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Two9A
Morning, all. May I draw your attention to the (former) DSemu homepage, wherein will be found, for the first time in months, news.

http://www.dsemu.org/
Robert
Two9A has returned to work! Welcome back man! biggrin.gif

Thanks for the news, it's always welcome.
Two9A
Alright. Progress thus far has been relatively quick, but I fear that things will slow down/crawl to a stop very soon now. Up to this point, things have been simple; I have a large percentage of a shiny new portable ARM7 core, a tiny bit of GBA bitmap graphics, and key input, all underneath a new portable (FLTK-based) GUI. From here, it gets difficult, and I may be tempted to simply hack in doublec's work on the DS components.

Now I know you're clamouring for screenshots. Very little in the way of demos runs right now, but there are a few simple ones that seem to work fine. Images follow (note, they may not appear immediately, as there seems to be an issue with the server):





The latest source should be available at http://ng.dsemu.org/dsemu-ng-20051008.tar.bz2

Feel free to check it out.
Robert
Sounds like work is progressing well... I get a DNS error on your server. I cannot see any images or download the source.
Two9A
QUOTE (robbbert)
I get a DNS error on your server. I cannot see any images or download the source.
Yeah, my DSL line happened to go down the very minute I posted the message, and stayed down for like 3 hours. It's all back up now.
Cloud Strife14
Are you working on a new DSEmu or are you helping doublec?If you are working on a new Version:When will you release it?

Sorry for my bad english,because I am German. tongue.gif
death_entry
this actually looks like the most promising emulators out there. Should make homebrew a lot easier.
Two9A
QUOTE (Cloud Strife14)
Are you working on a new DSEmu or are you helping doublec?
To clarify things. As of right now, the DSemu project is termporarily forked; master Double's working on DSemu, and I've got DSemu-ng. When I've caught my code up to doublec's, I'm hoping to integrate/replace the current DSemu tree with DSemu-ng, hence merging the projects.

To answer your other question, there won't be a release; even though this is "another emulator", it's intended as a merging replacement to DSemu.
Alucard1475
Very nice...keep it up.
Two9A
Regular updates? Never. Anyway, I took a break for a couple of days, and came back to the code. Only to find that a couple of demos break horribly, RValentine being the most notable. Now, I spent all day hacking stuff in to find the problem. I didn't find the problem, but I did hack the stuff in. (screenshot follows)



Perhaps tomorrow or the day after, the bughunt can begin.
KiwiBoi
Hi there,

Thought you might like to know that I got this to compile and sort-of run under OS X.

I had to make a couple of fixes however.

The DSEMU version number wasn't a string, so I changed the Makefile.osx to echo the thing with quotes around it.

The path to gl.h didn't work so I changed it to <FL/gl.h>

I had to add gbammu-dma.c to the makefile as well.

After linking you need to execute 'fltk-config --post dsemu' in order to add a small resource fork so that the UI functions.

Nothing seems to run correctly however. I tried the copperbars and mode3demo.bin files and neither works. copperbars displayed nothing and mode3 looked like this:



Ah well, at least it kinda goes...

This is version 20051014.
crazyjul
Have you thought that the MacOS platform is Big endian, and that intel x86 and ds are both little endian.

You can try swap every bytes you are reading.

Good luck guy
Two9A
QUOTE (crazyjul)
Have you thought that the MacOS platform is Big endian, and that intel x86 and ds are both little endian.
That's very kind of you to point out, but the feature's already there. The problem is that I found a bug in the MMU yesterday, where the bytes are being swapped twice for MMIO memory. So I've prised that out, and you might have more luck with the next release, when I get the time to put a tarball together.
KiwiBoi
QUOTE (Two9A @ Oct 25 2005, 09:49 PM)
That's very kind of you to point out, but the feature's already there. The problem is that I found a bug in the MMU yesterday, where the bytes are being swapped twice for MMIO memory. So I've prised that out, and you might have more luck with the next release, when I get the time to put a tarball together.
*

Cool, I'll keep an eye out for it. Will you be putting back the nds files in the next one?
Two9A
QUOTE (KiwiBoi)
Will you be putting back the nds files in the next one?
DS functionality's a long way off yet. I'm gonna try to attack sound first. If I can add one channel of sound, that'll be a lot more than DSemu's ever had before.
KiwiBoi
QUOTE (Two9A @ Oct 26 2005, 09:36 AM)
DS functionality's a long way off yet. I'm gonna try to attack sound first. If I can add one channel of sound, that'll be a lot more than DSemu's ever had before.
*

Have you considered using PortAudio rather than SDL? If you only want audio it might be a better solution.

