Author Topic: tilem4iphone  (Read 14497 times)

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Offline jnesselr

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Re: tilem4iphone
« Reply #45 on: January 17, 2011, 10:23:38 am »
gcn would be easy with it to :D
That is assuming we could control the sound port that efficiently, but yes, it could.

Offline Eeems

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Re: tilem4iphone
« Reply #46 on: January 17, 2011, 10:41:40 am »
Why would we use the sound port? Just connect it directly to the Internet with wifi.
/e

Offline jnesselr

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Re: tilem4iphone
« Reply #47 on: January 17, 2011, 12:12:56 pm »
Why would we use the sound port? Just connect it directly to the Internet with wifi.
Oh yeah.  Okay, I totally wanna join this now. ;-)

Offline XVicarious

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Re: tilem4iphone
« Reply #48 on: January 17, 2011, 12:56:31 pm »
great ideas guys. I might be able to get one of my friends in on this project, but does anyone know a more up to date version of the wabbit for Mac source or is that it?

Offline Eeems

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Re: tilem4iphone
« Reply #49 on: January 17, 2011, 01:24:29 pm »
Try and see if Buckeye knows.
/e

Offline jnesselr

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Re: tilem4iphone
« Reply #50 on: January 17, 2011, 02:08:02 pm »
great ideas guys. I might be able to get one of my friends in on this project, but does anyone know a more up to date version of the wabbit for Mac source or is that it?
That's pretty much it.  I would actually prefer to write one from scratch based on the current Windows source.

Offline Madskillz

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Re: tilem4iphone
« Reply #51 on: January 17, 2011, 05:14:41 pm »
The mac one is more than capable and would probably be a good one to start with.

Offline XVicarious

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Re: tilem4iphone
« Reply #52 on: January 17, 2011, 06:50:13 pm »
Okay Madskillz. I'll take a look at that maybe Friday. I have a project for Western Civ that needs doing :(

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Re: tilem4iphone
« Reply #53 on: January 28, 2011, 09:40:07 pm »
Okay. I've finally got a chance to install the toolchain on my laptop. The toolchain supports C and C++, so we can use the Windows version of Wabbit and port that to the iPhone since it is newer and well... Better.

And any ideas on how the rom thing will work? iFile would work, but not everyone wants to monkey with the filesystem.

Offline jnesselr

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Re: tilem4iphone
« Reply #54 on: January 28, 2011, 10:26:02 pm »
Okay. I've finally got a chance to install the toolchain on my laptop. The toolchain supports C and C++, so we can use the Windows version of Wabbit and port that to the iPhone since it is newer and well... Better.

And any ideas on how the rom thing will work? iFile would work, but not everyone wants to monkey with the filesystem.
The best thoughts I have there, are if you can use usb access.  Just use USB to transfer ROM8X to their calc, find the OS version they're using online, and make a rom.  (Note that I would think an app or something to do this would be awesome.  But that is only if you can access the filesystem from USB.

Offline FloppusMaximus

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Re: tilem4iphone
« Reply #55 on: January 28, 2011, 11:07:32 pm »
Somehow I missed seeing this topic before!  (For those who don't know, I worked on the original TilEm for several years; now I'm one of the folks working on the long-delayed TilEm II.)

If you're interested in adapting either the old TilEm core, or the new TilEm II core, to run on an iPhone, I'll be happy to help any way I can.  The new core is stable (it's the GUI that's currently lacking) and, as far as I know, provides the most accurate emulation of any emulator currently available.  It may be a little slower than the old code, though (especially on x86 systems); I really have no idea how it compares performance-wise with Wabbitemu.  Apart from the emulation core itself, the TilEm II grayscale algorithm might be too much for an iPhone, and you might want to replace it with a faster and less memory-intensive algorithm.

Offline DJ Omnimaga

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Re: tilem4iphone
« Reply #56 on: January 30, 2011, 03:51:36 am »
Oh wow you were the TilEm author. I remember using it a lot back then until I switched to 3 level grayscale (which only showed up decently in PindurTI) but I prefered TilEm to test other games because PTI didn't support 15 MHz models.

Offline FloppusMaximus

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Re: tilem4iphone
« Reply #57 on: January 30, 2011, 09:43:59 pm »
I wasn't the original author (that was Julien Solignac, aka x1cygnus), but I did add support for the newer models, and a number of other nifty things.

Offline Munchor

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Re: tilem4iphone
« Reply #58 on: January 31, 2011, 08:40:35 am »
Oh wow you were the TilEm author. I remember using it a lot back then until I switched to 3 level grayscale (which only showed up decently in PindurTI) but I prefered TilEm to test other games because PTI didn't support 15 MHz models.

PindurTI, in my view, is the best emulator if you want speedy screenshots and linking.

Offline DJ Omnimaga

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Re: tilem4iphone
« Reply #59 on: January 31, 2011, 11:38:00 pm »
I wasn't the original author (that was Julien Solignac, aka x1cygnus), but I did add support for the newer models, and a number of other nifty things.
Oh ok. I assume you were the one who ported it to Windows too? I remember the original was only for Linux.