Files
kaizen/external/SDL/docs/README-ngage.md
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iris 00cc9309cb Squashed 'external/ircolib/' changes from ce3cd726c..de6e324bd
de6e324bd separate emu thread
10d3daf86 Roms List improvements
95d202f37 Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.
fc306967f Wow the ROM Header was just completely busted. Game list view works now
bad1691ee fuck this shit
2b59e5f46 game list in progress
d26417b83 remappable inputs in progress
ac4af8106 input
e72abc240 update readme
430139dc9 Qt6 frontend
3080d4d45 Fix this small bug too
08cd13b85 Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.
61bb4fb44 make idle loop detection a little more specific with where the load goes
b037de4c3 SAZDFsdff
12e81e73e need to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)
204f0e13b idle skipping seems to work!
cb8bb634a sdkfjlasdf
58e5c89c1 Fix compilation issue on my machine (no idea)
24fb2898e attempting more serious idle skipping
214719577 Place rsp.Step inside cached interpreter. Gains about 3 more fps
bb97dcc23 mmmmm
920b77d38 wjkhasdfjhkasdf
430ccdab4 it's a start...
4f42a673a Cached interpreter plays Mario 64. Start looking into RSP as well
c9a030787 idle skipping works!
5fbda03ce new idea
366637aba Idle skipping... maybe?
609fa2fb0 Cache instructions implemented but broken lmao. Commented out for now
e140a6d12 - Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work
68e613057 prep cache impl
811b4d809 fix clang format
fda755f7d idk
d5024ebbf small MI refactor in preparation of (eventually) implementing the RDRAM interface properly
694b45341 Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'
206dcdedf Squashed 'external/SDL/' content from commit 4d17b99d0a
4d16e1cb4 need to update sdl
848b19920 Fix compilation error
db61b5299 Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'
e94a94559 Squashed 'external/imgui/' content from commit 02e9b8cac
52edb3757 need to update imgui
c1a705e86 Emulate weird JALR behaviour
4b4c32f4b Fix exception for "unusable COP1" in 4 instructions i missed accidentally (again)
df5828142 Bug putting 0s in the log everywhere
f8b580048 Make isviewer a sink to file
8241e9735 Fix exception for "unusable COP1" in 4 instructions i missed accidentally
b29715f20 small changes
d9a620bc1 make use of my new small utility library
0d1aa938e Add 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'
e64eb40b3 Fuck git

git-subtree-dir: external/ircolib
git-subtree-split: de6e324bde
2026-06-15 11:56:38 +02:00

2.6 KiB

Nokia N-Gage

SDL port for the Nokia N-Gage Homebrew toolchain contributed by:

Many thanks to:

  • icculus and slouken for always making room for us, even when we show up in 2025 still waving the N-Gage flag.

  • The Nokia N-Gage Discord community who keeps the platform alive.

  • The staff and supporters of the Suomen pelimuseo, and to Heikki Jungmann, for their ongoing love and dedication for the Nokia N-Gage -- you guys are awesome!

History

When SDL support was discontinued due to the lack of C99 support at the time, this version was rebuilt from the ground up after resolving the compiler issues.

In contrast to the earlier SDL2 port, this version features a dedicated rendering backend and a functional, albeit limited, audio interface. Support for the software renderer has been removed.

The outcome is a significantly leaner and more efficient SDL port, which we hope will breathe new life into this beloved yet obscure platform.

To the Stubborn Legends of the DC Scene

This port is lovingly dedicated to the ever-nostalgic Dreamcast homebrew scene -- because if we managed to pull this off for the N-Gage (yes, the N-Gage), surely you guys can stop clinging to SDL2 like it's a rare Shenmue prototype and finally make the leap to SDL3. It's 2025, not 1999 -- and let's be honest, you're rocking a state-of-the-art C23 compiler. The irony writes itself.

Existing Issues and Limitations

  • For now, the new SDL3 main callbacks are not optional and must be used. This is important as the callbacks are optional on other platforms.

  • If the application is put in the background while sound is playing, some of the audio is looped until the app is back in focus.

  • It is recommended initialising SDLs audio sub-system even when it is not required. The backend is started at a higher level. Initialising SDLs audio sub-system ensures that the backend is properly deinitialised.

  • Because the audio sample rate can change during phone calls, the sample rate is currently fixed at 8kHz to ensure stable behavior. Although dynamically adjusting the sample rate is theoretically possible, the current implementation doesn't support it yet. This limitation is expected to be resolved in a future update.

  • Dependency tracking is currently non-functional.