I used it years ago on the Mac and wrote my own mixer (using a logarithmic compander), but they do have a mixer if you need it.

If you use your own mixer you just add pa_lib.c, pa_host.h, portaudio.h and pa_PLATFORM.c and you're done smile.gif It calls a callback when it needs data.
Federelli
Two9A, you think you'll release a built version once you catchup with doublec's work?
Two9A
QUOTE (Federelli)
you think you'll release a built version once you catchup with doublec's work?
Catching doublec is gonna take a bit of work; it'll probably be a while. The major problem with releasing builds is that I only have a Linux box; I can compile for Windows through Wine, but I can't guarantee that anything'll work, because I can't test it.

QUOTE (KiwiBoi)
Have you considered using PortAudio rather than SDL?
Eventually, I do want to have all 6 channels of GBA sound, so I'd have to write a mixer. I did take a short look at PortAudio, and it seems to be on about the same level of simplicity as the SDL standard sound. If the mixer turns out not to be too much of a hassle, then perhaps I'll check it out.
Federelli
So what would i basically need to compile dsemu?
Two9A
QUOTE (Federelli)
So what would i basically need to compile dsemu?
As of the version sitting on my hard drive right now (which I'll probably put up in the morning), you need:
  • A compiler. This can be gcc for Linux/OSX, MinGW for Win32, or MSVC++.
  • The Fltk libraries and includes for your compiler. If getting them for MSVC is a pain (it was for me), I can upload a copy of the libraries I use in compilation.
  • (The current version on the website needs SDL and SDL_mixer libraries, even though they're not used any more. That dependency has been removed since.)
So that's it. Once you've got those, grab the package I'll put up later, and give it a trial run. I've got verified compiles on Linux and MSVC (from me) and MinGW and OSX (from others), so you should be fine.
Two9A
Ok, as promised, a new fileset for DSemu-ng. I've simplified the Windows compile a little, and added an OSX makefile based on recommendations provided to me. Please try them out, and let me know how things go.

http://ng.dsemu.org/dsemu-ng-20051101.tar.bz2
Federelli
I'll get the required includes and SDL, and ttry to compile with Dev C++ (gcc), and Code::Blocks smile.gif.
Federelli
I'm getting the following:

fltk-2.0.x-r4608.tar.bz2 is that ok?
Two9A
QUOTE (Federelli)
fltk-2.0.x-r4608.tar.bz2 is that ok?
No, no it's not ok tongue.gif
DSemu-ng links against Fltk 1.1.x (1.1.4 in particular is what I dev with). I have no idea if 2.0 will work. Also, you won't be needing SDL any more; I finally got around to removing the references to SDL for the 1101 release.
Federelli
Ok i'll get Fltk 1.1.x, but could you give me a hand with setting up the files?
Two9A
Erm. I didn't actually do any setting up, having a superripped commandline version of MSC++; all I did was dump the FL includes in INCLUDE, get someone else to compile the libs, and dump those in LIB. I haven't the first clue how to go about building Fltk wink.gif
KiwiBoi
I have a six channel mixer via PortAudio, if you want it. Just fill in the callback. The code I have should be portable by replacing the PortPLATFORM.c file (mine is Mac-Carbon). You can include the few files in the distro as it is under a BSD type license, so it matters not what you do with it, (unlike GPL/LGPL). Just stick the files in there and add it to your distro, rather than making people install a ton of crap.

I had SFX and vorbis/ogg working on it at the time.
Two9A
Sure, sounds good; I'll take it. Good to hear that it's all BSDd, since that's the licence
for DSemu-ng; can't go around distributing lgpl code under bsd, now can we.

Just throw a link or the file in my direction, it'll be much appreciated.
Normmatt
So, Two9a hows dsemu-ng coming along, will we see a christmas release?
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