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Automated Symbian + Meego builds
#1
Hey guys.
I have automated Symbian and Meego Harmattan builds now.
[Image: bvC2uzZ.jpg]

The builds will pop up on http://qtness.com/ppsspp.html

If there's any issue with them I'll try my best to get it fixed ASAP.
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#2
How much time we will need to wait until last version and next?
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#3
Approx. 500 seconds.
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#4
Ok thx Smile
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#5
Oh this is good news thx
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#6
Hi. What is a "Symbian" and what is a "Meego"? I've never heard of any of these things before. Are something to do with Windows XP/ Windows 7?
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#7
They are smartphone operating systems made by Nokia.

Meego is a variant of Debian Linux.
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#8
Note:
I'm sorry to say I will be selling my Nokia N9 soon as someone has made a generous offer on it and the phone does nothing but collect dust right now. There seems to be only a handful of people using my Meego Harmattan port compared to the thousands using the Symbian and BB10 one. Also, the GPU (SGX530) of the N9 really isn't fast enough to run PPSSPP games so the emulator isn't much use for that platform.

I will continue posting automated builds on my website but after I sell the device I probably won't be able to test if they are working properly.
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#9
Symbian / other low VRAM devices (Nokia also?) aren't new enough to support GL_COMPRESSED_RGBA8_ETC2_EAC or anything, right? AFAIU etc1 doesn't support alpha, just wondering what the options are (I know you've said they generally have more powerful GPUs.)

-[Unknown]
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#10
(05-10-2013, 10:52 PM)[Unknown] Wrote: Symbian / other low VRAM devices (Nokia also?) aren't new enough to support GL_COMPRESSED_RGBA8_ETC2_EAC or anything, right? AFAIU etc1 doesn't support alpha, just wondering what the options are (I know you've said they generally have more powerful GPUs.)

-[Unknown]
Symbian devices support:
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_APPLE_rgb_422
GL_OES_rgb8_rgba8
GL_EXT_texture_format_BGRA8888
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#11
Hmm, I think we could use this:

http://www.khronos.org/registry/gles/ext...exture.txt

To reduce the VRAM by 75% for the PPGe and UI textures. They're currently 16 bits per texel, and this would allow 4 bits per texel + static 256 bits for the palette. Would probably render slower (maybe?), but I don't think either of those at least are hot.

Also I have no clue how to detect support / when we ought to do it (although I'm sure it's doable.) That said, I know Henrik mentioned he was gonna make changes to the font rendering...

Edit: unless Symbian just converts them to non-palette textures internally...

-[Unknown]
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#12
I think Ector was worried that these actually expand to RGBA on the GPU. Apparently it does that on iPhone.
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#13
Ah yeah, I just edited with that worry as well. I wonder if there's any way to check?

-[Unknown]
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#14
Hi,

Thank you for building this superb PSP emulator.

I just want to let you know that the last PPSSPP build that worked for me was 0.8.1 - 519.

I tried the official 0.8.1 for meego but it didn't start on my N9.

Thank you,
Florian
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#15
(07-15-2013, 08:36 PM)cocof2001 Wrote: Hi,

Thank you for building this superb PSP emulator.

I just want to let you know that the last PPSSPP build that worked for me was 0.8.1 - 519.

So 519 works but 524 doesn't?
That means this commit: https://github.com/hrydgard/ppsspp/pull/2723

I can't see anything obvious in there :\ It seems to only be Windows changes.
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