mem + fbdev->fb_size * i + y * stride, 0, stride * count); -} - -int vout_fbdev_get_fd(struct vout_fbdev *fbdev) -{ - return fbdev->fd; -} - -struct vout_fbdev *vout_fbdev_init(const char *fbdev_name, int *w, int *h, int bpp, int buffer_cnt) -{ - struct vout_fbdev *fbdev; - int req_w, req_h; - void *pret; - int ret; - - fbdev = calloc(1, sizeof(*fbdev)); - if (fbdev == NULL) - return NULL; - - fbdev->fd = open(fbdev_name, O_RDWR); - if (fbdev->fd == -1) { - fprintf(stderr, "%s: ", fbdev_name); - perror("open"); - goto fail_open; - } - - ret = ioctl(fbdev->fd, FBIOGET_VSCREENINFO, &fbdev->fbvar_old); - if (ret == -1) { - perror("FBIOGET_VSCREENINFO ioctl"); - goto fail; - } - - fbdev->fbvar_new = fbdev->fbvar_old; - - req_w = fbdev->fbvar_new.xres; - if (*w != 0) - req_w = *w; - req_h = fbdev->fbvar_new.yres; - if (*h != 0) - req_h = *h; - - pret = vout_fbdev_resize(fbdev, req_w, req_h, bpp, 0, 0, 0, 0, buffer_cnt); - if (pret == NULL) - goto fail; - - printf("%s: %ix%i@%d\n", fbdev_name, fbdev->fbvar_new.xres, fbdev->fbvar_new.yres, - fbdev->fbvar_new.bits_per_pixel); - *w = fbdev->fbvar_new.xres; - *h = fbdev->fbvar_new.yres; - - memset(fbdev->mem, 0, fbdev->mem_size); - - // some checks - ret = 0; - ret = ioctl(fbdev->fd, FBIO_WAITFORVSYNC, &ret); - if (ret != 0) - fprintf(stderr, "Warning: vsync doesn't seem to be supported\n"); - - if (fbdev->buffer_count > 1) { - fbdev->buffer_write = 0; - fbdev->fbvar_new.yoffset = fbdev->fbvar_new.yres * (fbdev->buffer_count - 1); - ret = ioctl(fbdev->fd, FBIOPAN_DISPLAY, &fbdev->fbvar_new); - if (ret != 0) { - fbdev->buffer_count = 1; - fprintf(stderr, "Warning: can't pan display, doublebuffering disabled\n"); - } - } - - printf("fbdev initialized.\n"); - return fbdev; - -fail: - close(fbdev->fd); -fail_open: - free(fbdev); - return NULL; -} - -void vout_fbdev_finish(struct vout_fbdev *fbdev) -{ - ioctl(fbdev->fd, FBIOPUT_VSCREENINFO, &fbdev->fbvar_old); - if (fbdev->mem != MAP_FAILED) - munmap(fbdev->mem, fbdev->mem_size); - if (fbdev->fd >= 0) - close(fbdev->fd); - fbdev->mem = NULL; - fbdev->fd = -1; - free(fbdev); -} - diff --git a/pandora/linux/fbdev.h b/pandora/linux/fbdev.h deleted file mode 100644 index 2db9163..0000000 --- a/pandora/linux/fbdev.h +++ /dev/null @@ -1,12 +0,0 @@ -struct vout_fbdev; - -struct vout_fbdev *vout_fbdev_init(const char *fbdev_name, int *w, int *h, int bpp, int buffer_count); -void *vout_fbdev_flip(struct vout_fbdev *fbdev); -void vout_fbdev_wait_vsync(struct vout_fbdev *fbdev); -void *vout_fbdev_resize(struct vout_fbdev *fbdev, int w, int h, int bpp, - int left_border, int right_border, int top_border, int bottom_border, - int buffer_count); -void vout_fbdev_clear(struct vout_fbdev *fbdev); -void vout_fbdev_clear_lines(struct vout_fbdev *fbdev, int y, int count); -int vout_fbdev_get_fd(struct vout_fbdev *fbdev); -void vout_fbdev_finish(struct vout_fbdev *fbdev); diff --git a/pandora/linux/omapfb.h b/pandora/linux/omapfb.h deleted file mode 100644 index f156e3a..0000000 --- a/pandora/linux/omapfb.h +++ /dev/null @@ -1,427 +0,0 @@ -/* - * File: arch/arm/plat-omap/include/mach/omapfb.h - * - * Framebuffer driver for TI OMAP boards - * - * Copyright (C) 2004 Nokia Corporation - * Author: Imre Deak - * - * This program is free software; you can redistribute it and/or modify it - * under the terms of the GNU General Public License as published by the - * Free Software Foundation; either version 2 of the License, or (at your - * option) any later version. - * - * This program is distributed in the hope that it will be useful, but - * WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * General Public License for more details. - * - * You should have received a copy of the GNU General Public License along - * with this program; if not, write to the Free Software Foundation, Inc., - * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - */ - -#ifndef __OMAPFB_H -#define __OMAPFB_H - -#include -#include - -/* IOCTL commands. */ - -#define OMAP_IOW(num, dtype) _IOW('O', num, dtype) -#define OMAP_IOR(num, dtype) _IOR('O', num, dtype) -#define OMAP_IOWR(num, dtype) _IOWR('O', num, dtype) -#define OMAP_IO(num) _IO('O', num) - -#define OMAPFB_MIRROR OMAP_IOW(31, int) -#define OMAPFB_SYNC_GFX OMAP_IO(37) -#define OMAPFB_VSYNC OMAP_IO(38) -#define OMAPFB_SET_UPDATE_MODE OMAP_IOW(40, int) -#define OMAPFB_GET_CAPS OMAP_IOR(42, struct omapfb_caps) -#define OMAPFB_GET_UPDATE_MODE OMAP_IOW(43, int) -#define OMAPFB_LCD_TEST OMAP_IOW(45, int) -#define OMAPFB_CTRL_TEST OMAP_IOW(46, int) -#define OMAPFB_UPDATE_WINDOW_OLD OMAP_IOW(47, struct omapfb_update_window_old) -#define OMAPFB_SET_COLOR_KEY OMAP_IOW(50, struct omapfb_color_key) -#define OMAPFB_GET_COLOR_KEY OMAP_IOW(51, struct omapfb_color_key) -#define OMAPFB_SETUP_PLANE OMAP_IOW(52, struct omapfb_plane_info) -#define OMAPFB_QUERY_PLANE OMAP_IOW(53, struct omapfb_plane_info) -#define OMAPFB_UPDATE_WINDOW OMAP_IOW(54, struct omapfb_update_window) -#define OMAPFB_SETUP_MEM OMAP_IOW(55, struct omapfb_mem_info) -#define OMAPFB_QUERY_MEM OMAP_IOW(56, struct omapfb_mem_info) -#define OMAPFB_WAITFORVSYNC OMAP_IO(57) -#define OMAPFB_MEMORY_READ OMAP_IOR(58, struct omapfb_memory_read) - -#ifndef FBIO_WAITFORVSYNC -#define FBIO_WAITFORVSYNC _IOW('F', 0x20, u_int32_t) -#endif - -#define OMAPFB_CAPS_GENERIC_MASK 0x00000fff -#define OMAPFB_CAPS_LCDC_MASK 0x00fff000 -#define OMAPFB_CAPS_PANEL_MASK 0xff000000 - -#define OMAPFB_CAPS_MANUAL_UPDATE 0x00001000 -#define OMAPFB_CAPS_TEARSYNC 0x00002000 -#define OMAPFB_CAPS_PLANE_RELOCATE_MEM 0x00004000 -#define OMAPFB_CAPS_PLANE_SCALE 0x00008000 -#define OMAPFB_CAPS_WINDOW_PIXEL_DOUBLE 0x00010000 -#define OMAPFB_CAPS_WINDOW_SCALE 0x00020000 -#define OMAPFB_CAPS_WINDOW_OVERLAY 0x00040000 -#define OMAPFB_CAPS_WINDOW_ROTATE 0x00080000 -#define OMAPFB_CAPS_SET_BACKLIGHT 0x01000000 - -/* Values from DSP must map to lower 16-bits */ -#define OMAPFB_FORMAT_MASK 0x00ff -#define OMAPFB_FORMAT_FLAG_DOUBLE 0x0100 -#define OMAPFB_FORMAT_FLAG_TEARSYNC 0x0200 -#define OMAPFB_FORMAT_FLAG_FORCE_VSYNC 0x0400 -#define OMAPFB_FORMAT_FLAG_ENABLE_OVERLAY 0x0800 -#define OMAPFB_FORMAT_FLAG_DISABLE_OVERLAY 0x1000 - -#define OMAPFB_EVENT_READY 1 -#define OMAPFB_EVENT_DISABLED 2 - -#define OMAPFB_MEMTYPE_SDRAM 0 -#define OMAPFB_MEMTYPE_SRAM 1 -#define OMAPFB_MEMTYPE_MAX 1 - -enum omapfb_color_format { - OMAPFB_COLOR_RGB565 = 0, - OMAPFB_COLOR_YUV422, - OMAPFB_COLOR_YUV420, - OMAPFB_COLOR_CLUT_8BPP, - OMAPFB_COLOR_CLUT_4BPP, - OMAPFB_COLOR_CLUT_2BPP, - OMAPFB_COLOR_CLUT_1BPP, - OMAPFB_COLOR_RGB444, - OMAPFB_COLOR_YUY422, - - OMAPFB_COLOR_ARGB16, - OMAPFB_COLOR_RGB24U, /* RGB24, 32-bit container */ - OMAPFB_COLOR_RGB24P, /* RGB24, 24-bit container */ - OMAPFB_COLOR_ARGB32, - OMAPFB_COLOR_RGBA32, - OMAPFB_COLOR_RGBX32, -}; - -struct omapfb_update_window { - __u32 x, y; - __u32 width, height; - __u32 format; - __u32 out_x, out_y; - __u32 out_width, out_height; - __u32 reserved[8]; -}; - -struct omapfb_update_window_old { - __u32 x, y; - __u32 width, height; - __u32 format; -}; - -enum omapfb_plane { - OMAPFB_PLANE_GFX = 0, - OMAPFB_PLANE_VID1, - OMAPFB_PLANE_VID2, -}; - -enum omapfb_channel_out { - OMAPFB_CHANNEL_OUT_LCD = 0, - OMAPFB_CHANNEL_OUT_DIGIT, -}; - -struct omapfb_plane_info { - __u32 pos_x; - __u32 pos_y; - __u8 enabled; - __u8 channel_out; - __u8 mirror; - __u8 reserved1; - __u32 out_width; - __u32 out_height; - __u32 reserved2[12]; -}; - -struct omapfb_mem_info { - __u32 size; - __u8 type; - __u8 reserved[3]; -}; - -struct omapfb_caps { - __u32 ctrl; - __u32 plane_color; - __u32 wnd_color; -}; - -enum omapfb_color_key_type { - OMAPFB_COLOR_KEY_DISABLED = 0, - OMAPFB_COLOR_KEY_GFX_DST, - OMAPFB_COLOR_KEY_VID_SRC, -}; - -struct omapfb_color_key { - __u8 channel_out; - __u32 background; - __u32 trans_key; - __u8 key_type; -}; - -enum omapfb_update_mode { - OMAPFB_UPDATE_DISABLED = 0, - OMAPFB_AUTO_UPDATE, - OMAPFB_MANUAL_UPDATE -}; - -struct omapfb_memory_read { - __u16 x; - __u16 y; - __u16 w; - __u16 h; - size_t buffer_size; - void *buffer; -}; - -#ifdef __KERNEL__ - -#include -#include -#include -#include - -#include - -#define OMAP_LCDC_INV_VSYNC 0x0001 -#define OMAP_LCDC_INV_HSYNC 0x0002 -#define OMAP_LCDC_INV_PIX_CLOCK 0x0004 -#define OMAP_LCDC_INV_OUTPUT_EN 0x0008 -#define OMAP_LCDC_HSVS_RISING_EDGE 0x0010 -#define OMAP_LCDC_HSVS_OPPOSITE 0x0020 - -#define OMAP_LCDC_SIGNAL_MASK 0x003f - -#define OMAP_LCDC_PANEL_TFT 0x0100 - -#define OMAPFB_PLANE_XRES_MIN 8 -#define OMAPFB_PLANE_YRES_MIN 8 - -#ifdef CONFIG_ARCH_OMAP1 -#define OMAPFB_PLANE_NUM 1 -#else -#define OMAPFB_PLANE_NUM 3 -#endif - -struct omapfb_device; - -struct lcd_panel { - const char *name; - int config; /* TFT/STN, signal inversion */ - int bpp; /* Pixel format in fb mem */ - int data_lines; /* Lines on LCD HW interface */ - - int x_res, y_res; - int pixel_clock; /* In kHz */ - int hsw; /* Horizontal synchronization - pulse width */ - int hfp; /* Horizontal front porch */ - int hbp; /* Horizontal back porch */ - int vsw; /* Vertical synchronization - pulse width */ - int vfp; /* Vertical front porch */ - int vbp; /* Vertical back porch */ - int acb; /* ac-bias pin frequency */ - int pcd; /* pixel clock divider. - Obsolete use pixel_clock instead */ - - int (*init) (struct lcd_panel *panel, - struct omapfb_device *fbdev); - void (*cleanup) (struct lcd_panel *panel); - int (*enable) (struct lcd_panel *panel); - void (*disable) (struct lcd_panel *panel); - unsigned long (*get_caps) (struct lcd_panel *panel); - int (*set_bklight_level)(struct lcd_panel *panel, - unsigned int level); - unsigned int (*get_bklight_level)(struct lcd_panel *panel); - unsigned int (*get_bklight_max) (struct lcd_panel *panel); - int (*run_test) (struct lcd_panel *panel, int test_num); -}; - -struct extif_timings { - int cs_on_time; - int cs_off_time; - int we_on_time; - int we_off_time; - int re_on_time; - int re_off_time; - int we_cycle_time; - int re_cycle_time; - int cs_pulse_width; - int access_time; - - int clk_div; - - u32 tim[5]; /* set by extif->convert_timings */ - - int converted; -}; - -struct lcd_ctrl_extif { - int (*init) (struct omapfb_device *fbdev); - void (*cleanup) (void); - void (*get_clk_info) (u32 *clk_period, u32 *max_clk_div); - unsigned long (*get_max_tx_rate)(void); - int (*convert_timings) (struct extif_timings *timings); - void (*set_timings) (const struct extif_timings *timings); - void (*set_bits_per_cycle)(int bpc); - void (*write_command) (const void *buf, unsigned int len); - void (*read_data) (void *buf, unsigned int len); - void (*write_data) (const void *buf, unsigned int len); - void (*transfer_area) (int width, int height, - void (callback)(void * data), void *data); - int (*setup_tearsync) (unsigned pin_cnt, - unsigned hs_pulse_time, unsigned vs_pulse_time, - int hs_pol_inv, int vs_pol_inv, int div); - int (*enable_tearsync) (int enable, unsigned line); - - unsigned long max_transmit_size; -}; - -struct omapfb_notifier_block { - struct notifier_block nb; - void *data; - int plane_idx; -}; - -typedef int (*omapfb_notifier_callback_t)(struct notifier_block *, - unsigned long event, - void *fbi); - -struct omapfb_mem_region { - u32 paddr; - void __iomem *vaddr; - unsigned long size; - u8 type; /* OMAPFB_PLANE_MEM_* */ - enum omapfb_color_format format;/* OMAPFB_COLOR_* */ - unsigned format_used:1; /* Must be set when format is set. - * Needed b/c of the badly chosen 0 - * base for OMAPFB_COLOR_* values - */ - unsigned alloc:1; /* allocated by the driver */ - unsigned map:1; /* kernel mapped by the driver */ -}; - -struct omapfb_mem_desc { - int region_cnt; - struct omapfb_mem_region region[OMAPFB_PLANE_NUM]; -}; - -struct lcd_ctrl { - const char *name; - void *data; - - int (*init) (struct omapfb_device *fbdev, - int ext_mode, - struct omapfb_mem_desc *req_md); - void (*cleanup) (void); - void (*bind_client) (struct omapfb_notifier_block *nb); - void (*get_caps) (int plane, struct omapfb_caps *caps); - int (*set_update_mode)(enum omapfb_update_mode mode); - enum omapfb_update_mode (*get_update_mode)(void); - int (*setup_plane) (int plane, int channel_out, - unsigned long offset, - int screen_width, - int pos_x, int pos_y, int width, - int height, int color_mode); - int (*set_rotate) (int angle); - int (*setup_mem) (int plane, size_t size, - int mem_type, unsigned long *paddr); - int (*mmap) (struct fb_info *info, - struct vm_area_struct *vma); - int (*set_scale) (int plane, - int orig_width, int orig_height, - int out_width, int out_height); - int (*enable_plane) (int plane, int enable); - int (*update_window) (struct fb_info *fbi, - struct omapfb_update_window *win, - void (*callback)(void *), - void *callback_data); - void (*sync) (void); - void (*suspend) (void); - void (*resume) (void); - int (*run_test) (int test_num); - int (*setcolreg) (u_int regno, u16 red, u16 green, - u16 blue, u16 transp, - int update_hw_mem); - int (*set_color_key) (struct omapfb_color_key *ck); - int (*get_color_key) (struct omapfb_color_key *ck); -}; - -enum omapfb_state { - OMAPFB_DISABLED = 0, - OMAPFB_SUSPENDED= 99, - OMAPFB_ACTIVE = 100 -}; - -struct omapfb_plane_struct { - int idx; - struct omapfb_plane_info info; - enum omapfb_color_format color_mode; - struct omapfb_device *fbdev; -}; - -struct omapfb_device { - int state; - int ext_lcdc; /* Using external - LCD controller */ - struct mutex rqueue_mutex; - - int palette_size; - u32 pseudo_palette[17]; - - struct lcd_panel *panel; /* LCD panel */ - const struct lcd_ctrl *ctrl; /* LCD controller */ - const struct lcd_ctrl *int_ctrl; /* internal LCD ctrl */ - struct lcd_ctrl_extif *ext_if; /* LCD ctrl external - interface */ - struct device *dev; - struct fb_var_screeninfo new_var; /* for mode changes */ - - struct omapfb_mem_desc mem_desc; - struct fb_info *fb_info[OMAPFB_PLANE_NUM]; -}; - -struct omapfb_platform_data { - struct omap_lcd_config lcd; - struct omapfb_mem_desc mem_desc; - void *ctrl_platform_data; -}; - -#ifdef CONFIG_ARCH_OMAP1 -extern struct lcd_ctrl omap1_lcd_ctrl; -#else -extern struct lcd_ctrl omap2_disp_ctrl; -#endif - -extern void omapfb_set_platform_data(struct omapfb_platform_data *data); - -extern void omapfb_reserve_sdram(void); -extern void omapfb_register_panel(struct lcd_panel *panel); -extern void omapfb_write_first_pixel(struct omapfb_device *fbdev, u16 pixval); -extern void omapfb_notify_clients(struct omapfb_device *fbdev, - unsigned long event); -extern int omapfb_register_client(struct omapfb_notifier_block *nb, - omapfb_notifier_callback_t callback, - void *callback_data); -extern int omapfb_unregister_client(struct omapfb_notifier_block *nb); -extern int omapfb_update_window_async(struct fb_info *fbi, - struct omapfb_update_window *win, - void (*callback)(void *), - void *callback_data); - -/* in arch/arm/plat-omap/fb.c */ -extern void omapfb_set_ctrl_platform_data(void *pdata); - -#endif /* __KERNEL__ */ - -#endif /* __OMAPFB_H */ diff --git a/pandora/linux/xenv.c b/pandora/linux/xenv.c deleted file mode 100644 index 8295b2c..0000000 --- a/pandora/linux/xenv.c +++ /dev/null @@ -1,281 +0,0 @@ -/* - * (C) Gražvydas "notaz" Ignotas, 2009-2011 - * - * This work is licensed under the terms of any of these licenses - * (at your option): - * - GNU GPL, version 2 or later. - * - GNU LGPL, version 2.1 or later. - * See the COPYING file in the top-level directory. - */ - -#include -#include -#include - -#include -#include -#include -#include - -#include -#include -#include -#include -#include -#include -#include - -#define PFX "xenv: " - -#define FPTR(f) typeof(f) * p##f -#define FPTR_LINK(xf, dl, f) { \ - xf.p##f = dlsym(dl, #f); \ - if (xf.p##f == NULL) { \ - fprintf(stderr, "missing symbol: %s\n", #f); \ - goto fail; \ - } \ -} - -struct xstuff { - Display *display; - FPTR(XCreateBitmapFromData); - FPTR(XCreatePixmapCursor); - FPTR(XFreePixmap); - FPTR(XOpenDisplay); - FPTR(XDisplayName); - FPTR(XCloseDisplay); - FPTR(XCreateSimpleWindow); - FPTR(XChangeWindowAttributes); - FPTR(XSelectInput); - FPTR(XMapWindow); - FPTR(XNextEvent); - FPTR(XCheckTypedEvent); - FPTR(XUnmapWindow); - FPTR(XGrabKeyboard); - FPTR(XPending); - FPTR(XLookupKeysym); - FPTR(XkbSetDetectableAutoRepeat); -}; - -static struct xstuff g_xstuff; - -static Cursor transparent_cursor(struct xstuff *xf, Display *display, Window win) -{ - Cursor cursor; - Pixmap pix; - XColor dummy; - char d = 0; - - memset(&dummy, 0, sizeof(dummy)); - pix = xf->pXCreateBitmapFromData(display, win, &d, 1, 1); - cursor = xf->pXCreatePixmapCursor(display, pix, pix, - &dummy, &dummy, 0, 0); - xf->pXFreePixmap(display, pix); - return cursor; -} - -static int x11h_init(void) -{ - unsigned int display_width, display_height; - Display *display; - XSetWindowAttributes attributes; - Window win; - Visual *visual; - void *x11lib; - int screen; - - memset(&g_xstuff, 0, sizeof(g_xstuff)); - x11lib = dlopen("libX11.so.6", RTLD_LAZY); - if (x11lib == NULL) { - fprintf(stderr, "libX11.so load failed:\n%s\n", dlerror()); - goto fail; - } - FPTR_LINK(g_xstuff, x11lib, XCreateBitmapFromData); - FPTR_LINK(g_xstuff, x11lib, XCreatePixmapCursor); - FPTR_LINK(g_xstuff, x11lib, XFreePixmap); - FPTR_LINK(g_xstuff, x11lib, XOpenDisplay); - FPTR_LINK(g_xstuff, x11lib, XDisplayName); - FPTR_LINK(g_xstuff, x11lib, XCloseDisplay); - FPTR_LINK(g_xstuff, x11lib, XCreateSimpleWindow); - FPTR_LINK(g_xstuff, x11lib, XChangeWindowAttributes); - FPTR_LINK(g_xstuff, x11lib, XSelectInput); - FPTR_LINK(g_xstuff, x11lib, XMapWindow); - FPTR_LINK(g_xstuff, x11lib, XNextEvent); - FPTR_LINK(g_xstuff, x11lib, XCheckTypedEvent); - FPTR_LINK(g_xstuff, x11lib, XUnmapWindow); - FPTR_LINK(g_xstuff, x11lib, XGrabKeyboard); - FPTR_LINK(g_xstuff, x11lib, XPending); - FPTR_LINK(g_xstuff, x11lib, XLookupKeysym); - FPTR_LINK(g_xstuff, x11lib, XkbSetDetectableAutoRepeat); - - //XInitThreads(); - - g_xstuff.display = display = g_xstuff.pXOpenDisplay(NULL); - if (display == NULL) - { - fprintf(stderr, "cannot connect to X server %s, X handling disabled.\n", - g_xstuff.pXDisplayName(NULL)); - goto fail2; - } - - visual = DefaultVisual(display, 0); - if (visual->class != TrueColor) - fprintf(stderr, PFX "warning: non true color visual\n"); - - printf(PFX "X vendor: %s, rel: %d, display: %s, protocol ver: %d.%d\n", ServerVendor(display), - VendorRelease(display), DisplayString(display), ProtocolVersion(display), - ProtocolRevision(display)); - - screen = DefaultScreen(display); - - display_width = DisplayWidth(display, screen); - display_height = DisplayHeight(display, screen); - printf(PFX "display is %dx%d\n", display_width, display_height); - - win = g_xstuff.pXCreateSimpleWindow(display, - RootWindow(display, screen), - 0, 0, display_width, display_height, 0, - BlackPixel(display, screen), - BlackPixel(display, screen)); - - attributes.override_redirect = True; - attributes.cursor = transparent_cursor(&g_xstuff, display, win); - g_xstuff.pXChangeWindowAttributes(display, win, CWOverrideRedirect | CWCursor, &attributes); - - g_xstuff.pXSelectInput(display, win, ExposureMask | FocusChangeMask | KeyPressMask | KeyReleaseMask); - g_xstuff.pXMapWindow(display, win); - g_xstuff.pXGrabKeyboard(display, win, False, GrabModeAsync, GrabModeAsync, CurrentTime); - g_xstuff.pXkbSetDetectableAutoRepeat(display, 1, NULL); - // XSetIOErrorHandler - - return 0; -fail2: - dlclose(x11lib); -fail: - g_xstuff.display = NULL; - fprintf(stderr, "x11 handling disabled.\n"); - return -1; -} - -static int x11h_update(int *is_down) -{ - XEvent evt; - - while (g_xstuff.pXPending(g_xstuff.display)) - { - g_xstuff.pXNextEvent(g_xstuff.display, &evt); - switch (evt.type) - { - case Expose: - while (g_xstuff.pXCheckTypedEvent(g_xstuff.display, Expose, &evt)) - ; - break; - - case KeyPress: - *is_down = 1; - return g_xstuff.pXLookupKeysym(&evt.xkey, 0); - - case KeyRelease: - *is_down = 0; - return g_xstuff.pXLookupKeysym(&evt.xkey, 0); - // printf("press %d\n", evt.xkey.keycode); - } - } - - return NoSymbol; -} - -static struct termios g_kbd_termios_saved; -static int g_kbdfd; - -static int tty_init(void) -{ - struct termios kbd_termios; - int mode; - - g_kbdfd = open("/dev/tty", O_RDWR); - if (g_kbdfd == -1) { - perror(PFX "open /dev/tty"); - return -1; - } - - if (ioctl(g_kbdfd, KDGETMODE, &mode) == -1) { - perror(PFX "(not hiding FB): KDGETMODE"); - goto fail; - } - - if (tcgetattr(g_kbdfd, &kbd_termios) == -1) { - perror(PFX "tcgetattr"); - goto fail; - } - - g_kbd_termios_saved = kbd_termios; - kbd_termios.c_lflag &= ~(ICANON | ECHO); // | ISIG); - kbd_termios.c_iflag &= ~(ISTRIP | IGNCR | ICRNL | INLCR | IXOFF | IXON); - kbd_termios.c_cc[VMIN] = 0; - kbd_termios.c_cc[VTIME] = 0; - - if (tcsetattr(g_kbdfd, TCSAFLUSH, &kbd_termios) == -1) { - perror(PFX "tcsetattr"); - goto fail; - } - - if (ioctl(g_kbdfd, KDSETMODE, KD_GRAPHICS) == -1) { - perror(PFX "KDSETMODE KD_GRAPHICS"); - tcsetattr(g_kbdfd, TCSAFLUSH, &g_kbd_termios_saved); - goto fail; - } - - return 0; - -fail: - close(g_kbdfd); - g_kbdfd = -1; - return -1; -} - -static void tty_end(void) -{ - if (g_kbdfd <= 0) - return; - - if (ioctl(g_kbdfd, KDSETMODE, KD_TEXT) == -1) - perror(PFX "KDSETMODE KD_TEXT"); - - if (tcsetattr(g_kbdfd, TCSAFLUSH, &g_kbd_termios_saved) == -1) - perror(PFX "tcsetattr"); - - close(g_kbdfd); - g_kbdfd = -1; -} - -int xenv_init(void) -{ - int ret; - - ret = x11h_init(); - if (ret == 0) - return 0; - - ret = tty_init(); - if (ret == 0) - return 0; - - fprintf(stderr, PFX "error: both x11h_init and tty_init failed\n"); - return -1; -} - -int xenv_update(int *is_down) -{ - if (g_xstuff.display) - return x11h_update(is_down); - - // TODO: read tty? - return -1; -} - -void xenv_finish(void) -{ - // TODO: cleanup X? - tty_end(); -} diff --git a/pandora/linux/xenv.h b/pandora/linux/xenv.h deleted file mode 100644 index 948381e..0000000 --- a/pandora/linux/xenv.h +++ /dev/null @@ -1,5 +0,0 @@ - -int xenv_init(void); -int xenv_update(int *is_down); -void xenv_finish(void); - diff --git a/pandora/picorestore.c b/pandora/picorestore.c deleted file mode 100644 index 77f5720..0000000 --- a/pandora/picorestore.c +++ /dev/null @@ -1,109 +0,0 @@ -/* - * picorestore - clean up after an omapfb program crash - * - * Copyright (c) Gražvydas "notaz" Ignotas, 2010 - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the organization nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" - * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE - * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE - * ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE - * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL - * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR - * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER - * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, - * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -#include -#include -#include -#include -#include -#include -#include -#include -#include - -int main() -{ - struct fb_var_screeninfo fbvar; - struct omapfb_plane_info pi; - struct omapfb_mem_info mi; - int ret, fbdev, kbdfd; - - fbdev = open("/dev/fb0", O_RDWR); - if (fbdev == -1) { - perror("open fb0"); - goto end_fb0; - } - - ret = ioctl(fbdev, FBIOGET_VSCREENINFO, &fbvar); - if (ret == -1) { - perror("FBIOGET_VSCREENINFO ioctl"); - goto end_fb0; - } - - if (fbvar.yoffset != 0) { - printf("fixing yoffset.. "); - fbvar.yoffset = 0; - ret = ioctl(fbdev, FBIOPAN_DISPLAY, &fbvar); - if (ret < 0) - perror("ioctl FBIOPAN_DISPLAY"); - else - printf("ok\n"); - } - -end_fb0: - if (fbdev >= 0) - close(fbdev); - - fbdev = open("/dev/fb1", O_RDWR); - if (fbdev == -1) { - perror("open fb1"); - goto end_fb1; - } - - ret = ioctl(fbdev, OMAPFB_QUERY_PLANE, &pi); - ret |= ioctl(fbdev, OMAPFB_QUERY_MEM, &mi); - if (ret != 0) - perror("QUERY_*"); - - pi.enabled = 0; - ret = ioctl(fbdev, OMAPFB_SETUP_PLANE, &pi); - if (ret != 0) - perror("SETUP_PLANE"); - - mi.size = 0; - ret = ioctl(fbdev, OMAPFB_SETUP_MEM, &mi); - if (ret != 0) - perror("SETUP_MEM"); - -end_fb1: - if (fbdev >= 0) - close(fbdev); - - kbdfd = open("/dev/tty", O_RDWR); - if (kbdfd == -1) { - perror("open /dev/tty"); - return 1; - } - - if (ioctl(kbdfd, KDSETMODE, KD_TEXT) == -1) - perror("KDSETMODE KD_TEXT"); - - close(kbdfd); - - return 0; -} diff --git a/pandora/pnd.c b/pandora/pnd.c deleted file mode 100644 index 3464eba..0000000 --- a/pandora/pnd.c +++ /dev/null @@ -1,381 +0,0 @@ -/* gameplaySP - pandora backend - * - * Copyright (C) 2011 notaz - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License as - * published by the Free Software Foundation; either version 2 of - * the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - */ - -#include "../common.h" -#include -#include "linux/omapfb.h" // -#include -#include -#include -#include - -#include "../arm/neon_scale2x.h" -#include "../arm/neon_scale3x.h" -#include "../arm/neon_eagle2x.h" -#include "linux/fbdev.h" -#include "linux/xenv.h" - -enum gpsp_key { - GKEY_UP = 1 << 0, - GKEY_LEFT = 1 << 1, - GKEY_DOWN = 1 << 2, - GKEY_RIGHT = 1 << 3, - GKEY_START = 1 << 4, - GKEY_SELECT = 1 << 5, - GKEY_L = 1 << 6, - GKEY_R = 1 << 7, - GKEY_A = 1 << 8, - GKEY_B = 1 << 9, - GKEY_X = 1 << 10, - GKEY_Y = 1 << 11, - GKEY_1 = 1 << 12, - GKEY_2 = 1 << 13, - GKEY_3 = 1 << 14, - GKEY_4 = 1 << 15, - GKEY_MENU = 1 << 16, -}; - -u32 button_plat_mask_to_config[PLAT_BUTTON_COUNT] = -{ - GKEY_UP, - GKEY_LEFT, - GKEY_DOWN, - GKEY_RIGHT, - GKEY_START, - GKEY_SELECT, - GKEY_L, - GKEY_R, - GKEY_A, - GKEY_B, - GKEY_X, - GKEY_Y, - GKEY_1, - GKEY_2, - GKEY_3, - GKEY_4, - GKEY_MENU, -}; - -u32 gamepad_config_map[PLAT_BUTTON_COUNT] = -{ - BUTTON_ID_UP, // Up - BUTTON_ID_LEFT, // Left - BUTTON_ID_DOWN, // Down - BUTTON_ID_RIGHT, // Right - BUTTON_ID_START, // Start - BUTTON_ID_SELECT, // Select - BUTTON_ID_L, // Ltrigger - BUTTON_ID_R, // Rtrigger - BUTTON_ID_FPS, // A - BUTTON_ID_A, // B - BUTTON_ID_B, // X - BUTTON_ID_MENU, // Y - BUTTON_ID_SAVESTATE, // 1 - BUTTON_ID_LOADSTATE, // 2 - BUTTON_ID_FASTFORWARD, // 3 - BUTTON_ID_NONE, // 4 - BUTTON_ID_MENU // Space -}; - -static const u32 xk_to_gkey[] = { - XK_Up, XK_Left, XK_Down, XK_Right, XK_Alt_L, XK_Control_L, - XK_Shift_R, XK_Control_R, XK_Home, XK_End, XK_Page_Down, XK_Page_Up, - XK_1, XK_2, XK_3, XK_4, XK_space, -}; - -static const u8 gkey_to_cursor[32] = { - [0 ... 31] = CURSOR_NONE, - [0] = CURSOR_UP, CURSOR_LEFT, CURSOR_DOWN, CURSOR_RIGHT, CURSOR_NONE, CURSOR_NONE, - CURSOR_L, CURSOR_R, CURSOR_SELECT, CURSOR_SELECT, CURSOR_EXIT, CURSOR_BACK, -}; - -struct vout_fbdev *fb; -static void *fb_current; -static int bounce_buf[400 * 272 * 2 / 4]; -static int src_w = 240, src_h = 160; -static enum software_filter { - SWFILTER_NONE = 0, - SWFILTER_SCALE2X, - SWFILTER_SCALE3X, - SWFILTER_EAGLE2X, -} sw_filter; - -// (240*3 * 160*3 * 2 * 3) -#define MAX_VRAM_SIZE (400*2 * 272*2 * 2 * 3) - - -static int omap_setup_layer(int fd, int enabled, int x, int y, int w, int h) -{ - struct omapfb_plane_info pi = { 0, }; - struct omapfb_mem_info mi = { 0, }; - int ret; - - ret = ioctl(fd, OMAPFB_QUERY_PLANE, &pi); - if (ret != 0) { - perror("QUERY_PLANE"); - return -1; - } - - ret = ioctl(fd, OMAPFB_QUERY_MEM, &mi); - if (ret != 0) { - perror("QUERY_MEM"); - return -1; - } - - /* must disable when changing stuff */ - if (pi.enabled) { - pi.enabled = 0; - ret = ioctl(fd, OMAPFB_SETUP_PLANE, &pi); - if (ret != 0) - perror("SETUP_PLANE"); - } - - /* alloc enough for 3x scaled tripple buffering */ - if (mi.size < MAX_VRAM_SIZE) { - mi.size = MAX_VRAM_SIZE; - ret = ioctl(fd, OMAPFB_SETUP_MEM, &mi); - if (ret != 0) { - perror("SETUP_MEM"); - return -1; - } - } - - pi.pos_x = x; - pi.pos_y = y; - pi.out_width = w; - pi.out_height = h; - pi.enabled = enabled; - - ret = ioctl(fd, OMAPFB_SETUP_PLANE, &pi); - if (ret != 0) { - perror("SETUP_PLANE"); - return -1; - } - - return 0; -} - -void gpsp_plat_init(void) -{ - int ret, w, h, fd; - const char *layer_fb_name; - - ret = SDL_Init(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE); - if (ret != 0) { - fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); - exit(1); - } - - layer_fb_name = getenv("FBDEV_LAYER"); - if (layer_fb_name == NULL) - layer_fb_name = "/dev/fb1"; - - ret = xenv_init(); - if (ret != 0) { - fprintf(stderr, "xenv_init failed with %d\n", ret); - exit(1); - } - - // must set the layer up first to be able to use it - fd = open(layer_fb_name, O_RDWR); - if (fd == -1) { - fprintf(stderr, "%s: ", layer_fb_name); - perror("open"); - exit(1); - } - - ret = omap_setup_layer(fd, 0, 0, 0, 400, 272); - close(fd); - if (ret != 0) { - fprintf(stderr, "failed to set up layer, exiting.\n"); - exit(1); - } - - // double of original menu size - w = 400*2; - h = 272*2; - fb = vout_fbdev_init("/dev/fb1", &w, &h, 16, 3); - if (fb == NULL) { - fprintf(stderr, "vout_fbdev_init failed\n"); - exit(1); - } - - // default to 3x scale - screen_scale = 2; -} - -void gpsp_plat_quit(void) -{ - xenv_finish(); - omap_setup_layer(vout_fbdev_get_fd(fb), 0, 0, 0, 0, 0); - vout_fbdev_finish(fb); - SDL_Quit(); -} - -u32 gpsp_plat_joystick_read(void) -{ - static int gkeystate; - int key, is_down, i; - int gkey = -1; - - key = xenv_update(&is_down); - for (i = 0; i < sizeof(xk_to_gkey) / sizeof(xk_to_gkey[0]); i++) { - if (key == xk_to_gkey[i]) { - gkey = i; - break; - } - } - - if (gkey >= 0) { - if (is_down) - gkeystate |= 1 << gkey; - else - gkeystate &= ~(1 << gkey); - } - - return gkeystate; -} - -u32 gpsp_plat_buttons_to_cursor(u32 buttons) -{ - int i; - - if (buttons == 0) - return CURSOR_NONE; - - for (i = 0; (buttons & 1) == 0; i++, buttons >>= 1) - ; - - return gkey_to_cursor[i]; -} - -static void set_filter(int is_filtered) -{ - static int was_filtered = -1; - char buf[128]; - - if (is_filtered == was_filtered) - return; - - snprintf(buf, sizeof(buf), "sudo -n /usr/pandora/scripts/op_videofir.sh %s", - is_filtered ? "default" : "none"); - system(buf); - was_filtered = is_filtered; -} - -void *fb_flip_screen(void) -{ - void *ret = bounce_buf; - void *s = bounce_buf; - - switch (sw_filter) { - case SWFILTER_SCALE2X: - neon_scale2x_16_16(s, fb_current, src_w, src_w*2, src_w*2*2, src_h); - break; - case SWFILTER_SCALE3X: - neon_scale3x_16_16(s, fb_current, src_w, src_w*2, src_w*3*2, src_h); - break; - case SWFILTER_EAGLE2X: - neon_eagle2x_16_16(s, fb_current, src_w, src_w*2, src_w*2*2, src_h); - break; - case SWFILTER_NONE: - default: - break; - } - - fb_current = vout_fbdev_flip(fb); - if (sw_filter == SWFILTER_NONE) - ret = fb_current; - - return ret; -} - -void fb_wait_vsync(void) -{ - vout_fbdev_wait_vsync(fb); -} - -void fb_set_mode(int w, int h, int buffers, int scale, - int filter, int filter2) -{ - int lx, ly, lw = w, lh = h; - int multiplier; - - switch (scale) { - case 0: - lw = w; - lh = h; - break; - case 1: - lw = w * 2; - lh = h * 2; - break; - case 2: - lw = w * 3; - lh = h * 3; - break; - case 3: - lw = 800; - lh = 480; - break; - case 15: - lw = 800; - lh = 480; - break; - default: - fprintf(stderr, "unknown scale: %d\n", scale); - break; - } - if (lw > 800) - lw = 800; - if (lh > 480) - lh = 480; - lx = 800 / 2 - lw / 2; - ly = 480 / 2 - lh / 2; - - omap_setup_layer(vout_fbdev_get_fd(fb), 1, lx, ly, lw, lh); - set_filter(filter); - - sw_filter = filter2; - if (w != 240) // menu - sw_filter = SWFILTER_SCALE2X; - - switch (sw_filter) { - case SWFILTER_SCALE2X: - multiplier = 2; - break; - case SWFILTER_SCALE3X: - multiplier = 3; - break; - case SWFILTER_EAGLE2X: - multiplier = 2; - break; - case SWFILTER_NONE: - default: - multiplier = 1; - break; - } - - fb_current = vout_fbdev_resize(fb, w * multiplier, h * multiplier, - 16, 0, 0, 0, 0, buffers); - src_w = w; - src_h = h; -} - -// vim:shiftwidth=2:expandtab diff --git a/pandora/pnd.h b/pandora/pnd.h deleted file mode 100644 index c7c8289..0000000 --- a/pandora/pnd.h +++ /dev/null @@ -1,14 +0,0 @@ -void gpsp_plat_init(void); -void gpsp_plat_quit(void); - -u32 gpsp_plat_joystick_read(void); -u32 gpsp_plat_buttons_to_cursor(u32 buttons); - -#define PLAT_BUTTON_COUNT 