PaulsCode Forum

General => Paul's Projects => Topic started by: Paul on January 20, 2012, 09:40:24 PM

Title: Porting Yabause to Android
Post by: Paul on January 20, 2012, 09:40:24 PM
- This slot is reserved for the latest build, source code, screen-shots, and miscellaneous links -


Since I've really not had the time needed to put into this project, I've decided to hand it of to another developer.  Zack has agreed to take the lead on the project, and I'll be helping him out as I am able.  He has started his own thread here (http://www.paulscode.com/forum/index.php?topic=875.msg8260#msg8260).  I am officially closing this thread, and letting Zack handle updates and support from his thread.

(http://www.paulscode.com/source/Yabause-AE/images/yabause128.png)Yabause, Android Edition (AE)

Alpha Testing Underway!

Latest Builds:
Alpha Test APK (http://www.paulscode.com/source/Yabause-AE/09MAY2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/09MAY2012/yabause-ae.7z))  09 May 2012 (Yabause core: r2892) with audio, VERY slow!
Alpha Test APK (http://www.paulscode.com/source/Yabause-AE/03MAY2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/03MAY2012/yabause-ae.7z))  03 May 2012 (Yabause core: r2891) using dynarec, GLES rendering


Archived Builds:
Pre-Alpha Test (http://www.paulscode.com/source/Yabause-AE/12MAR2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/12MAR2012/yabause-ae.7z))  12 March 2012 (Yabause core: r2849) accurate frame width/ stride
Pre-Alpha Test (http://www.paulscode.com/source/Yabause-AE/08MAR2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/08MAR2012/yabause-ae.7z))  08 March 2012 (Yabause core: r2849) faster


Compatibility Spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0AtOnvwmrL_l3dDBWSWZoRFIwTW5KTHRhZ0h0ZWhzLWc)  (editable, please update as you test games, and as app improves)


Bug-fixes completed so far during this round of testing:

-


Known Issues:

- Need to restructure code for easier compiling/ debugging
- Need to figure out why audio and/or GUI causes extreme lag
- Need way to build multi-APK containing both ARM6 and ARM7 builds
- Need to implement controller 2
- Need to implement NiGHTS controller analog
- Need to make app HC/ ICS friendly (deprecated Menu button)


Notes about building from source:

I am currently in the process of setting the project up in a more normal form (where you can use the simpler ndk-build and ant commands to create the APK), but I need to study the cmake syntax first to figure out how to set up the build flags in Android.mk.  In the mean time, use the following complex procedure to set up and build the project from source code:

(These steps are for setting up the project in Ubuntu Lucid (Linux).  The procedure will be slightly different in other OS's).

1) Install the Android SDK (http://developer.android.com/sdk/index.html) and NDK (http://developer.android.com/sdk/ndk/index.html) if you haven't already.
2) Install Sun Java JDK (http://www.oracle.com/technetwork/java/javase/downloads/index.html) if you haven't already.
3) Install cmake  (sudo apt-get install cmake)
4) Add the SDK tools, SDK platform-tools, and NDK folders to your path   (in ~/bashrc)
5) Set JAVA_HOME if you haven't already   (in ~/bashrc)
6) Create a new folder to contain the android-9 toolchain
7) Follow the steps in "Invoking the compiler (the easy way)" in the NDK doc "STANDALONE-TOOLCHAIN.html" to create the android-9 toolchain
8) Add the android-9 toolchain bin/ folder to your path    (in ~/bashrc)
9) Unzip the source code somewhere on your computer
10) Edit the file yabause/src/android/android.cmake and edit the path to the android-9 toolchain's sysroot/usr/ folder
11) Create a subfolder called build/ under the Yabause source folder if it doesn't already exist
12) From the build/ folder, run cmake ../yabause -DCMAKE_TOOLCHAIN_FILE=../yabause/src/android/android.cmake -DYAB_PORTS=android
13) From the build/ folder, run make.
14) Transfer the file build/src/android/bin/MainActivity-debug.apk to your phone and install

For anyone worrying that I am going to be abandoning Mupen64Plus to work on this project, don't.  I won't be focusing a lot of time on this project (it is more for when I need a short break or when I get burned out).


