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Dolphin on the vita?
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Dolphin on the vita?
01-25-2017, 12:37 PM (This post was last modified: 01-25-2017, 12:37 PM by JoeRaptorisback.)
#61
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If you are there, SonicAdvance1. I would like to know exactly how you rewrote Visual C++ code to Android? I know it was not easy, so please be descriptive.
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01-25-2017, 04:06 PM
#62
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(01-25-2017, 12:37 PM)JoeRaptorisback Wrote: If you are there, SonicAdvance1. I would like to know exactly how you rewrote Visual C++ code to Android? I know it was not easy, so please be descriptive.

https://developer.android.com/ndk/index.html
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01-25-2017, 04:46 PM (This post was last modified: 01-25-2017, 05:13 PM by JoeRaptorisback.)
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(01-25-2017, 04:06 PM)degasus Wrote: https://developer.android.com/ndk/index.html

A developer kit and or SDK is a different story, my question is how did he rewrite something made for via windows and linux onto android. Because I know you can't slap windows C  onto an android sdk and expect it compile and run? Because Dolphin's android port is not based of a windows emulator like XQEMU. 
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01-25-2017, 04:58 PM
#64
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This was not a link to the SDK, it is a link to the NDK. And yes, its porpuse is to run C++ on android. And we do so.
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01-25-2017, 05:25 PM (This post was last modified: 01-25-2017, 10:30 PM by JoeRaptorisback.)
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(01-25-2017, 04:58 PM)degasus Wrote: This was not a link to the SDK, it is a link to the NDK. And yes, its porpuse is to run C++ on android. And we do so.

I'm trying to avoid this from happening. 

https://bytes.com/topic/c/answers/553998-c-linux-vs-c-windows-there-any-difference

It must have been rewritten in C for android then.

How did you recognize what code worked for windows and what code worked for android?
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01-25-2017, 07:20 PM
#66
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Our code base compiles fine on Windows, Linux, OSX, FreeBSD, and likely many others. We have a few assumption about everywhere in the code: sizeof(int) >= 4, and LittleEndian. The Vita fullyfy both. Nothing needs to be rewritten. We also have two JITs for the CPU emulation (x64 and aarch64), neither fits to the Vita, so you have to use the interpreter or write a new JIT. The GUI likely won't fit as there is no WX for the Vita, but is by far the easiest task.
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01-25-2017, 10:23 PM
#67
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Depending on how "unusual" the platform is (I don't know what the Vita is like), you may need to replace the usage of some OS-specific APIs, like the ones we use to access files in FileUtil.cpp, but this isn't especially hard to find out about since you'll get clear compile errors if a function isn't available. Only a very small part of Dolphin's codebase is like this – the majority of it needs no modification at all. But like degasus said, you can't use our JITs, and you'll need to write a new GUI.

(01-25-2017, 05:25 PM)JoeRaptorisback Wrote: How did you recognize what code worked for windows and what code worked for android?

Compile the code. If a part doesn't compile, figure out the reason it doesn't compile, and fix it. If you notice runtime errors, debug it like you would debug any other problem.
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01-25-2017, 10:34 PM (This post was last modified: 01-25-2017, 10:38 PM by degasus.)
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(01-25-2017, 04:33 AM)JoeRaptorisback Wrote: I would not make a thread if I believed it was wasting your guys time.
So, this were surprisingly two very constructive posts at once. If they aren't helpful, such a project will be by far out of scope of your knowledge. We'll see if you've just wasted our time.
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01-26-2017, 01:17 AM
#69
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(01-25-2017, 01:29 AM)JoeRaptorisback Wrote: I have no idea why I am still entertaining this but, the statement above and link below are the main reasons that push me forward to start my work. The link below opens a new world for knowledge for devs everywhere.
[color=#e73942]http://wololo.net/2017/01/22/dark-days-vita-homebrew-gpu-usage-homebrew/[/color]

This allows the Vita's GPU to be overclocked to 800Mhz.
Wii's GPU is 243Mhz, no?
Emulation rule is the speed must be at least * 3  more than the console that is being emulated. We've proceeded that rule.

And by logic you can presume the same will be accomplished with the Vita's CPU sooner or later.

If I had the power, I would turn the title of this thread into a statement, rather than a question, because Dolphin is surprisingly now a fact, than a question, based on the reply from flacs by flacs. He answered my question in which I heavily debated on. It may not be enough evidence but it is enough to get me compiling code for a gui for a start.

[color=#000000]A Geekbench 3 Benchmark score for the Cortex A9 processor running at 1.5GHz is 815 points.... so 800mhz is still half of this speed and thus would receive 407points in Geekbench 3... which is still way less than needed to run games at full speed.[/color]
Check my profile for up to date specs.
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01-26-2017, 01:25 AM
#70
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(01-25-2017, 10:34 PM)degasus Wrote: So, this were surprisingly two very constructive posts at once. If they aren't helpful, such a project will be by far out of scope of your knowledge. We'll see if you've just wasted our time.

I really, really hope he finds some magical optimization though which would run every game we'd throw at it at 100% speeds, and no I am not trolling.
Check my profile for up to date specs.
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