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Armv6 Builds
#31
(12-01-2012, 03:50 PM)MaXiMu Wrote: Upload 0.4 commit 4393dc02a6 with native 92bd22ffe5 hrydgard authored December 01, 2012 http://www.multiupload.nl/WLPW9S1VUK

I Only in my compilations for now disable and create for the separate unsupported code native/math/math_utilarmv6.cpp

Code:
#include "math/math_util.h" #include <math.h> #include <stdlib.h> /* static unsigned int randSeed = 22222; // Change this for different random sequences. void SetSeed(unsigned int seed) { randSeed = seed * 382792592; } unsigned int GenerateRandomNumber() { randSeed = (randSeed * 196314165) + 907633515; randSeed ^= _rotl(randSeed, 13); return randSeed; }*/ #include <math.h> #if defined(ARM) void EnableFZ() { int x; asm( # "fmrx %[result],FPSCR \r\n" "orr %[result],%[result],#16777216 \r\n" # "fmxr FPSCR,%[result]" :[result] "=r" (x) : : ); #//printf("ARM FPSCR: %08x\n",x); } void DisableFZ( ) { __asm__ volatile( #"fmrx r0, fpscr\n" //Not supported code by armeabi "bic r0, $(1 << 24)\n" #"fmxr fpscr, r0" : : : "r0"); //Not supported code by armeabi } #else void EnableFZ() { } void DisableFZ() { } #endif

And the Native/android.mk separate TARGET_arch_ABI armeabi /Armeabi-7a and add ARM Mode for the compatibility Smile

Code:
# Basic Android.mk for libnative LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := libnative LOCAL_ARM_MODE := arm LOCAL_SRC_FILES :=\ android/native_audio.cpp \ audio/wav_read.cpp \ audio/mixer.cpp.arm \ base/buffer.cpp \ base/display.cpp \ base/timeutil.cpp \ base/colorutil.cpp \ base/error_context.cpp \ base/stringutil.cpp \ ext/sha1/sha1.cpp \ ext/stb_vorbis/stb_vorbis.c.arm \ ext/vjson/json.cpp \ ext/vjson/block_allocator.cpp \ file/dialog.cpp \ file/fd_util.cpp \ file/easy_file.cpp \ file/chunk_file.cpp \ file/file_util.cpp \ file/zip_read.cpp \ json/json_writer.cpp \ math/curves.cpp \ math/lin/aabb.cpp.arm \ math/lin/plane.cpp.arm \ math/lin/quat.cpp.arm \ math/lin/vec3.cpp.arm \ math/lin/matrix4x4.cpp.arm \ midi/midi_input.cpp \ net/http_client.cpp \ net/resolve.cpp \ profiler/profiler.cpp \ gfx_es2/glsl_program.cpp \ gfx_es2/gl_state.cpp \ gfx_es2/draw_buffer.cpp.arm \ gfx_es2/vertex_format.cpp \ gfx_es2/fbo.cpp \ gfx/gl_debug_log.cpp \ gfx/gl_lost_manager.cpp \ gfx/texture.cpp \ gfx/texture_atlas.cpp \ gfx/texture_gen.cpp \ image/zim_load.cpp \ ui/ui.cpp \ ui/ui_context.cpp \ ui/screen.cpp \ ui/virtual_input.cpp \ util/random/perlin.cpp LOCAL_CFLAGS := -O2 -DGL_GLEXT_PROTOTYPES -DARM -DUSING_GLES2 -fsigned-char -fno-strict-aliasing LOCAL_CPPFLAGS := -fno-exceptions -fno-rtti -std=gnu++0x LOCAL_LDLIBS := -lz LOCAL_C_INCLUDES := $(LOCAL_PATH)/ext/libzip ifeq ($(TARGET_ARCH_ABI), armeabi-v7a) LOCAL_SRC_FILES += math/math_util.cpp else ifeq ($(TARGET_ARCH_ABI),armeabi) LOCAL_SRC_FILES += math/math_utilarmv6.cpp endif include $(BUILD_STATIC_LIBRARY)

Is easy separate files for others platforms supported on android in future by ifeq($(TARGET_ARCH_ABI), x86 or MIPS
LOCAL_SRC_FILES +=FOLDER/FILES.cpp

PPsspp/android/jni/Aplication.mk

Code:
APP_STL := stlport_static APP_ABI := armeabi armeabi-v7a

Thanks buddy, I'll test here, and make my modifications Wink
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#32
Henryk

I commit for initial armeabi support for you Smile

https://github.com/hrydgard/native/pull/18
https://github.com/hrydgard/ppsspp/pull/115
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#33
can I ask, what is armeabi?
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#34
Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
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#35
(12-02-2012, 11:02 PM)MaXiMu Wrote: Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
Hi!Wink
I downloaded build for 3.12 from here: http://www.emucr.com/2012/12/ppsspp-git-20121203.html
But it does not contain armeabi Confused
Thank you for your work MaXiMu!
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#36
Emucr builds won't compile with armeabi support Apk 600kb size

Apk with Armeabi and Armeabi-v7a Size is 1,1KbAprox.
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#37
(12-02-2012, 11:02 PM)MaXiMu Wrote: Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices

So, if I understand correctly, having the armeabi makes the emu become 1 single apk for armv5/6/7?
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#38
(12-03-2012, 04:21 PM)Vincentmrl Wrote:
(12-02-2012, 11:02 PM)MaXiMu Wrote: Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
So, if I understand correctly, having the armeabi makes the emu become 1 single apk for armv5/6/7?
Yeah, rightSmile
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#39
(12-03-2012, 04:52 PM)andry Wrote:
(12-03-2012, 04:21 PM)Vincentmrl Wrote:
(12-02-2012, 11:02 PM)MaXiMu Wrote: Armeabi A.k.a name is used for the compilation on olders devices based Armv5/Armv6 compatibility
Armeabi-v7a Only compatible for armv7 devices
So, if I understand correctly, having the armeabi makes the emu become 1 single apk for armv5/6/7?
Yeah, rightSmile
so when the armeabi support is ready (if it isn't already) us armv6 users can download ppsspp from play store and won't need to download the apk again and again, AWESOME.


I love how everyone was sceptical about this emulator for ARMv6 phones ^_^
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#40
Hey MaXiMu, can you do a nightly of the latest build? I'm asking if you can do nightlies of next releases every amount of time. Thanks in advance
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#41
(01-02-2013, 12:02 PM)Vincentmrl Wrote: Hey MaXiMu, can you do a nightly of the latest build? I'm asking if you can do nightlies of next releases every amount of time. Thanks in advance

I upload experimental build with mediaengine support http://www.multiupload.nl/G6EWXEBDUC (actually some visuals problems in puzzle booble )

also You try news emucr builds also support for armv6 without mediaengine or wait ppsspp 0.5 official
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#42
This version 0.4 works on Galaxy Y? All games works in version ARMv7 works too ARMv6?

Sorry my English, English is not my language.
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro
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#43
No need for ARMv6 builds anymore, PPSSPP 0.5 supports ARMv6. Let me know if it works!
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#44
(01-04-2013, 03:11 PM)Henrik Wrote: No need for ARMv6 builds anymore, PPSSPP 0.5 supports ARMv6. Let me know if it works!
Awesome!
will the nightlies be compatible with ARMv6 too now?
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#45
(01-04-2013, 03:11 PM)Henrik Wrote: No need for ARMv6 builds anymore, PPSSPP 0.5 supports ARMv6. Let me know if it works!

Great install and works binary google play

P.d tales of eternia first working gameplay on armv6 :with some sound Big Grin
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