00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed 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)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
65 lines
2.6 KiB
Markdown
65 lines
2.6 KiB
Markdown
# Nokia N-Gage
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SDL port for the Nokia N-Gage
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[Homebrew toolchain](https://github.com/ngagesdk/ngage-toolchain)
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contributed by:
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- [Michael Fitzmayer](https://github.com/mupfdev)
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- [Anonymous Maarten](https://github.com/madebr)
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Many thanks to:
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- icculus and slouken for always making room for us, even when we show up in 2025
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still waving the N-Gage flag.
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- The Nokia N-Gage [Discord community](https://discord.gg/dbUzqJ26vs)
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who keeps the platform alive.
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- The staff and supporters of the
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[Suomen pelimuseo](https://www.vapriikki.fi/nayttelyt/fantastinen-floppi/), and
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to Heikki Jungmann, for their ongoing love and dedication for the Nokia N-Gage --
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you guys are awesome!
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## History
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When SDL support was discontinued due to the lack of C99 support at the time,
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this version was rebuilt from the ground up after resolving the compiler issues.
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In contrast to the earlier SDL2 port, this version features a dedicated rendering
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backend and a functional, albeit limited, audio interface. Support for the
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software renderer has been removed.
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The outcome is a significantly leaner and more efficient SDL port, which we hope
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will breathe new life into this beloved yet obscure platform.
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## To the Stubborn Legends of the DC Scene
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This port is lovingly dedicated to the ever-nostalgic Dreamcast homebrew scene --
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because if we managed to pull this off for the N-Gage (yes, the N-Gage), surely
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you guys can stop clinging to SDL2 like it's a rare Shenmue prototype and finally
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make the leap to SDL3. It's 2025, not 1999 -- and let's be honest, you're rocking
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a state-of-the-art C23 compiler. The irony writes itself.
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## Existing Issues and Limitations
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- For now, the new
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[SDL3 main callbacks](https://wiki.libsdl.org/SDL3/README-main-functions#main-callbacks-in-sdl3)
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are not optional and must be used. This is important as the callbacks
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are optional on other platforms.
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- If the application is put in the background while sound is playing,
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some of the audio is looped until the app is back in focus.
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- It is recommended initialising SDLs audio sub-system even when it
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is not required. The backend is started at a higher level. Initialising
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SDLs audio sub-system ensures that the backend is properly deinitialised.
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- Because the audio sample rate can change during phone calls, the sample
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rate is currently fixed at 8kHz to ensure stable behavior. Although
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dynamically adjusting the sample rate is theoretically possible, the
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current implementation doesn't support it yet. This limitation is
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expected to be resolved in a future update.
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- Dependency tracking is currently non-functional.
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