17 -#define PLAT_MENU_BUTTON -1 // have one hardcoded -extern u32 button_plat_mask_to_config[PLAT_BUTTON_COUNT]; - -void *fb_flip_screen(void); -void fb_set_mode(int w, int h, int buffers, int scale, - int filter, int filter2); -void fb_wait_vsync(void); diff --git a/pandora/readme.txt b/pandora/readme.txt deleted file mode 100644 index 68ef578..0000000 --- a/pandora/readme.txt +++ /dev/null @@ -1,1223 +0,0 @@ --- porter's foreword -- - -This is a Pandora port of Exophase's impressive GBA emulator, gpSP. -Since nobody has released a functional port for more than a year after -pandora's release, and the GINGE'd version doesn't do this emulator -justice, I've decided to take this task. This version also includes -my own tweaks from GP2X/Wiz version. In case anyone wonders, this -release was done with author's consent. - -To use it, you'll first need to copy authentic GBA BIOS to gpSP -appdata directory, which usually is /pandora/appdata/gpsp/ . -It must be named gba_bios.bin and should be 16kB in size. - -I've appended the original gpSP GP2X and PSP readme files as they -contain lots of information that is still relevant for this version, -as well as development history of this project. - -- notaz - -Changelog: - -0.9-2xb u8 -- fixed tv-out -- integrated M-HT's neon scalers -- merged an assorment of calc84maniac's bugfixes - -0.9-2xb u7 -- Pandora port, using hardware scaler for video output. -- Fixed a few portablility issues in ARM asm and sound code. -- Tweaked timing to suit pandora's LCD refresh nicely. -- Maybe fixed GBC/digital sound channel desync over time. -- Some other not-that-relevant cleanups and tweaks. - -Source code should be available at: -http://notaz.gp2x.de/cgi-bin/gitweb.cgi - - - --- gameplaySP2X Gameboy Advance emulator for GP2X -- - -gpSP2X is a version of my (Exophase)'s emulator originally for Sony PSP. -A large amount of effort has been done to make it more optimized for the -ARM CPU present in the GP2X, however it is still very much a work in -progress. - -See readme.txt for the PSP version readme, which contains a lot of -information relevant to the GP2X version (note that some of it does -not apply however). - - -Changelog: - -0.9-2xb u6 -- Fixed clock and scaling config saving. -- Fixed occasional crash on first ROM load on 1.1 firmware. -- Added LCD timing setup code, which can be controlled through - 'pollux_dpc_set' environment vatiable (see gpsp.gpe wrapper script). - -0.9-2xb u5 -- Added portrait drawing modes. They eliminate tearing but are slightly - slower. -- Added page scrolling in ROM browser with L/R. -- 32MB ROM support fixed. - -0.9-2xb u4 (unofficial notaz release, done on Exophase's request) -- Wiz port. No emulation related changes. -- Wiz: dropped SDL for video and hitting hardware directly (GPH SDL can't - be trusted, it doesn't do double buffering as of firmware 1.0). -- Added new optimized software scaler with interpolation. -- gpSP is now saving ROM dir on exit. Delete romdir.txt if you don't - want that. -- gpSP now comes with wARM, new kernel module+lib for ARM cache control - (replaces mmuhack). -- gpSP no longer invalidates whole icache after recompilation, might - cause minor speedup. - -0.9-2xb u3 (unofficial notaz release, released with permission): -- Removed built-in CPU/LCD/RAM-Tweaker. -- Improved usability of volume control. -- Removed PSP-specific GUI options, adjusted help text. -- Overclocking from menu now works, keep it at 200 if you don't want that - (if you want to overclock using launcher, for example). -- Fixed centering-on-first-run problem. -- 3:2 scaled option now does what it says. - -0.9-2xb u2 (unofficial notaz release): -- Replaced non-working mmuhack.o with proper one, added cache flush calls - to avoid artifacts. - -0.9-2xb u1 (unofficial notaz release): -- Fixed a problen in thread synchronization which caused deadlock after - some time. - -0.9-2xb: --- IMPORTANT-- If you're overwriting an old version, be sure to delete the - gpsp.cfg file first, or be prepared to have a bunch of weird button - settings that would require fixing. - -- Fixed some bugs stunting compatability. -- Optimized alpha blends in renderer. -- Some more optimizations to dynarec output. -- Savestates should work better now. -- Cheat/misc menu won't crash the emulator. -- Main button config window works (not all buttons are in yet) - -0.9-2Xa: (Exophase release) -- Redid autoframeskip. Should work more reliably. -- Rewrote dynamic recompiler from x86 source (arm_emit.h, arm_stub.S). - Has some more sophisticated behavior than the last version, more is - still to come... Should notice a slight speed improvement over the - last version. -- Tweaked GUI to be a little more useable. Buttons are now mirroring the - PSP version's. -- Code unification + cleanup amongst versions. - - -v9008: (zodttd release) -- Updated the way autoframeskip works. Should be better now. Still has a max - frameskip value. -- Added a slight performance increase to the dynarec. -- Added sync() to make sure files such as savestates and in-game saves are - saved properly to the GP2X. - -v9006: (zodttd release) -- Initial public release - - -Installation: - -1. Place the "gpsp.gpe" and "game_config.txt" file in a directory on your SD - card used with the GP2X. - -2. Place your GBA BIOS in the directory from step 1. This file must be named - "gba_bios.bin" in all lowercase as shown, so rename it if needed. - - -- NOTE -- - - There are two commonly available BIOSes - one is the correct one used in - production GBA's worldwide and the other is a prototype BIOS. The latter - will not cause some games to not work correctly or crash. If you attempt - to use this BIOS you will be presented with a warning before being - allowed to continue. This screen will give you a checksum of the real - BIOS image (see readme.txt for further information). - -3. Place your GBA games in the directory from step 1. These files should have - a ".gba" or ".bin" file extension. Zip compressed games should be supported - and are recognized with the ".zip" file extension. Note that 32MB ROMs will - probably not run if zipped. 16MB and smaller should be OK. - -4. Done. Run gpsp.gpe. - - -Controls: - -How to use gpSP on the GP2X: -Buttons are mapped as follows (GBA/ingame buttons can be changed in the menu): - -GP2X--------------------GBA -X -> A -B -> B -L TRIG -> L TRIG -R TRIG -> R TRIG -START -> START -SELECT -> SELECT - -GP2X--------------------------------gpSP - --- IN-GAME -- - -VOL MIDDLE (UP + DOWN) -> menu -PUSH STICK -> fps display toggle (second number is - frames actually drawn) - --- IN-MENU -- -B -> select option -X -> cancel/exit menu -A -> escape (up one director level in the - file selector) - -When gpSP is started, you are presented with the option to overclock your -GP2X. Use the L/R TRIG to change the CPU clockspeed and press START to -continue. You may also change RAM timings here - experiment with what -works well. Note that going too high on overclocking or low on RAM -timings can cause the game to crash or the GP2X to outright freeze up. - -If you do not want to overclock, press START without using L/R. -You will now be presented with a menu to choose a game. Press the IN-MENU -"SELECT" button shown above to pick a game to load. - -If you would like to test gpSP for the GP2X with a homebrew (free public -domain) game, a game by Russ Prince works very well with gpSP. It is called -Bust-A-Move and is a remake of the classic game it's named after. - - -How to build from source: - -The makefile included in the source is geared towards the Open2x toolchain. -If you use Open2x and installed it in the way recommended then it should -work okay, assuming you also have up to date HW-SDL (and have -arm-linux-sdl-config installed in the right place). The makefile is in the -gp2x directory, so go there first then just type make to build gpsp.gpe. -Might need a little tweaking if your setup is different. If you need help -you can ask me, but I'll probably nag you about why you want to build it in -the first place. - - -GP2X version FAQ: - -Q) Help! This game doesn't work. Am I using a bad version of the ROM? - -A) First, make sure you're using the correct BIOS version. If you aren't - gpSP should tell you. Other than that, there are some games that are - known to not work now (and will probably work later), and perhaps - many more games that I don't know about that don't work. I haven't - launched a full scale compatability test at this version, so it might - take a while before the compatability levels are high. - - -Q) Why is this version slower than the PSP version? - -A) gpSP is still a work in progress. It might be possible to obtain more - speed from both this version and the PSP one too (and others in the - future). With that in mind, know that even a very agressively overclocked - GP2X is still less powerful than a PSP, generally speaking. Still, I - have a lot of ideas. It's unlikely that the GP2X version will ever be as - fast/faster than the PSP version for anyone but anything's possible. - - -Q) How high does my GP2X have to overclock to enjoy gpSP? - -A) That depends on you. Higher overclocking will mean less frames skipped - on autoframeskip, or less frameskip needed if on manual. Or it can - make the difference between whether or not virtual 60fps can be reached. - For some games no GP2X in the world will be able to run them fullspeed, - with any amount of frameskip. A few might run well with no overclocking - and a generous level of frameskip (probably manual). If you don't care - about battery life (or you're plugged into an outlet) you should push - it as high as you can while still maintaining stability, because - chances are high that whatever you play will benefit from it. Right now - you'll probably want 260MHz if you can achieve it, but with a lot of - luck this number will lower slightly in the future (and is just a vague - ballpark figure anyway). I don't want to scare anyone off from using the - emulator, you should give it a try and see how it plays for you - regardless of how high you can overclock. Just note that this is far - from a locked smooth experience for everyone on every game. - - -Q) GBA has an ARM processor, GP2X has an ARM processor. GP2X is more - powerful than GBA. This emulator should run great without overclocking, - so therefore you're doing it wrong. - -A) That's not a question, but I'll field it anyway. Two things: first, - "virtualization", or running the GBA code "natively" on the GP2X is - probably not possible, at least not with the way I want to do things. - For reasons why go