Author Topic: SDL/n2DLib ports for TI Nspire  (Read 82488 times)

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Offline gameblabla

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Re: SDL/n2DLib ports for TI Nspire
« Reply #330 on: September 24, 2016, 10:05:14 pm »
That looks cool. Thanks for the port :)
Wasn't there a crappy SNES version, btw?
Yeah, it does. (don't know how crappy it is though...)
In fact, this game was ported to lots of platforms at the time, even the CDi !

I think in-game, the SNES port runs faster than the native port but i need to test this if that's the case.
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Offline gameblabla

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Re: SDL/n2DLib ports for TI Nspire
« Reply #331 on: September 25, 2016, 01:33:08 pm »
I have significantly improved the game's speed by doing little changes.
I only had to remove the zlib dependency (turn off a define) and remove a condition inside the drawing and the game runs
much faster now than it used to.
I can now safely say it runs faster than the SNES port :p
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Offline xlibman

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Re: SDL/n2DLib ports for TI Nspire
« Reply #332 on: September 25, 2016, 10:20:05 pm »
Great! I still need to try it, since I didn't have much time to do so lately.
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Offline gameblabla

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Re: SDL/n2DLib ports for TI Nspire
« Reply #333 on: September 28, 2016, 09:49:03 am »
Here's a PSX emulator, PCSX4All, now for the Ti Nspire CX !



I have switched the video rendering to n2dlib, stripped down all of its dependencies...
but it is still pretty slow.
That's mainly because it doesn't have a recompiler compatible with the nspire
due to sys_flushcaches only available on Linux systems...
For now, it's using the slow-ass interpreter and it's crashing on a lot of games...
« Last Edit: September 28, 2016, 08:47:19 pm by gameblabla »
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Re: SDL/n2DLib ports for TI Nspire
« Reply #334 on: September 28, 2016, 12:23:15 pm »
Wait what? O.O If the speed isn't that bad (for example, if some games are actually playable) then this is sorcery. O.O I always thought that PSX/N64 emulation required a 800+ MHz processor. :P Nice though
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Re: SDL/n2DLib ports for TI Nspire
« Reply #335 on: September 28, 2016, 08:50:11 pm »
Well, critor told me most games would crash, even homebrews...
I have no idea why this happens though, even after fixing some other bugs.

I guess GCC doesn't make good arm code for the nspire, because it is working on my PC with the same codebase.
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Re: SDL/n2DLib ports for TI Nspire
« Reply #336 on: September 29, 2016, 02:07:47 am »
Aw that's a shame. Maybe lack of RAM or disk space? What is the smallest licensed PS1 game ever made? Music 2000 is 323 MB so games aren't necessarily tied to the size of a CD, but I always thought that PS1 games were at least 100+ MB large due to all cinematics.
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Re: SDL/n2DLib ports for TI Nspire
« Reply #337 on: September 30, 2016, 10:01:57 am »
Yeah, the PS1 emulator was more of a POC than anything else : i never intended to make it fullspeed or anything.

I gave TinyGL a try on my nspire and it turned out it could be used with n2DLib.
I have compiled some 3D examples using TinyGL.



https://github.com/gameblabla/tinygl_nspire/raw/master/triangle.tns
https://github.com/gameblabla/tinygl_nspire/raw/master/gears.tns

Triangle works fast but Gears (yes, the benchmark app) works pretty slowly : like 5 FPS or something.
« Last Edit: September 30, 2016, 10:47:05 am by gameblabla »
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Re: SDL/n2DLib ports for TI Nspire
« Reply #338 on: September 30, 2016, 04:13:11 pm »
Interesting. By the way I am curious about how fast a port of ClosedGL or the 68K voxel engine would run? I don't know if the license would allow that, though, but those w ere for the TI-89
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Re: SDL/n2DLib ports for TI Nspire
« Reply #339 on: September 30, 2016, 10:31:15 pm »
Interesting. By the way I am curious about how fast a port of ClosedGL or the 68K voxel engine would run? I don't know if the license would allow that, though, but those w ere for the TI-89
ClosedGL is proprietary : it's missing cgl.c, the implementation library and he only provides a lib file, with no source code.
It can't be ported to any platforms.
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Re: SDL/n2DLib ports for TI Nspire
« Reply #340 on: September 30, 2016, 11:54:20 pm »
Dang. For some reasons, back in the days many TI community members had the bad habit of releasing everything closed-source or worse, not releasing anything at all and letting their closed-source projects rot on old, failing hard drives. >.<
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Re: SDL/n2DLib ports for TI Nspire
« Reply #341 on: November 20, 2016, 05:16:11 am »
So I fixed the download link for the PC version of Opossum Massage Simulator in @gameblabla post because for some reasons he likes to give me extra work by changing the Github download URL for no reason :P
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Re: SDL/n2DLib ports for TI Nspire
« Reply #342 on: December 13, 2016, 12:33:30 am »
Virtual Jaguar for the Ti Nspire CX.


It requires the latest Ndless version for it to work so better update your installation.
Not all games work and when they do, it's very slow.
Wolfenstein 3D and Cybermorph are the fastest games running on vj.
Bubsy also work but only on the no-dsp version.
Atari Karts works but it is very slow, don't attempt to run it lol.

You can download the tns files here :
https://github.com/gameblabla/virtualjaguar-nspire/raw/master/virtualjaguar-nspire.zip
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Re: SDL/n2DLib ports for TI Nspire
« Reply #343 on: December 13, 2016, 02:17:51 am »
How much slower do the games run? For example, at how many FPS would Wolfeinstein run? This is amazing work, though, @gameblabla . I'm glad to see more platforms available for emulation on the Nspire :3=
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Re: SDL/n2DLib ports for TI Nspire
« Reply #344 on: December 13, 2016, 04:27:32 pm »
Quote
How much slower do the games run? For example, at how many FPS would Wolfeinstein run?
Here's how the Atari Jaguar version of Worms works on it.


And to answer your questions, Wolfenstein 3D on vj runs much more slowly than its PC port.
Like 1~2 FPS.
Worms runs at 2~4 FPS, it's the fastest game running on vj.

I can still optimise it tho, i have not played all of my cards yet.
It's not using n2DLib right now due to some issues with color masking.
When this issue is solved, expect much higher framerates.
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