It was written using a beagleboard, which is on my desk and I have easy access to. "Remote debugging" consisted of running gdb.
Running gdb AND reading all our crap
It was written using a beagleboard, which is on my desk and I have easy access to. "Remote debugging" consisted of running gdb.
I am not able to find an original release of Arachnoid with an endorsement by Orkin (doesn't mean it doesn't exist, just that I can't find proof of it). The oldest versions of Arachnoid I can find were released without any mention of Orkin in 2007, which is 4 years after the most recent official release of glN64, and more than a year since Orkin was last active. If I were to guess, someone else slapped the GPL on the project, since none of Orkin's code has any kind of licensing specified. That doesn't invalidate my original argument, though. It just means the Arachnoid project can't be used as proof that Orkin released his code under the GPL.
Right, my OpenGL ES project is separate from my Mupen64Plus project at the moment. Of course once the core and dynarec are working, a more complete SDL will be essential for all the input/output components, and Pelya's port is the most complete and debugged one I am aware of for Android (and Pelya himself is one of the most helpful developers I've worked with as well).Well, i'm not sure you need the complicated pleya SDL port. My "port" which can be found in the droid64 github repository is really minimal with dummy video/input etc. I don't see the need to use SDL video at all and you could even probably remove SDL completly from the port, but if you already got it working ...
int printf(const char *, ...);
...
#ifndef __WIN32__
#ifndef __ANDROID__
# include <ucontext.h> // extra signal types (for portability)
#else
#define EXIT_SUCCESS 0
#define MUPEN_VERSION "1.5_android_0.1a"
#include <stdlib.h>
#include <android/log.h>
#define printf(...) __android_log_print(ANDROID_LOG_VERBOSE, "new_dynarec", __VA_ARGS__)
#endif
# include <libgen.h> // basename, dirname
#endif
#include <sys/time.h>
#include <sys/stat.h> /* mkdir() */
#include <errno.h>
#include <stdio.h>
...
No luck porting it to JNI yet. My deployment is coming up in a couple of weeks, so I've been scrambling to meet a hundred deadlines. In the mean time, I probably won't have a lot of time for programming until things settle down.
Hopefully his project is based on Mupen64Plus so I can take a look through the source code.
I guess the benefit of being the first to release an n64 emulator for Android is it is the only option out there, so you can charge whatever you likeShame there's no Lite version like for the other emus.
I guess the benefit of being the first to release an n64 emulator for Android is it is the only option out there, so you can charge whatever you likeAs soon as another competitor or two hit the market, Yonghz will no doubt release a Lite version.
Yes, I tried it out, and it runs shockingly well on my phone. Mario flys at double speed (actually not really playable because it is too fast!) This definitely gives me motivation to continue my project. Hopefully his project is based on Mupen64Plus so I can take a look through the source code.