read my blog (see below). So yes, you actually - do need more than 16.7MHz of ARM9 power to emulate the GBA's CPU. - Second: there is a whole lot of work behind emulating the pretty 2D - graphics on the GBA, something it can do in hardware a lot better than - this platform can. - End result: GBA emulation on GP2X isn't as easy as you think it is. - - -Q) What are you working on now? When will you release the next version? - -A) See the gpSP development blog: - - http://gpsp-dev.blogspot.com/ - - Note that I don't give release dates, ever, unless I'm right on the verge - of releasing. Be grateful that I've decided to be much more open about - the development of the emulator now. - - -Q) Thanks to your blog I heard that you made some improvement. Can I have - a copy of the new code? - -A) No. Builds in transition often have a lot of problems, and I like for - releases to be relatively substantial. I can probably be bribed out of - them with donations though. :P - - -Q) Why do the menu suck so much? Why do half the options not work or not - make any sense? - -A) Sorry, the menu still hasn't been modified very much to fit the GP2X - version instead of the PSP version.. hopefully this will improve in the - future. - - -Q) Who's in charge of the GP2X version anyway? - -A) Originally, zodttd was. I, Exophase, have basically usurped control of it - now to encourage zodttd to work more on his PS1 emulator (that and I'm - possessive of gpSP and get nervous when people work on it too heavily). - zodttd will most likely still be around to work on things though. - - -Q) I'm a super nice person and would like to donate some of my hard earned - money to this one-off GBA emulator. Where do I send my money to? - -A) Exophase: exophase@gmail.com on PayPal - zodttd: https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=heirloomer - %40pobox%2ecom&item_number=1&no_shipping=1&no_note=1&tax=0&cy_code=USD&bn= - PP%2dDonationsBF&charset=UTF%2d8 - ^ Click there for donating on PayPal (remove whitespace/linebreaks). - - GP2X people have already donated a lot more to me than PSP people have, - even though there's an order of magnitude or two less users. And they've - donated far more to zodttd than they have to me. So I'm not going to ask - people to donate.. - - However I won't lie: donating ups the chances of me actually working on the - next version (for which I have a lot of ideas, but not necessarily time to - dedicate to.. that time might need more incentive to be allotted from other - things). This could change depending on my employment situation, but right - now I feel guilty doing anything that doesn't help guarantee that I'll be - able to buy food a year from now. - - -Q) Tell me all of your personal information. - -A) Again not a question, but why not. I'm Exophase, real name: Gilead Kutnick, - male, 23 years old, current residence Bloomington, IN; straight/single/not - actively looking, almost have an MS in Computer Science (do have a BS - underneath it), likes PSP more than GP2X, will not write a Nintendo DS - emulator for either, am currently looking for a job for after I graduate. - - -Q) You said you're looking for a job. - -A) Yes. If you have one or know someone who needs a low level oriented - programmer then I'm up for grabs. And this is my resume: - http://exophase.devzero.co.uk/resume.pdf - - -Credits: - -Original codebase: Exophase (exophase@gmail.com) -Foundation gp2x code: zodttd -GP2X dynarec/stubs + current code maintainance: Exophase - - - --- gameplaySP Gameboy Advance emulator for Playstation Portable -- - - --- Release log -- - -v0.91 (minor cleanup release) - -NOTE: I don't usually do minor releases but I rewrote a ton of -things in gpSP 0.9, much of it during the last few days, and although -I spent a lot of time debugging a few bugs inevitably crept in. - -# Fixed some issues in the new memory handlers that crept up, hopefully - should fix the problems between 0.8 and 0.9. -# Fixed a bug introduced in 0.9 that could cause crashes when selecting - things in the menu (I hope, at least). -# Fixed a bug with a certain invalid opcode causing a jump to be scanned - when there isn't one (fixes Sabre Wulf). -# Removed 2048 option for audio buffer. - -v0.9 (yes, it's still beta) - -NOTE: As some of you may be aware I'm pretty much tired of these -unofficial releases by people (okay, mostly single person) who -don't wish to follow my wishes. I'm in the process of asking this -person to stop, in his own language. However, I want to make -something clear. Look at the last six new features in this -changelog. I added these TODAY. I could have done them at any -time. But I didn't, because I spent many (dozens, quite possibly -hundreds) hours debugging games that people want to play. I have -always believed that this is far more important than spending time -on new features. Frankly, I'm tired of my emulator being hacked on -by other people, and if it doesn't stop I'm going to make this -project closed source. - -Since I know this information is most visible when updated on the -major sites, note that it is the news posters I am especially -talking to. Next time you upload unofficial releases of my -emulator (without even knowing what's changed) bear in mind that -you're only encouraging me to stop working on this. If you want -to pick sides between me and unofficial devs, be my guest. I'll -let you decide by the contents of this release who's doing more -for my emulator. - -Oh, and if you downloaded a version of gpSP that has more than -"gpSP" in its name then you're using one of their versions. Shame -on them for not even removing this threatening message, and shame -on you. Unless you're using a port I endorse (GP2X, Dreamcast, etc), -in which case everything's good. - - -# Fixed stereo output being reversed. -# Fixed a bug causing misaligned errors on 8bit writes to the gbc - audio channel 3 wave data (fixes various Super Robot Wars games) -# Fixed DMA with garbage in their upper 4 bits (fixes a crash in - Zelda: Minish Cap) -# Added double buffering to the rendering, removes line artifacts. - Big thanks to Brunni for the idea. -# Fixed a bug preventing some SRAM based games from saving (fixes - MMBN4-6) -# Fixed a bug causing part of EWRAM to potentially get corrupted if - code segments loaded in EWRAM cross 32KB boundaries (fixes - Phantasy Star 2) -# Fixed a bug causing games using movs pc in user mode (very bad - behavior) to crash. Fixes Colin McRae Rally 2.0. -# Improved timing a bit more. Fixes GTA Advance. -# Fixed a sprite clipping bug (fixes crash in third boss of Zelda: - Minish cap) -# Increased translation buffer size significantly (fixes Donkey Kong: - King of Swing) -# Fixed a dynarec bug causing add pc, reg to not work in Thumb code - (fixes crash in DBZ:LoZ, seems to fix crashes in battle in Golden - Sun, probably fixes other games) -# Made sprites using tiles < 512 not display in modes 3-5 (fixes - a couple minor graphical bugs) -# Removed abort on instruction 0x00000000 hack, was breaking a - certain bugged up game (Scurge) -# Fixed bug in flags generating variable logical shifts (fixes - SD Gundam Force) -# Fixed unaligned 16bit reads (fixes DBZ:LoZ in game) -# Redid contiguous block flag modification checking AGAIN and - hopefully got it right this time (fixes Mario vs. Donkey Kong) -# Redid ldm/stm instructions, fixing some cases (along with the - timing improvements fixes Mario & Luigi) -# Fixed 14bit EEPROM addressing (hopefully fixes saving in a lot - of games) -# Completely redid memory handlers, accurately emulates open and - BIOS reads now. Fixes Zelda: Minish Cap (roll bug, last dungeon), - Rayman, MMBN 1 (last dungeon), probably others. -# Fixed a minor graphical glitch on the edges of the screen - (thanks Brunni and hlide for the help!) -# Fixed crash on loading savestates from files of games not currently - loaded, but be sure you have the exact file you loaded it from or - gpSP will exit. -@ New memory handlers should provide performance boost for games - that access VRAM significantly (ie 3D games) -@ Added dead flag elimination checking for logical shifts, probably - doesn't make a noticeable difference but should have been there - anyway. -+ Added rapidfire to the button mappings. -+ Added auto frameskip. Removed fractional frameskip (don't think - it's very useful with auto anyway). Select auto in the graphics/ - sound menu to activate it; frameskip value will act as the - maximum (auto is by default on). Thanks again to Brunni for some - help with this. Frameskip options are game specific. -+ Added vsync to the rendering. Only occurs when frames aren't - skipped. Seems to reduce tearing at least some of the time. -+ Added non-filtered video option. -+ Cheat support (Gameshark/Pro Action Replay v1-v3 only), still - in early stages, doesn't support everything; codes may cause - the game to crash, haven't determined yet if the codes are bad - or the implementation is. See cheat section for more information. -+ Added ability to change audio buffer size. Does not take affect - until you restart the game. -+ Added analog config options. -+ Added ability to set analog sensitivity and turn off analog. -+ Added ability to change the clock speed. This is a game specific - option. Try lower speeds w/auto frameskip to save battery life. -+ Fixed savestate speed on crappy Sony sticks. - -(legend: # bug fix, + feature addition, @ optimization) - -v0.8 - ("unlocked" beta) - -NOTE 1: It has come to my attention that there are actually BIOSes -out there that are being used that cause some games to not work. -The BIOS md5sum listed here is for the BIOS actually in GBAs and -is as accurate as you'll get, (if you have a GBA and a flashcart -you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS) - -NOTE 2: Since I know this is as far as a lot of people here I have a -little request. Please, please, (I'd italicize this if I could) -please stop constantly asking me when the next release will be, -what it'll have, etc. And while you're at it, please stop asking me -to implement wi-fi multiplayer, cheat support, or fix all of your -games. Some things will happen in due time, other things might not -ever happen. I devote about as much time as I can to this emulator -and I carefully include as much as I can in releases to try to -minimize the number of people who will nag me next time (erm, I -mean, to make the most people happy), so I don't release every other -day or anything like that. Sorry that I can't release once a week, -but I'm a lot busier now than I was when I was first developing this -emulator. Good thing