what does Chainfire 3D and Busybox do?
chainfire3d:- a great app created by chaifire, its work is to interact with gpu and software to make them compatible with each other, some games are created for quallcomm processor but chainfire3d allow the user to run that game in hummingbird processor by intercepting commands with gpu an example is Bruce lee DW, desert winds
busybox:- a file contains a set of unix tools which usually not comes with system pre installed and it is mostly important thing for a root user
Thanks to dhlalit11 for answering the question, but something like this can easily be answered by searching this forum or even a quick Google search.
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Hi all, hope u had a nice week-end
I have resuscitated an old HP Jornada, and I was wondering if one can still find softwares for windows CE. Especially games, even basic ones since it is intended for use by my kids.
Thank you and take care
i believe that games for the cpu will work
as in if it have an arm cpu arm based games will work
and if it's mips mips games will work
games are typicaly written in asm directly for the cpu and the os dont mean that much
Redugar - I don't mean to be rude but are you leaving in the 80s?
No one has bee writing games or anything other than drivers and other OS / basic components using assembler in over a decade and a half!
It's way way too much work and not at all necessary.
But you are right about one thing - I've seen on some freeware sites like www.pocketpcfreeware.com apps that were compiled for CE2.11 so yes I do believe there is a good chance to find a few games.
Thanks folks for your replies.
I've tried very "basic" games like ICBM, but they won't run.
Visual basic stuff works provided one downloads the appropriate dll.
Will keep searching.
Take care,
well i may still look like this
http://thor.mirtna.org/features/titular_movie_themes_limahl.jpg
but my dukenukeem3d and warcraft2 are just in dirs on my sd card and they run under wm2002 to wm2005 3.5AKU without even a reinstall
so they are not really taking advantage of any newer features of the os
same with this doomCE port
http://www.revolution.cx/DoomCE.htm
levenum said:
Redugar - I don't mean to be rude but are you leaving in the 80s?
No one has bee writing games or anything other than drivers and other OS / basic components using assembler in over a decade and a half!
It's way way too much work and not at all necessary.
Click to expand...
Click to collapse
Check out SmartGear (see my emulation-related articles) and the new Pocket QuickView ( http://www.modaco.com/Pocket-QuickView-40-looking-for-ideas-t255364.html )
The mission-critical sections were all written in assembly. This is why it's WAY faster than any other, C-based emulators / image viewers.
maybe using gcc for arm to some some nativ arm code would also have less overhead then win32 stk
though not sure how many libs would be required to be linked to so could end up a drag
Ok, I know when I am bitten but I am just no willing to quit!
(Just to reiterate - to 80's remark was meant in good fun and not intended as an insult, plus this was written late at night after a long work day)
Any way it does make sense that for high speed some graphics rendering routines will be written in assembler (note that unfortunately eVC tools do not include inline assembler so modules have to be compiled separately and then linked)
I do remember taking a peak at the DOOM port and it is mostly C. (Though I am sure it has assembler sections).
What I was trying to say is this:
a) You can't write a whole game like DOOM in assembler only in reasonable time.
b) Even assembler modules need to be eventually linked in to an executable so the OS (what ever it is) can load them - and here is the problem. Every exe has a header that states what processor and what OS it is designed for. Even if your app does not use new OS features, but is linked using a higher OS SDK settings the exe header will contain a version number unknown to the OS and it will refuse to load stating that it is "illegal file".
A less prehistoric example would be files compiled with WM 6 SDK refusing to run on WM 5 despite the fact that there is almost no difference in the OS.
"(Just to reiterate - to 80's remark was meant in good fun and not intended as an insult, plus this was written late at night after a long work day)"
dont think anybody took it any other way at least i did
what i should had said maybe rather then that they were in pure asm
then maybe that they were not that depending on the os and version of the os itselfs
and maybe of those fps like doom and nuke3d and such
are ports of old dos games where that was more the custom then later on when windows gaming took off
I've searched looked..
My Question may seem dumb if so, sorry in advanced.
I have a Touch HD.
