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Console Emulation - Page 58 — Parallax Forums

Console Emulation



  • Yeah it does that! There's a SAV file it creates to store the save data. It's tiny!

  • So I finally managed to properly get that pesky VisionRGB capture card set up. Had to hack up a full size PCI bracket to mount it safely in the computer. Also had edit the driver a bunch to keep up with Linux kernel bitrot, including hex-editing a binary blob so it doesn't use a strlcpy function that apparently got deleted. Still doesn't work quite right, fails to allocate certain sizes of framebuffer. Changing between 24 and 32 bit format can help, but urrrgh.

    Anyways, here are some real P2 screenshots, running MisoYume with HDMI output.

    Yeah, maybe not the most interesting thing to screenshot... Tempest doesn't want to do HDMI capture right now, but VGA works:

  • RaymanRayman Posts: 14,157

    @Wuerfel_21 Did you get HDMI audio working with these?

  • Not yet, that sort of went on a shelf.

  • RaymanRayman Posts: 14,157

    Just tried Super Mario World with beta2 of misoyume using Eval and 96 MB board.
    Everything looks good!

  • RaymanRayman Posts: 14,157

    Have a beta tester on it now :)

    480 x 640 - 160K
  • RaymanRayman Posts: 14,157

    Uh oh, went dark after ~10 minutes. Guess even Eval needs cooling...
    Also, seems we don't understand how progress saving works...

  • beta02 is old, 06 should be current I think.
    If your room is hot it might die. Or maybe RAM timing isn't ideal.
    SMW only saves progress after a castle or switch palace.

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