I got the first version out before that, wasn't -it? - -Congratulations, you made it this far! Now read the rest of the this -thing. *_* - - -# Fixed bug in dead flag elimination, "alt" version no longer needed. -# Fixed EEPROM saves being saved as 32kb instead of 512bytes/8kb -+ 32MB ROM support has been added. ROMS are "demand loaded" as - necessary and page swapped out; there might be a small loading lag, - but I have yet to ever really notice anything. - NOTE: 32MB ROM support only works for unzipped ROMs. -+ Save states have been added. See the save state menu for save/load - options. -+ Support for the real-time clock (RTC) chip in Pokemon cartridegs - and other games. The implementation is based off of VBA's, whatever - notes on gbadev I could find, and some of my own reverse engineering - of what the games do... it might not be totally correct. Also, - setting the time does not work. -+ Per-game configuration. Currently this only saves frameskip and - frameskip variation options. -+ Removed the flash type option from the menu and instead added it - to game_config.txt. Hopefully got everything - let me know if you - find something that isn't there. It's pretty easy to add them if you - have to. -+ Added a display in the upper left-hand corner to indicate when - fast-forward is on. -+ Added button bindings for save/load state. -@ Found a fix of StrmnNrmn proportion: far too much unnecessary mutex - synchronization was going on. Removing the two offending lines of - code gave a massive speed boost for free. Enjoy. - -v0.7 - (beta than ever) - -# Fixed a dynarec bug involving flags generating functions in - contiguous conditional blocks. Fixes music in Super Mario - Advance 2-4. -# Fixed a dynarec bug where Thumb mov imm instructions wouldn't - set flags. Fixes Zelda: Minish Cap, Megaman Battle Network, - probably others. Comes at a slight speed cost. -# Fixed a MIPS dynarec bug where some delay slots might not - get filled rarely, causing chaos. Don't know if it improves - any games. -# Improved self-modifying code detection. Makes Golden Sun, - Golden Sun 2, and Madden 2007 sorta work but excrutiatingly - slowly. Looking for a game-specific workaround for this - if you - want to play these games you'll have to wait for now :( -# Fixed a bug causing the interrupt disable flag to go down - when SWIs are entered, causing crashes/resets. Fixes - Super Mario Advance 2-4. -# Fixed menu crashing when strings with certain characters are - printed (for instance going to the menu after loading the - BIOS) -# Accidentally forgot to render win0 + win1 + objwin when all - active at the same time, many weeks ago. Added that, should fix - some parts in games that had frozen screens. -# Fixed some issues with gpsp.cfg needing to be present and - corrupting, hopefully. At the very least sanity checks are - performed on the config file. -# Made it so assigning the frameskip button to something besides - triangle actually worked as expected. -# Fixed ability to restart current game if nothing is loaded - (ie, crash) -# Added interrupt on cpsr modification support to the dynarec - (fixes backgrounds in Castlevania: Harmony of Dissonance) -# Added open addressing for ldm/stm instructions (fixes - Super Mario Advance 3) -# Improved cycle accuracy a little. Don't know of anything this - fixes, but games with idle loops will run a little better w/o - idle loop elimination (but should still be added when possible) -# Fixed some bugs causing sound to play sometimes when it shouldn't. -@ Added dead flag elimination for Thumb code. May possibly have - noticeable performance increases (Thumb emited coded size can - have a reduction of 20% or more) -@ Added code generation for divide SWI. May have a small speed - increase in some games. -+ Added analog nub support (special thanks to psp298 for the - code) -+ Added fractional frameskip. Go below 0 to get them. A frameskip - of 1/2 for instance means render 2 out of every 3 frames, 2/3 - means render 3 out of every 4 frames, etc. Possibly useful for - games that are not quite fast enough at fs0 but fullspeed at - fs1... - -v0.6 - (still beta quality, look out for new bugs) - -NOTE: Please include gpsp.cfg with EBOOT.PBP, this shouldn't be - necessary but I think it is right now. - -# Fixed a nasty bug that shouldn't have made it into the initial - release; a lot of games that TECM.. erm.. crash won't anymore. - NOTE: This doesn't mean that no game will ever crash, freeze, - otherwise not work. -# Fixed some crashes in the GUI and the ability to "go up" past - ms0:/PSP. Made the "go up" button square like it was supposed to - be (instead of cross). -+ There's now a menu that you can access, by default press right - while holding down triangle for the frameskip bar. -+ Menu option: resize screen aspect ratio, the default is now - "scaled 3:2" which makes it look more like a normal GBA. You - can use "fullscreen" (what it was like before) or "unscaled 3:2" - (tiny but pixel for pixel like a GBA) -+ Menu option: You can now load new games while the current one - is running. -+ Menu option: You can now restart the currently running game. -+ Menu option: Frameskip variation - this defaults to "uniform" - whereas it defaulted to "random" last release. Basically, turn - it on random if you find that frameskip causes flickering - animations to make things disappear. Other than that it will - generally look better on uniform. -+ GUI and file loading now have "auto repeat" on the buttons so - they're not such a pain to navigate. -+ Menu option: Added support for 128KB flash ROM, some games - require it (Pokemon Firered/Leaf Green, Super Mario Advance 4), - turn it on before running the game to make sure it works. - NOTE: There are some versions of these ROMs that have been - hacked to get around their 128KB flash, and may not even work - properly at all. Look out for them, these games should save - 128KB save files after you set the setting to it, IF they use - 128KB flash. -+ Menu option: Added ability to make the .sav files only update - when you exit the emulator, use with extreme caution (in other - words, it's not a good idea to use something like this in beta - quality software if you care about your saves). Does NOT update - if you exit through the home button, don't use the home button - if you can help it. -+ Zip support thanks to SiberianSTAR. It will load the first file - with the extension .gba or .bin that it finds. -+ Menu options are saved to gpsp.cfg. Note that it does not save - frameskip options or flash ROM options because these are very - per game particular. -+ The emulator will now try to save backup files to something - more matching the backup size than a fixed 64KB. -@ Loading ROMs and the auto save of the .sav files is MUCH faster - now. Thanks for the heads up on how to improve this from pollux! -@ While coding for the screen resize code I found that SDL just - wasn't cutting it and had to code for the GU myself. Turns out - the new code is faster (but because it is render code any - improvement will be diminished to nothing as frameskip is - increased). Special thanks to Zx-81 for the tips on this one - and for his GU code in the PSPVBA source as an example. -@ Added some games to game_config.txt. Note that not all versions - of these ROMs will work with these options, try to use the USA - version if possible. - -8-19-2006 v0.5 - Initial release (public beta quality) - - --- About -- - -gameplaySP (gpSP for short) is a GBA emulator written completely from -scratch. It is still pretty young (only having started a 3 months prior -to the first release) and thus rather immature, but it does a decent -job of playing a number of games, and is being improved upon somewhat -regularly. It is currently somewhat minimalistic, in the sourcecode, -presentation, and features. Its number one focus is to deliver a GBA -gaming experience in the most playable way that PSP can manage, with -frills being secondary (although still a consideration, at least for -some of them). - -Having said that, optimization was the important way in achieving this -goal, with overall compatability being a near second. Because of this -some games may not run at the favor of running more games significantly -better. Of course, the compatability will improve with time. The -compatability in the current version (0.8) is perhaps around 80% -(assuming the correct BIOS image is used). - -Many games will run at their best out of the box, but some games will -run very slowly unless idle loops are taken care of. There is a supplied -ROM database, game_config.txt, that gives idle loop targets and other -settings that may help a game to run better (or at all) on a per-game -basis. Currently (as of version 0.8) a few dozen games are on this list, -mostly only USA versions. This list will continue to be updated; there's -no real telling exactly how many of the ~2500 GBA games will need to -appear here. - -gpSP currently requires an authentic GBA BIOS image file to run. It will -make no effort to run without one present; this file is 16kb and should -be called gba_bios.bin and present in the same location as the EBOOT.PBP -file. Please do not ask me where to obtain this, you'll have to look -online or grab it from a GBA. Note that it is not legal to have this file -unless you own a GBA, and even then it's rather gray area. - - - --- Features -- - -gpSP mostly emulates the core Gameboy Advance system. As of right now it -does not emulate any special hardware present on various GBA cartridges. - - -What it emulates: - -GBA CPU: All ARM7TDMI ARM and Thumb mode opcodes except block memory w/ - s-bit (probably aren't used in GBA games) -Video: Modes 0, 1, 2 almost completely, basic 3-5 support, sprites, - windows/OBJ windows -Interrupts: HBlank, VBlank, all timers, all DMA channels, keypad -DMA: Immediate, HBlank, VBlank, sound timer triggered -Sound: Both DirectSound channels and all 4 GBC audio channels -Input: Basic GBA input delivered through PSP controls -Cartridges: Currently supports ROMs up to 32MB in size (the maximum for -GBA) with the technique of ROM page swapping to fit within PSP's RAM. -Backup: 32/64kb SRAM, 64/128kb flash, 512bit/8kb EEPROM -RTC: The real-time clock present in cartridges such as most of the - Pokemon games and some others. - - -What it lacks: - -Video: No mosaic, bitmap modes lack color effects (alpha, fades), - there might be some minor inaccuracies in blending... -Cycle accuracy: Very cycle innacurate; CPU is effectively somewhat - overclocked, meaning games with rampant idle loops will probably run - rather poorly. DMA