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Precompiled Packages for Slackware 11.0 from Insanely Witty Stupidity

Abiword 2.4.6 - compiled using Slackware 11.0 on a qemu-x86
Curl 7.25.0 (requires gnutls-3.2.4 and openssl-1.0.1) - compiled using Slackware 11.0 on a qemu-x86
Gnumeric 1.6.3 (requires abiword-2.4.6) - compiled using Slackware 11.0 on a VirtualBox x86
GNUtls 3.2.4 - compiled using Slackware 11.0 on a qemu-x86
hsetroot 1.0.2 - compiled using Slackware 11.0 on a qemu-x86
Links 2.7 (requires openssl-1.0.1)- compiled using Slackware 11.0 on a qemu-x86
MinGW Cross Environment- compiled using Slackware 11.0 on a VirtualBox x86
open-vm-tools 8.4.2 (requires kernel linux-2.6.17.13 from Slackware 11.0 extra folder) - compiled using Slackware 11.0 on a VirtualBox x86
openSSL 1.0.1 - compiled using Slackware 11.0 on a qemu-x86
PulseAudio 4.0 (requires kernel linux-2.6.17.13 from Slackware 11.0 extra folder) - compiled using Slackware 11.0 on a Virtualbox x86
tightVNC 1.3.10 - compiled using Slackware 11.0 on a VirtualBox x86
wget 1.14 (requires gnutls-3.2.4) - compiled using Slackware 11.0 on a qemu-x86
Wine 0.9.11 - compiled using Slackware 11.0 on a qemu-x86
Wine 1.3.9 (requires gnutls-3.2.4 and kernel linux-2.6.17.13 from Slackware 11.0 extra folder) - compiled using Slackware 11.0 on a VirtualBox x86
xdotool 2.20110530.1 - compiled using Slackware 11.0 on a qemu-x86

Recompiled Packages for Slackware 11.0 (using vanilla packages with 2.4 Linux kernel)

Abiword 2.4.6 - compiled using Slackware 11.0 on a qemu-x86
ALSA 1.0.14 (upgrade w/ working loopback module) - compiled using Slackware 11.0 on a qemu-x86
Dillo 0.8.6 - compiled using Slackware 11.0 on a qemu-x86
DOSbox 0.74.3 - compiled using Slackware 11.0 on a qemu-x86
Gens 2.15.5 - compiled using Slackware 11.0 on a qemu-x86
Gens 2.15.5 (with 30 frameskip rate) - compiled using Slackware 11.0 on a qemu-x86
GNUboy r201 - compiled using Slackware 11.0 on a qemu-x86
GNUboy r201 (with frameskipping) - compiled using Slackware 11.0 on a qemu-x86
Gnumeric 1.6.3 - compiled using Slackware 11.0 on a qemu-x86
hsetroot 1.0.2 - compiled using Slackware 11.0 on a qemu-x86
MinGW-W64 v11.0.1 - compiled using Slackware 11.0 on a qemu-x86
MPlayer 1.0rc1try3 - compiled using Slackware 11.0 on a qemu-x86
RealVNC 4.1.3 - compiled using Slackware 11.0 on a qemu-x86
Qemu 0.8.2 - compiled using Slackware 11.0 on a qemu-x86
SSHfs 1.8 - compiled using Slackware 11.0 on a qemu-x86
TuxNES 0.75 - compiled using Slackware 11.0 on a qemu-x86
TuxNES_fs 0.75 - compiled using Slackware 11.0 on a qemu-x86
TileWorld 1.3.2 - compiled using Slackware 11.0 on a qemu-x86
Wine 0.9.15 - compiled using Slackware 11.0 on a qemu-x86
Wolf4sdl 1.7 - compiled using Slackware 11.0 on a qemu-x86
Wolf4sdl 1.7 (with frameskipping) - compiled using Slackware 11.0 on a qemu-x86
x11VNC 0.9.3 - compiled using Slackware 11.0 on a qemu-x86
xdotool 2.20110530.1 - compiled using Slackware 11.0 on a qemu-x86
xrdp 0.4.0 - compiled using Slackware 11.0 on a qemu-x86
zSNES 1.51 - compiled using Slackware 11.0 on a qemu-x86
zSNES 1.51 (with 99 frameskip rate) - compiled using Slackware 11.0 on a qemu-x86

Here's the (very simple) patch I wrote to add two new RC variables ("ticks" and "tickmultiplier") to GNUboy: gnuboy_fs.patch. Apply the patch to GNUboy's emu.c file before building (mv gnuboy-source-path/emu.c gnuboy-source-path/emu_vanilla.c; patch gnuboy_fs.patch gnuboy-source-path/emu_vanilla.c gnuboy-source-path/emu.c). Of course (while you're at it), you're gonna wanna add "-DGNUBOY_NO_SCREENSHOT" to GNUboy's Makefile CFLAGS after running configure ('cause-- that feature don't build). And if you wanna copy the binaries to a build folder and make your own package, well-- GNUboy's Makefile has no DESTDIR environment variable (ho, hum). But, you only need its binaries (sgnuboy, xgnuboy, fbgnuboy, and sdlgnuboy). So, just copy those ;) And, here's the source I built from (which I don't *normally* bother to share, since the developers are ALREADY SHARING IT): gnuboy-code-r201-trunk.zip.

