Archive for November, 2007

November 29th, 2007 by nkeynes
Pbuffer support
Posted in Development

So… I’ve finally bitten the bullet and implemented some basic pbuffer-based rendering support, and even tidied up the glx code a little in the process (which is nice). It seems to work ok, but it would be good if I could get some of the people who were having framebuffer troubles to test out the current subversion trunk, and let me know if it works for them.

Don’t get me started on the current state of GL/GLX support in Linux… :-(

I’ve also spent some time on native CD and audio drivers for Mac OS X, but I’ll probably have to come back to them later (they’re taking a lot longer than I originally hoped unfortunately).
Next stop: MMU (finally! ^_^)

November 23rd, 2007 by nkeynes
x86-64 and Mac OS X ports
Posted in Development

It must be porting week – both the x86-64 and mac ports should (fingers crossed) work out of the box now. (Note that the mac port is intel only, and still requires X11+GTK 2.0 to build). Real native mac support will probably follow slowly as time permits – I’m getting something of a crash course in mac programming at the moment ^_^.

Changes

  • Added x86-64 support to the translator
  • Initial Mac OS X support (configuration and translator ABI changes)
  • Fix buggy TRAPA instruction (translator only – fixes several homebrew games)
  • Improve error handling of a few situations (can’t connect to display, etc)
  • Esound is now optional (but without it you’re not getting any audio)
  • Re-add the “Load Binary” menu entry that somehow got lost in the GUI revamp.
November 16th, 2007 by nkeynes
This week in lxdream
Posted in Development

The big change this week was the cutover to subversion for source control, otherwise things are fairly quiet at the moment. Also looking into a few homebrew games that are black-screening at the moment (damnit…) which would be nice to fix…
Changes

  • Converted source repository to subversion
  • Handful of minor bugfixes
  • Add support for CDI v4 (I think), and NRG 5.5+ images.
  • Add quick-n-dirty set of debian control files
  • Fix make install to include system rc file and exclude intermediate tools.
  • Start fixing up the unit/system tests to actually run properly
  • Added brazilian portugese and german UI translations (thanks to arthonis and linuxdonald)
November 8th, 2007 by nkeynes
lxdream 0.8.1 released (minor release)
Posted in Releases

I wasn’t originally planning to do a point release, but it’s probably worth fixing a few issues that were reported on the forums (mostly configure / portability related). Plus you get full-screen and GDI image support thrown in for free too!

I’d be interested to know how this fares on x86-based *BSD systems if anyone wants to test it out – hopefully it should be possible to at least build it now.

Changes

  • Fix configure script to abort if it doesn’t find a required library (eg, libGL.so or libz.so)
  • Add checks to the configure script for linux/cdrom.h, and avoid building the CD-Rom driver if it’s not found.
  • Add preliminary support for nulldc-style gdi images
  • Implement gdrom mode select command (mostly stub)
  • Fix some non-64bit-safe code
  • Fix the maple 0×00000700 issue
November 2nd, 2007 by nkeynes
Planning for 0.9
Posted in Development

The current plan for 0.9 looks like this:

1. Fix the renderer
2. Implement MMU address translation.

The big focus for 0.9 obviously has to be the rendering module – we need to speed things up a lot (at least 5-10x faster than it is currently), deal with a bunch of bugs (most of them cases where GL and the PVR2 don’t quite see eye-to-eye), and implement about half a dozen missing features (none of them trivial).

The AT is something I’ve wanted to have working for a while but it just hasn’t been a high enough priority compared to everything else (especially as it’s going to be a pain to get it to run fast enough). I suspect that no one else cares, but personally I’m very keen to see linux-dc running inside the emu…

In any case, everything after that is just gravy, and really depends on how I go for time. Unfortunately November is looking to be very busy IRL, so we’re looking at a January release at this point. But it will _rock_, so there ^_^

I’ve also finally gotten around to putting my “status” list up on the wiki. To be honest it’s a depressing list, as it seems to change at a glacial pace, but… there you are.

Changes  (what, you want changes already?)

  • Implement full-screen mode (scaling based)