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GnGeo (NeoGeo) WIP Port On GOLD2.7 WIPpage  1 2 3 4 5 

Renaud Schweingruber

Posts 223
19 Feb 2018 19:15


Some other games
 
Magical Drop 3
EXTERNAL LINK 

Samurai Shodown 2
EXTERNAL LINK


Gunnar von Boehn
(Apollo Team Member)
Posts 3505
19 Feb 2018 20:47


Peter Heginbotham wrote:

Ok, I'll ask the elephant in room question.
 
What's the release date for Gold 2.7?

We are preparing for the release right now.
Our release goals are to have with each release
  - improved game compatibility
  - improved performance
We are verifying this right now with testing many WHDLOAD games.
This can take many days.


Michael Borrmann

Posts 30
19 Feb 2018 22:04


Looks amazing... You guys really did it...
 
  So, on to another elephant, when can I buy the V4 ;)


Manuel Jesus

Posts 121
19 Feb 2018 23:09


When you get the sound working it'll be amazing. Once again the impossible is made possible.


Gregthe Canuck

Posts 264
20 Feb 2018 01:15


Renaud/Gunnar -
 
Thanks for all the youtube video updates. These show off the port very well. The frame rate increase is amazing! Metalslug is now very playable!
 
Nice work!!

This is for Thierry-->  WOWOWOWOWOWOWOWOWOW!!!!!!!!!!!!!!!!!!!!!



Mallagan Bellator

Posts 375
20 Feb 2018 06:45


Well, Sweet! I guess that pretty much sums it up for FPS optimization! So what’s left? Compatibillity? Bug fixes?


Gunnar von Boehn
(Apollo Team Member)
Posts 3505
20 Feb 2018 08:53


Mallagan Bellator wrote:

Well, Sweet! I guess that pretty much sums it up for FPS optimization!

The Render-Code of Emulator was written in C.
So far we hand rewrote it using 68 ASM plus AMMX2 instructions.
This improved FPS a lot.
I think a few small render tuning
10% faster here 10% faster there can still be done.

Mallagan Bellator wrote:

So what’s left? Compatibillity? Bug fixes?

Compatibility is excellent.
The games play perfectly.

There are some more tuning todos:
The Emulator does AUDIO in a very complex way, going through several layers of abstraction. This adds major amounts of overhead. We want to change this and go to PAULA directly - I expect that this will significantly improve speed.

The game loader also could be rewritten. We see there a lot of room for improvement.


Renaud Schweingruber

Posts 223
20 Feb 2018 09:40


About compatibility, remember it's also tied to the emulator itself.

Here is the compatibility list of GnGeo 0.8.4 for rPi :
https://docs.google.com/spreadsheets/d/1A_a_9t14uzDUMrrO0RgLDwiVUiycmclcPIs6cU6Iox8/edit#gid=707613382

This should give a first hint on Amiga GnGeo compatibility too.




Manuel Jesus

Posts 121
20 Feb 2018 14:12


If sharp x68000 could be done then we would also have the "Japanese Amiga" as part of the Vampire portfolio.


Renaud Schweingruber

Posts 223
20 Feb 2018 15:53


Blazing Star
EXTERNAL LINK


Niclas A
(Apollo Team Member)
Posts 178
20 Feb 2018 19:35


I think NEO GEO emulation gives a great idea on what a native new game made for the Apollo could easily achieve.

Because it looks like butter and that is with emulating even the 68k.

Very nice games indeed.


Steve Ferrell

Posts 217
20 Feb 2018 19:38


Manuel Jesus wrote:

  If sharp x68000 could be done then we would also have the "Japanese Amiga" as part of the Vampire portfolio.
 

 
 
The x68000 was another great machine that ultimately failed.  It was superior to the Amiga in several ways.  I wish I could get my hands on one of them but retro computing is now in vogue so the prices have skyrocketed if you can even find one.  Even the software has risen to ridiculous prices such as this listing for Bubble Bobble at $250 USD
 
EXTERNAL LINK 


Michael Borrmann

Posts 30
20 Feb 2018 19:39


Really looking forward playing this... :)


Thomas Blatt

Posts 105
21 Feb 2018 07:57


Why is there no sound in the videos? Do the sound not work in NeoGeo games?


Nixus Minimax

Posts 247
21 Feb 2018 09:41


Thomas Blatt wrote:

Why is there no sound in the videos? Do the sound not work in NeoGeo games?

That was explained somewhere before. Sound is disabled while optimising graphics. The sound emulation of GnGeo in its current state has tons of overhead because it goes through several layers of software. It is planned to remove all this stuff and do direct Paula sound.



Mr Niding

Posts 284
21 Feb 2018 10:02


Thomas Blatt wrote:

Why is there no sound in the videos? Do the sound not work in NeoGeo games?

Its explained in this thread/on this page in the last post by Gunnar. Just scoll up.


Stefano Briccolani

Posts 209
21 Feb 2018 12:38


NeoGeo Aes had an arcade stick with 4 frontal buttons..how is this thing handled in the emulated Vampire version? Maybe is possible to find a joypad or something for amiga able to handle the 4 buttons?


Roy Gillotti

Posts 208
21 Feb 2018 12:44


Stefano Briccolani wrote:

NeoGeo Aes had an arcade stick with 4 frontal buttons..how is this thing handled in the emulated Vampire version? Maybe is possible to find a joypad or something for amiga able to handle the 4 buttons?

likely a CD32 compatible gamepad?, there are a few of those DB9 to USB adapters that can be run in a CD32 mode. I use the Rys MkII with an iBuffalo USB SNES like pad.

While missing one button, I made a proper Amiga three button gamepad, although I only know of ADOOM that uses the third button. I ended up putting a toggle switch on it so I could switch it to use the third button as an UP button.  https://www.thingiverse.com/thing:2416808



Manuel Jesus

Posts 121
10 Mar 2018 02:10


ROBO ARMY on GNGEO!

EXTERNAL LINK


Stefano Briccolani

Posts 209
28 Mar 2018 20:25


Any news about sound support on this beautiful emulator?

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