transfers effectively happen for free (0 cycle). - Please do NOT use gpSP as a first source for developing GBA homebrew, - try No$GBA instead. - - -Additional features it has: -- The ability to attempt to run games at faster than GBA speed (sometimes - they can end up a lot faster, other times not so much) -- Savestates: the ability to save a game's state to a file and resume - playing where you left off later. -- Mild cheat support - - -Features that it doesn't have (please don't ask me to implement these!) -- Wi-fi multiplayer - - --- Controls -- - -The default control scheme is very simple. If you don't like it you can -change it in the configuration menu. - -At the ROM selection screen: - -Up/down: navigate current selection window. -Left/right: switch between file window and directory window. -Circle/start: select current entry. -Square: go one directory up. - -In game: - -Up/down/left/right: GBA d-pad -Circle: GBA A button -Cross: GBA B button -Square/start: GBA start button -Select: GBA select button -Left trigger: GBA left trigger -Right trigger: GBA right trigger -Triangle: Adjust frameksip - -In frameskip adjustment: - -Hold down triangle to keep up, press up/down to increase/decrease -frameskip, respectively. Press down at 0 to change to auto, and up -at auto to change to 0. - -In the menu: - -Up/down: navigate current menu. -Left/right: change value in current menu selection (if a value is present) -Circle/start: select current entry (see help for entry to see what this means) -Square: exit the current menu. - - --- Frameskip -- - -The purpose behind frameskip is to cause the emulator to not render every -frame of graphics to make the emulation closer to fullspeed. Many games will -run fullspeed without skipping any frames, however, some (particularly more -graphically demanding ones) will require this. - -Frameskip can be set to two forms, either auto or manual. Auto will attempt -to skip only as many frames as necessary to make the game full speed, and -will not skip more than 4 in a row no matter what speed the game runs at -(at this point the benefits of frameskip yield diminishing returns). - -It is recommended that you keep frameskip on auto, but manual is maintained -as an option if you want it and works as follows: - -Manual frameskip will only render one out of every (n + 1) frames, where n -is the current frameskip value (so 0 will render everything). Increasing -the frameskip can improve speed, especially with very graphically -intensive games. - - --- Cheats -- - -Currently, gpSP supports some functionality of Gameshark/Pro Action Replay -cheat codes. To use these, you must first make a file with the same name -as the ROM you want the cheat code to apply to, but with the extension .cht. -Put this file in the same directory as the ROM. To make it use a normal -text editor like notepad or wordpad if you're on Windows. - -To write a code, write the type of model it is, gameshark_v1, gameshark_v3, -PAR_v1, or PAR_v3. gameshark_v1/PAR_v1 and gameshark_v3/PAR_v3 respectively -are interchangeable, but v1 and v3 are not! So if you don't know which -version it is, try both to see if it'll work. - -Then, after that, put a space and put the name you'd like to give the cheat. - -On the next several lines, put each cheat code pair, which should look like -this: - -AAAAAAAA BBBBBBBB - -Then put a blank line when you're done with that code, and start a new code -immediately after it. Here's an example of what a cheat file should look -like: - - -gameshark_v3 MarioInfHP -995fa0d9 0c6720d2 - -gameshark_v3 MarioMaxHP -21d58888 c5d0e432 - -gameshark_v3 InfHlthBat -6f4feadb 0581b00e -79af5dc6 5ce0d2b1 -dbbd5995 44b801c9 -65f8924d 2fbcd3c4 - -gameshark_v3 StopTimer -2b399ca4 ec81f071 - - -After you have written the .cht file, you have to enable the cheats -individually in the game menu. Go to the Cheats/Misc menu, and you will -see the cheats; turn them on here. You may turn them on and off as you -please, but note that some cheats may still hold after you turn them off, -due to the nature of the system. Restart to completely get rid of them. - -IMPORTANT NOTES: - -This is still very work in progress! I basically added this in only 1.5 -or so hours, and I don't have a lot of time right now to work on it -before releasing. So I'll probably improve it later. - -Not all of gameshark's features are supported, especially for v3. Only -basic cheats will work, more or less. - -Cheats may be unstable and may crash your game. If you're having problems -turn the cheats off. - -Really, there's no guarantee that ANY cheats will work; I tried a few and -some seem to work, others are questionable. Try for yourself, but don't -expect anything to actually work right now. Do expect this feature to -improve in future versions. - - - --- Frequently Asked Questions -- - -Q) How do I run this on my PSP? - -A) Provided is an EBOOT.PBP which will run as is on a 1.0 firmware - PSP or custom firmware that can run unsigned EBOOTs. On 1.5 firmwares - you must use a kxploit tool to run it (try SeiPSPtool). On 2.0 - firmwares and higher further exploits must be used - see - http://pspupdates.qj.net/ for more information. Note that I have NOT - tested this emulator on any firmware version besides 1.5, and it's - very possible that it doesn't run well, or at all on higher versions. - Therefore I strongly recommend you downgrade if possible, and use - Devhook to run games that require > 1.5 version firmwares. - - Be sure to include in the same directory as the EBOOT.PBP file the - game_config.txt file included and the gba_bios.bin file which you - must provide yourself. - - gpSP does not run on PSPs with version 2.71 or higher firmware yet, - nor does any other homebrew executable. - - -Q) What is a BIOS image file? Why do I need it to run gpSP? Other GBA - emulators don't require this... - -A) The GBA BIOS image file is a copy of a ROM on the GBA system that - has code for starting up the GBA (it shows the logo), verifying the - game, and most importantly, providing utility functions for the games - to use. It is the latter that gpSP needs the BIOS present for. It's - possible to replace all of these functions with equivilent code, but - this will take time - in the future gpSP may not require a BIOS image. - - -Q) I can't find this BIOS image.. please send it to me. - -A) Sorry, but you're on your own. I won't send you a BIOS or tell you - where to get one (unless you want to rip it from a GBA yourself, in - which case I'll just give you the same link at the top). I can't do - this because it's not legal to send it around and I don't want to - get a reputation for illegally distributing BIOS images. - - -Q) How do I know I have the right BIOS? - -A) If you have md5sum you can check if it has this hash: - a860e8c0b6d573d191e4ec7db1b1e4f6 - That BIOS should work fine. I think that some others work fine too, - although I haven't confirmed this with absolute certainty. It's also - theoretically possible to use custom (and free) BIOS replacements, - but I don't know of any publically availablone ones. - - As far as I'm aware there are two BIOSes floating around, I doubt - you'll get one that isn't one of those two. There's a very easy way - to determine which one you have - just look at the very first byte in - a hex editor. The correct BIOS begins with 0x18, the buggy BIOS begins - with 0x14. - - -Q) My favorite game won't run. - -A) There probably isn't anything you can do about this, although a - change to game_config.txt might help. gpSP is still an emulator in - its infancy so the compatability is not superb. I don't have time - to test too many games so I'm releasing it as a public beta to get - a feel for some things that don't work. The next version could - perhaps fix it, or it might never run. There are always other - emulators of course, please try one. - - However, before nagging me there is one thing I recommend you try, - and that is to add the option "iwram_stack_optimize = no" for the - game in game_config.txt. See the file itself for more information - on how to do this. If this fixes your game (and it's not already - in the game_config.txt) please tell me about it. - - -Q) My favorite game is very slow. - -A) Emulating GBA takes a number of resources and getting it done well - on PSP is no simple task by any means. Some games are just going to - overwhelm the emulator completely. Of course, there is one special - case of game (a lot of early generation games fall under this - category) that can be made much faster by a simple addition to the - game_config.txt file. Wait for a new version of this file or the - next version of the emulator and the game may be improved. - - That aside, there are still numerous optimizations that can be done, - and I sure you future versions will be faster (I just can't tell you - how much) - - Also, a lot of games will be sped up considerably by adding an - idle_loop_eliminate_target line for it in game_config.txt. There - are some more obscurer options there that can improve speed too. If - the game is VERY slow there might be something wrong with its - emulation that can be improved. For instance, if you can't get a game - to run fullspeed on any frameskip you should e-mail me about it. - - -Q) Some games run fullspeed but the sound is messed up. Why? - -A) At least 9 out of 10 times it means the game isn't really running - full speed, but just that you can't notice the difference. Increasing - frameskip will almost always improve sound quality in these - situations, to a certain point (after around frameskip 3 you - probably won't be seeing many more returns if it isn't already - fullspeed). The rest of the time it means there's a bug somewhere else - in the emulator, probably in the CPU core. Chances are that all you - can do is wait for it to be fixed in a later release. - - -Q) The emulator crashed! - -A) Most games that don't run will probably take the emulator down with - it, or it could be an emulator bug completely unrelated to the game - (but unlikely). Press home and wait for the next version. - - There is some information that comes up when the game crashes. This - information may be slightly useful to me, but chances are it - usually won't be all that interesting. - - These days games are more likely to exit with a "bad crash" error. - This number is possibly useful to me, but to debug a game I'll have - to reproduce the crash anyway. When this happens it's probably due to - a bug in the CPU core that hasn't been fixed yet. - - -Q) Why won't my game save? - -A) The game might need 128KB flash turned