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#63589 - 25/07/10 04:03 PM Re: Arm Akimbo SDLMAME [Re: couriersud]
Just Desserts Offline
Senior Member

Registered: 23/05/09
Posts: 752
Originally Posted By: couriersud
Originally Posted By: R. Belmont
Sure, but it should be possible to get at least the classics to work well on N900/BeagleBoard/Pandora level hardware.

Some of the classics have discrete sound emulation. This is 100% floating point. It does however not rely on IEEE compliance.


If Aaron is willing and you're willing, I wonder if there would be any interest in defining an "mFloat" data type. On platforms with hardware FP, it would be a #define to float. On platforms without hardware FP, it would fall back to a core class that overloads the necessary operators to implement decent fixed-point. Thoughts?

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#63591 - 25/07/10 04:11 PM Re: Arm Akimbo SDLMAME [Re: ldesnogu]
R. Belmont Offline
Senior Member

Registered: 17/03/01
Posts: 12492
Loc: USA
Couriersud: you're correct of course, but e.g. Dig Dug runs quite well on the SDLMAME port someone did for the Wii, which is a 730 MHz PowerPC. So I think non-discrete sound games should be capable of running well on the sort of ARM hardware under discussion.

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#63593 - 25/07/10 07:56 PM Re: Arm Akimbo SDLMAME [Re: R. Belmont]
couriersud Offline
Senior Member

Registered: 19/02/07
Posts: 394
Originally Posted By: R. Belmont
Couriersud: you're correct of course, but e.g. Dig Dug runs quite well on the SDLMAME port someone did for the Wii, which is a 730 MHz PowerPC. So I think non-discrete sound games should be capable of running well on the sort of ARM hardware under discussion.

Of course. Anything e.g. using a 8910 should work. I just wanted to inject some "expectation-management" into this thread in order to avoid that people later wonder why e.g. Donkey Kong does not perform on such a build.

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