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Joined: May 2009
Posts: 2,225 Likes: 387
Very Senior Member
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Very Senior Member
Joined: May 2009
Posts: 2,225 Likes: 387 |
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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Joined: Mar 2001
Posts: 17,262 Likes: 267
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,262 Likes: 267 |
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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Joined: Feb 2007
Posts: 507
Senior Member
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Senior Member
Joined: Feb 2007
Posts: 507 |
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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