Notices


Reply
Thread Tools
Posts: 439 | Thanked: 192 times | Joined on Oct 2009 @ spain-aragon-zaragoza
#1
hello here is a nintendo 64 emulator for maemo

http://rapidshare.com/files/293487705/nintendo_64.rar
 

The Following 3 Users Say Thank You to samipower For This Useful Post:
Capt'n Corrupt's Avatar
Posts: 3,524 | Thanked: 2,958 times | Joined on Oct 2007 @ Delta Quadrant
#2
video please

}:^/~
 
allnameswereout's Avatar
Posts: 3,397 | Thanked: 1,212 times | Joined on Jul 2008 @ Netherlands
#3
mupen64plus which is known to work on Linux/ARM(EL). Just need to make a proper .deb, and hardware optimized for N900.

The rar contains 2 tarballs: mupen64plus-arm-20090829.tar.gz and mupen64plus-arm-20090909.tar.gz

The former tarball also contains Mesa 7.2. I'm not sure where the executable is supposed to be, but there is a hell of a lot sourcecode in these tarballs.

I see OpenGL support, but you're gonna need OpenGL ES 2.0.

It'd also have to understand (only) the input methods for N900.
__________________
Goosfraba! All text written by allnameswereout is public domain unless stated otherwise. Thank you for sharing your output!
 

The Following User Says Thank You to allnameswereout For This Useful Post:
verumgero's Avatar
Posts: 221 | Thanked: 43 times | Joined on Oct 2007 @ Sendai, Japan
#4
That is amazing, now all I have to do is get an n900.
 
Posts: 439 | Thanked: 192 times | Joined on Oct 2009 @ spain-aragon-zaragoza
#5
i will buy nokia n900 the next week and i try it , nokia n900 have open gl 2.0
 
allnameswereout's Avatar
Posts: 3,397 | Thanked: 1,212 times | Joined on Jul 2008 @ Netherlands
#6
Nokia N900 has OpenGLES 2.0.

Why not start your own project on Garage and package properly?

You won't have to use a proprietary compression format such as rar then, and you won't have to use Rapidshare service to distribute your sourecode. I, for one, do not touch software coming from such a shady distribution channel.

I'm also interested in your patches and if you made any optimizations.

In short, I mean, a little more information please!
__________________
Goosfraba! All text written by allnameswereout is public domain unless stated otherwise. Thank you for sharing your output!
 

The Following 2 Users Say Thank You to allnameswereout For This Useful Post:
Posts: 439 | Thanked: 192 times | Joined on Oct 2009 @ spain-aragon-zaragoza
#7
i am not the autor but ,

here is the information that you wish:

the nintendo 64 say:

author states:

I rewrote the dynamic recompiler Mupen64Plus to generate code for ARM. This will run in OpenPandora, TouchBook and BeagleBoard.

Unfortunately, OpenGL acceleration does not work. You can use software rendering, but is very slow and some of the textures are displayed incorrectly. Since some people are working in libraries OpenGL ES, as I am posting this is for testing purposes.

When you run the emulator requires approximately 100 MB of free memory. Large ROM, or games that use the memory expansion, require a little more. Be sure to first close other applications.

Because the emulator is not in a usable state, I have made no attempt to test the controls. However, the mupen64_input.so plugin seems to work. blight_input not. You need to configure the appropriate plugin.

Compiling Mupen64Plus (or at least rice_video) requires more than 256MB of RAM. You will need to create and activate a swap partition on an external hard drive before compiling Mupen64Plus.

If you are using Angstrom, you must install the following packages: gcc, g + +, make, pkgconfig, libsdl-ttf-dev, gtk +-dev, dev-libGL, libGLU-dev, xserver-xorg-extension-glx

Some of the plugins has x86 assembly code that is not based on the arm. After Mupen64Plus building, not 'do NO_ASM plugins = 1 "to build these plugins.

The table-7.2 package in the current version of Angstrom is broken. To use the software rasterizer, you will have to compile the source table, then copy swrast_dri.so in / usr / lib / dri /

The original dynamic recompiler Mupen64 uses too much memory to run on the Pandora as it retains all the translated code and metadata. To limit memory usage, now assigned a 16MB buffer for the translation of the code, and if it fills, blocks of old are removed to make space. 16MB seems to be enough for most games without causing excessive beating. This code is in r4300/new_dynarec /.
 

The Following 2 Users Say Thank You to samipower For This Useful Post:
joshua.maverick's Avatar
Posts: 805 | Thanked: 440 times | Joined on Aug 2009 @ Mississauga, On
#8
any graphic elements required here? I'd love to design anything for this effort!


edit: I should really read the full thread before I go and post, I was really hoping this would exist *sigh oh well.

Last edited by joshua.maverick; 2009-10-16 at 16:09.
 
joshua.maverick's Avatar
Posts: 805 | Thanked: 440 times | Joined on Aug 2009 @ Mississauga, On
#9
+1 for the video, a video would do wonders for the bloggers.

engadget/gizmodo especially.
 
jalladin's Avatar
Posts: 283 | Thanked: 31 times | Joined on Jun 2009 @ US Air Force
#10
I just had a question, why is it that i see so many threads and videos on emulators but to even mention how you would be able to get games for all these emulators is grounds for dismissle?


i would love to be able to play nes and n64 games but for the intermediate newbs here once i get the emulator then what...
__________________
Search "may help find answers"
N900 FAQ (wiki)
Google Wave User
 
Reply


 
Forum Jump


All times are GMT. The time now is 09:19.