why don't you guys try to port ubuntu or a n64 or gamecube emu?
why dont you guys try to port ubuntu or a n64 or gamecube emu?
Should be able to get n64 working tho.Because they don't have access to all the hardware. It's also not feasible to port ubuntu with unity and the whole shebang, porting the linux kernel is entirely possible given that we can use all the hardware. There will never be a gamecube emulator, the hardware is not nearly enough powerful.
No way. The PSP could barely do it, and that was by virtue of it having a similar MIPS architecture.Should be able to get n64 working tho.
No way. The PSP could barely do it, and that was by virtue of it having a similar MIPS architecture.
it will work depending on the hardware really. If we code efficiently it will work, but if we let the 3DS do all the job then, its not to think about.
I believe i saw portal on the ds, then we can make really decent home brew for the 3ds. We just need a complete suite of the 3ds. I dont know how to run a compiled file or with what to compile in my pc. Although I can compile C code with codeblock and g++.
yes, i understand. Where can I learn how to compile and boot a file by the unit?
Just start reading this thread from the beginning. Every 2 or 3 posts has something usefulyes, i understand. Where can I learn how to compile and boot a file by the unit?
Is someone experiencing like me glitches drawing in ARM11 mode? I have the problem that randomly the value of some pixels don't change (even if the new value is correctly stored in the buffer, I checked it). Drawing in other position of the screen makes appear gradually the previously not correctly showed pixels. Very strange. Probably some sync problem with GPU.
If you want I can post the ARM11 version of my TE3DS to show more clearly the problem.
It's very annoying now that I can use the touchpad and the joystick. I would like to code somethin new, but I'm stuck on this problem.
I couldn't get the tetris demo's launcher.dat to run on it (the non-qt version).So, has anyone tried the emulator yet to run homebrew? I'm gonna try to get space invaders running on it.
Is someone experiencing like me glitches drawing in ARM11 mode? I have the problem that randomly the value of some pixels don't change.
Even Kane's compiled Launcher.dat that demonstrated arm11 code had that issue iirc. The squares often don't draw completely. Overall everything is just really broken.
Do you think it has something to do with the random switching issue of the frame buffer? Perhaps, while drawing in arm11 mode, your attempt to correct the flaw by drawing in both buffers is instead confusing the GPU