on and might not be listed in - game_config.txt. See game_config.txt for more information regarding - this. Be sure to include game_config.txt with the EBOOT.PBP file. - - Other games might simply have bugs in the save support. For now, use - savestates as an alternative if you can't save. - - -Q) How do I change sound quality? - -A) Right now, you can't. For those wondering, sound is locked at 44.1KHz - (sounds a bit high? It is, but it's currently necessary to play - everything correctly). I don't have any plans to allow changing this - right now, because I don't think there's really much reason to be - able to (it'd be a tiny speed boost at best and I don't think SDL even - allows for anything besides this sampling rate on PSP) - - -Q) What is this emulator's name? - -A) Um.. what? It's gameplaySP, isn't it? You call it gpSP for short. - Somehow the name can't have the acronyms gbSP, gbapSP, or really - just about anything else you feel like giving it. Oh, and if you - really want to make me happy get the capitalization right too. - That's gpSP, not gPSP, GPsp.. you get the idea. - - -Q) Does gpSP run Gameboy/Gameboy Color games? Will it later? - -A) No. Even though GBA can run these games it uses separate hardware - that proper GBA games have no access to (save for the audio chip), - and thus there's no point including it in a GBA emulator (it - doesn't help run GBA games). I recommend using a GB/GBC emulator - like Rin for playing these games. It'll probably give you a lot - more options anyway. gpSP will never actually emulate GB/GBC - games. You'd may as well be waiting for it to emulate PS2 games... - (that was an analogy. gpSP won't ever emulate PS2 games. >_>) - - -Q) Other emulators use the PSP's graphical hardware to accelerate the - video emulation. Is this possible for gpSP? - -A) I'm honestly not too sure at this point. It's definitely a rather - complicated procedure, and I don't think it'll be possible to - accurately accelerate alpha blending. On the other hand, affine - transformations could perhaps receive a speed boost this way. Any - solution would have to be hybrid hardware/software, which might be - possible due to the nature of the PSP's VRAM. Maybe someone will - be willing to help me think of possibilities here? - - But don't bother of you're just going to tell me to render a list - of quads... - - -Q) Other emulators use the PSP's second CPU to offload the sound - emulation. Is this possible for gpSP? - -A) Yes, but it wouldn't improve it nearly as much as say, SNES9x TYL. - This is because most of the processing that goes into sound on a GBA - game is done in the CPU, not in dedicated audio hardware. It could - help a little, but probably not a lot. Maybe enough to be worthwhile. - It might also be possible to split the video rendering to the main - CPU and the main emulation to the secondary one, but there are a lot - of coherency issues involved. - - -Q) I heard gpSP can only load games 16MB or smaller in size. Is this - true? What about zipped games? - -A) As of version 0.8 gpSP can play 32MB ROMs. However, they must be - unzipped. The reason for this is that parts of the ROM are constantly - loaded to memory as needed, and for this to be as fast as possible the - ROM has to be present on the memory stick in raw format. - - You might be wondering, why not just have gpSP unzip the ROM to a file - then delete the file when it is done? The reason why is because this - would impose a "hidden" requirement of 32MB on the user that very - likely may not be there. Furthermore, there are only a few 32MB games - that anyone actually wants to play. If you only have one 32MB game on - your memstick then it'd actually require signifnicantly more free space - to hold both the ROM and the 32MB raw file. With 2 32MB ROMs you only - gain a around 10-25MB of free space, depending on how effective the - compression is. - - -Q) Savestates? From other emulators?? - -A) See the savestates option in main menu. gpSP will probably never - support savestates from other emulators, there's just too much in the - way of emulator specific data in them. - - Savestates are currently 506,943 bytes. They would be a little smaller - without the snapshot, but I find that very useful and it wouldn't help - size immensely. Compression would help, but I wanted the size to be - constant so you knew exactly how much you could hold and to improve - save/load speed. - - -Q) What's with the zip support? - -A) I hear stories that some games work unzipped and not zipped, so you - might want to try unzipping them if it gives you problems. You also - might want to try making fresh zips with WinRAR - users have - reported some higher success rates doing this. - - -Q) What's with the config file? Should I make it read only? - -A) There was a bug in version 0.6 that caused the config file to not - get updated or get corrupted sometimes. Hopefully this is fixed now, - but if it DOES get corrupted making it read only can prevent this - from happening in the future. - - -Q) So when WILL the next version be released? - -A) Sorry, but I almost never announce release dates. Furthermore, I'll - probably be pretty hush hush on internal development, just to keep - people from nagging me about it and building too much suspense. - - -Q) I don't like this emulator. Are there other alternatives? - -A) Yes. Try PSPVBA by Zx-81 (http://zx81.dcemu.co.uk/). Overall I doubt - the compatability is significantly higher than gpSP's anymore, but - I'm sure there are some games it runs that gpSP doesn't. - - -Q) I heard there was a version of gpSP for PCs. Is that true? - -A) I developed this emulator internally on PC. It might have a speed - advantage over other PC GBA emulators, although the PSP version has - more sophisticated optimizations. Most people have fast enough - computers to run better GBA emulators for PC and gpSP lacks some - important features (screen resizing) that the PSP version kinda - hides. Even though gpSP spent a majority of its development - gestation as a PC app it was always developed with the PSP in mind, - so the PC version will probably not see the light of the day unless - I get overwhelming demand for it. It is, however, possible to - build it from the source. But I request that you don't distribute - such builds. If you happen to find one, bear in mind that I don't - offer any support for it, and as far as I'm concerned it won't - exist. - - -Q) I hear there's a version of gpSP for other platforms too, like - Dreamcast. And I hear they're slow! What gives? - - These are ports, done by other people (or maybe myself?). This is - possible because gpSP is open source and its base version is fairly - portable, but to run fast enough on anything but platforms quite a - bit faster than PSP it at least needs a CPU specific dynarec backend. - - I don't (necessarily) maintain all builds of gpSP, so you'll have to - contact the authors of these ports for more information. That - notwithstanding, I try to get as involved in other ports of gpSP as - I can. - - -Q) I want to modify gpSP. How can I do this, and am I at liberty to do - so? - -A) Yes, you are, under the terms of the GPL (see the included - COPYING.DOC). You can download the sourcecode from whereever you - downloaded this; if you can't find it please e-mail me and I'll give - you a link to it. I would vastly appreciate it if you contacted me first - before forking my project, especially if you're just looking to gain - recognition without adding much to it. It's better to keep all changes - tidy in one branch of development. - - I would like to stress this a little more seriously (hopefully those - interested are reading this). Although you are legally entitled to - release your own forks of gpSP it would be much more benficial to me, - to you, and to the users of this program if you instead tried working - with me to get your changes incorporated into the next version. I - really don't feel like competing with other builds of my source - anymore, so please do me a big favor and send me an e-mail if you want - to work with gpSP. - - -Q) How do I build gpSP? - -A) make will build it. You need to have SDL for PSP installed, as well - as the standard PSP toolchain/PSPSDK and zlib. gpSP isn't much of a - "build it yourself" program so please don't bother me much about how to - build it unless you have a good reason for wanting to do so. - - -Q) What is with the version numbers? - -A) Anything less than 1.0 means beta. Beta means that I still have major - plans for working on it, and that I don't fully back it as being - stable or reliable software. Of course, if it does hit 1.0, that doesn't - mean it'll be perfect. It just means I'll have spent a lot of cumulative - time working things out. The closer it gets to 0.9, the happier I am with - it overall. - - -Q) Donations? - -A) Very appreciated. exophase@gmail.com on PayPal. <3 - - -Q) How can I contact you? - -A) exophase@gmail.com, Exophase on AIM, exophase@adelphia.net on MSN. I - welcome IMs, but if you nag me a lot you'll make me sad inside. And - don't ask me for ROMs or the GBA BIOS. I figured this was common sense - but apparently not. - - --- Credits -- - -Exophase: main developer -siberianSTAR: zip support -psp298: analog nub code - -Beta testers for 0.7: -theohsoawesome1 -thisnamesucks837 -blackdragonwave9 -dagreatpeewee -xsgenji - -Beta testers for 0.8: -Runaway_prisoner -theohsoawesome1 -tanyareimyoko -spynghotoh2020 - -Beta testers for 0.9: -RunawayPrisoner (my right hand man) -Veskgar (my left hand man) -qasim - --- Special thanks -- - -Quasar84: He's helped me in so many ways with this. We both kinda learned -GBA together, he did little demos for me and I got them emulated. It was -great trying out your more advanced code for your own projects once you -got to them, it was equally rewarding to see your work and to be able to -run it at the same time. Least of all I wouldn't have been able to do any -of this without your constant support and presence. I really owe this -release to you. - -gladius: You are an amazing GBA coder. I wouldn't have been able to get -through some tough parts without your help. Its been good talking about -ideas with you.. I'm sure you're glad to see that there's finally a GBA -emulator with dynarec ;) - - -Many, many others of course, probably too many to name, and I don't want -to make anyone feel bad by putting others above them (well, except those -two, heh) so if you think you should be on here, you probably should be! -Just pretend you are for now, and maybe I'll put you here next time. - -- cgit v1.2.3