The patches I wrote to give Gens 2.15.5 a "30" maximum frameskip rate are here: gens_fs30_patch.zip. You'll need to apply "gens_fs30_g_main.patch" to "src/gens/emulator/g_main.c", "gens_fs30_callbacks_c.patch" to "src/gens/gtkui/glade/callbacks.c", "gens_fs30_callbacks_h.patch" to "src/gens/gtkui/glade/callbacks.h", "gens_fs30_gens_glade.patch" to "src/gens/gtkui/glade/gens.glade", "gens_fs30_interface.patch" to "src/gens/gtkui/glade/interface.c", and "gens_fs30_support.patch" to "src/gens/gtkui/support.c" (if you would like to add my changes to the original source before building). The changes add new "Frame Skip" items (value "9" through "30") to Gens' "Graphic" menu. And, the source I built from is here: gens-2.15.5.tar.gz.

The patches I wrote to give TuxNES 0.75 a manual frameskip rate are here: tuxnes_fs.zip. You'll need to apply "emu.patch" to "tuxnes-0.75/emu.c", "ggi.patch" to "tuxnes-0.75/ggi.c", "renderer.patch" to "tuxnes-0.75/renderer.c", "w.patch" to "tuxnes-0.75/w.c", and "x11.patch" to "tuxnes-0.75/x11.c" (if you would like to add my changes to the original source before building). The changes add new frameskip GNU long_options ("--frameskip" and "-k"). They can be set like: "--frameskip=10" or "-k=10" (to impose an fps of "3"). And, the source I built from is here: tuxnes-0.75.tar.gz.

The patches I wrote to increase zSNES 1.51's maximum frameskip rate (and allow a user to control how frequently sounds are written and the number of timing ticks added between frames) are here: zsnes_fs99.zip. You can apply "zsnes_fs99_vcache.patch" to "src/vcache.asm", "zsnes_fs99_zloader.patch" to "src/zloader.c", "zsnes_fs99_guifuncs.patch" to "src/gui/guifuncs.c", "zsnes_fs99_guimouse.patch" to "src/gui/guimouse.c", and "zsnes_fs99_sdllink.patch" to "src/linux/sdllink.c" (if you would like to add my changes to the original source before building). You will need to copy "interrupt.h" to zSNES's "src/linux" build folder (because it is required by my sdllink.c changes).

The source I built from is here: zsnes151src.tar.bz2. It's worth mentioning: the frameskip values start to show characters instead of decimal values when they are set above 9 (yeah-- I didn't bother to change the code to fix that). Loading a SNES cabinet with zSNES will add the files "zticks.txt" and "zwrite_sound_factor.txt" to a user's zSNES folder (~/.zsnes on a GNU/Linux system). By default, zticks.txt will contain "1000" and "20" on two separate lines. The top value is the number of ticks added between NTSC frames. And, the bottom value is the number of ticks added between PAL frames. Decreasing those values will throttle zSNES like crazy on bare metal or on top of KVM. On top of Qemu tcg, well-- kinda disappointing, really. You'll notice a slight performance boost by halving the values (or more). But, not much.

And, increasing the zwrite_sound_factor.txt value above zero will add frames that pass without writing new sounds to a system's SDL audio system. I guarantee that this will result in a noticeable performance boost (hell, that's just basic physics). But, at what cost? I mean (before long), you just got some buzzes and bonks that barely resemble sound. And, you *could* simply disable zSNES's sound output. And, which is better? lol. Well, I suppose that's up to *you* to decide. ;)

The patches I wrote to give Wolf4SDL a frameskipping feature (well, basically-- you can add a delay between video writes) are here: wolf4sdl_fs_patch.zip. You can apply "wl_draw_cpp.patch" to "wl_draw.cpp", "wl_main_cpp.patch" to "wl_main.cpp", and "wl_def_h.patch" to "wl_def.h" (if you would like to add my changes to the original source before building).

The source I built from is here: Wolf4SDL-1.7-src.zip. You can add a delay between video writes (using SDL's SDL_Delay() function) by using the added --sdl-delay option (ex: "--sdl-delay 50"). On top of Qemu tcg-- this totally solves all of the audio chopping issues *I* noticed once a Wolfenstein 3D game is launched. I did not apply a delay to the Spear of Destiny demo (mainly because-- I have no interest in doing that). And, there is still some audio chop and delays when navigating the system's main menus (and when the menus simulate "fading" effects) because that code is buried in the game's graphical code (and it's not worth it to me to dig through that mess just to optimize some settings menus-- at least for *now*).


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Random Fact: Insanely Witty Stupidity's icon (the "Oracle") is mysterious and perplexing. The more a person stares at it-- the more bizarre it appears. In reality, the logo is merely three letters inside of a yellow circle. Weird, huh?

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