Ok, when I'mm offered a choice of install i should choose ARM... yes? what about XScale? ok what puzzles me is I've seen where i have a choice of
XScale.cab , ARM.cab, ARMv4.cab ARMv9.cab StrongARM.cab
Now which to choose? tinkering around ALL of them seem to work. So what's the difference, does it matter? Which should be chosen?
It is pretty confusing and I am not certain this post will even start to clear it up.
In your case the Touch HD is poweerd by a Qualcomm MSM7201A which is an ARMv6 processor. For a short history of ARM processors see http://en.wikipedia.org/wiki/ARM_architecture For further specific details on each type can be downloaded from http://infocenter.arm.com/help/index.jsp
The lowest common denominator of the lot is ARM but the vast majority of PPCs and Smartphones are powered by ARMv4 processors or later.
Whether it would run probably depends on the program compiler and whether it has been forced into optimizing code for a particular processor class. If not, it will probably stick to the vanilla ARM/Thumb instruction set. If there are no instructions in the final code that the processor cannot run, it should work. ARMv4 would be the lowest PPC common platform.
I have developed a few native Embedded C++ programs which are targetted at ARMv4 processors. When connected in 'Release' mode to my Wizard, (powered by a Texas Instruments OMAP 850 - (ARMv9)), it complains that the executable will not run on the target machine, continue Yes/No.
It's lying!!!! Continue and the program loads and runs without a hitch.
Thanks for Reply yes i had already looked and read the wiki and some specs.. it didn't address though which is most suitable for Touch HD. What's compatible ect. so thanks
Hi there, this is my first post on xda so forgive me if this is put in the wrong forum.
I am new to android and wish to play around with the emulator.
What I want to do is to create my own piece of virtual hardware that can collect OpenGL commands and produce OpenGL graphics.
I have been told that in order to do this I will need to write a linux kernal driver to enable communication with the hardware. Additionally, I will need to write an Android user space library to call the kernal driver.
To start with I plan on making a very simple piece of hardware that only does, say 1 or 2, commands.
Has anyone here done something like this? If so, do you have any tips or possible links to extra information?
Any feedback would be appreciated.
Regards
Has anyone done this?
Bump Bump
Im surprised this is left unanswered.
Yes, you can do this. There are several ways to do so, but I will explain 2 good options for you.
One: Use AndroidSDK. It's configured for android and simple to set up.
Two: Use virtualbox. If you have the android ISO, you can install it as a bootable image in this software. This gives more functionality than AndroidSDK, but it is not as simplistic. There are settings you will need to adjust to get it running. For a working Android ISO with limited functionality, you can download this: http://www.android-x86.org/download
Hi everyone,
We've created a game modding driver that we call MantaMod, which works directly at the OpenGL ES stream by intercepting it before passing on to the actual vendor driver, allowing for run-time dynamic insertion of textures into games.
Since it works at the driver layer, modding of games such as AngryBirds, CandyCrush, etc, can be done without needing to change the original game package at all.
We're a small team so haven't had a chance to test this on many devices. So if anyone out there will like to download, give it a try, and let us know if you run into any issues / what else can be improved, that'll be much appreciated!
Download it here, and the site has walkthrough docs on how to install / get it up and running: www_mantamod_com
Do note that MantaMod does need a level of developer experience (at least knowledge of how to use adb, and needs your device to be rooted)
Cheers,
MantaMod team
Hello everybody!
As you know, android x86 builds use some translation instruments like libhudini to execute native ARM code.
But in many applications that use 3D graphic there is a various problems and they simply crash with errors like "Exeption : null reference to object ..."
I tested various hardware and various x86 builds - same result and errors, even if all configured properly and GPU drivers work correctly (Nvidia noveau)
BUT emulators like bluestacks or LDplayer easyly manage to run this applications. Thay use FAKE GPU adreno 5xx and 6xx series and proper LibGL with them and it works fine.
So the question is - how to create such GPU wrapper or fake GPU or some sort of conveer to make 3D apps work like they work in emulators?
Should i rebuild kernel with some modification? Or there is some kind of hack with modules?
BTW lspci and lsmod do not show andy fake devices or strange modules inside emulators.
Unfortunately i can't help you but can only ask if you found any solution for this problem.
Please share the solution if you found one.