Yabause AE is not affiliated with, nor authorized, endorsed or licensed in any way by Sega Corporation, its affiliates or subsidiaries. All trademarks are property of their respective holders. All individual games screen shots or audio that are simulated by Yabuse AE are property of their respective copyright holders and are only used for the purpose of informing the customer of the software's functionality.  You must have the right to a given BIOS or ISO before you play it.
Title: Re: Porting Yabause to Android
Post by: Paul on January 20, 2012, 09:41:05 PM
- This slot is reserved for the project overview -
Title: Re: Porting Yabause to Android
Post by: scorpio16v on January 21, 2012, 01:34:26 AM
Your explanation is a little confusing for me.
What I did :
- downloaded the Windows Version of Yabause
- downloaded an valid bios file.
- downlo... made a valid backup from SonicJam as .bin and .cue.  ;)
- tested these config on Windows, to make sure it works.
- installed your .apk, made roms/saturn
- placed the bios and renamed to bios.bin
- placed and renamen the .bin as SonicJam.bin
- placed and renamed the .cue to SonicJam.cue
- opened the .cue and found the following
Code: [Select]
FILE "SONIC JAM.BIN" BINARY
  TRACK 01 MODE1/2352
    INDEX 01 00:00:00
  TRACK 02 AUDIO
    PREGAP 00:02:00
    INDEX 01 59:38:59
- renamed file to SonicJam.bin and saved the .cue

So what' confusing me is
Quote
CD image must be named SonicJam.cue

An image should be the .bin, not the .cue. The .cue is some kind of directory of the CD.

On another ROM, that i've tested on PC, I got the same result than on Android. It ends on the CD Player of Saturn.

Have you tested your SonicJam.bin on PC before, to make sure it works ?

Logcat didn't get much feedback of the emulator. So I can't say what's wrong.  :(

edit
even if I rename the ROM, it semms that the emu starts in player mode.
the onscreen gamepad recognized sometimes input. so it semms to depend on the slow emulation speed, if it will work.
On Windows, the emulator will ask for iso or .cue. So the.cue file semms to start the .bin. Maybe you reversed both extensions somewhere in the code ?



Title: Re: Porting Yabause to Android
Post by: Paul on January 21, 2012, 04:52:07 AM
I pointed it to the cue file (you're right the "image" is the bin file, but the cue file is technically also part of the image as well, because a header is needed to show where the audio tracks start.. confusing that this isn't just combined into one format).  Anyway I think the best thing will be to test it on the PC version to make sure my image isn't corrupt.  This is hard-coded into the "front end", so I just need to figure out if I'm hard coding it the right way.
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on January 21, 2012, 05:42:42 AM
Woo I can finally give this a shot now :)

And I am not sure how it is with saturn emulation but when I created my own ISO's for PS1 games I always deleted the bin file, maybe its needed for saturn games though.

EDIT: The dpad seems to work for me, it just seems unresponsive sometimes because the emulation is so slow.

Video of the emulation:
http://www.youtube.com/watch?v=imxAS4TfY0I

I got a new app that can record my phones screen, its kind of like fraps for android.
Title: Re: Porting Yabause to Android
Post by: scorpio16v on January 21, 2012, 06:50:38 AM
The differend bios files gave another time counter on the player.
1.0 and 1.01 (jap) time is 728:14.
1.0.1a, the same as in Epic_bubble's video,ends with time 999:59 (blinking)

Has the Saturn a region lock and bios and ROM must be the same region ?
On PC there is an auto-detect option for the ROM. If you enabled the wrong version, the ROM didn't start.
So it is necessary to select the right binaries for an successfull test.
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on January 21, 2012, 07:53:33 AM
For now I would say it would just be easiest if we used the US bios with US games, an auto detect feature would probably be more useful when games actually run. :P
Title: Re: Porting Yabause to Android
Post by: Paul on January 21, 2012, 11:31:29 AM
I don't think the problem is related to regions, though.  I built the Linux version for my PC, and with it, whenever the region is set incorrectly, the CD deck shows the message "This disk is not compatible on this system" (or something along those lines).  In the Android build, it doesn't show this message.  It looks more like it thinks there is an audio CD in the drive.

Also, one big reason this thing is so slow, is due to how the frame is being drawn:

Code: [Select]
    for(y = 0;y < info.height;y++) {
        for(x = 0;x < info.width;x++) {
            *((uint32_t *) pixels + x) = *(buffer + x);
        }
        pixels += info.stride;
        buffer += buf_width;
    }

Drawing pixel-by-pixel in a nested for loop is not the way to do graphics!  At the very least, this needs to be blitted.  Preferably, though, this should just be done with GLES and a call through JNI to flip the EGL buffers.  The "core" (if you can distinguish it as such) uses Ari64's dynarec, which can emulate the N64 CPU well enough to run Mario64 at a decent speed on most phones, so it shouldn't have any problem emulating Sega Saturn's less advanced CPU.  If the emulator is still slow after fixing the rendering, then the slowdown is most likely elsewhere in the code (which is good news for me, because I am not intelligent enough to tinker with assembly, haha)
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on January 21, 2012, 11:45:12 AM
Maybe thats why the DS emulator was so slow? Although the dev who made it has made plenty of emulators before so maybe it was something else.
Title: Re: Porting Yabause to Android
Post by: shuy3n on January 22, 2012, 06:56:59 PM
 ;Di cant wait for this emulator to mature!
Title: Re: Porting Yabause to Android
Post by: Navi on January 24, 2012, 06:41:13 AM
EDIT: The dpad seems to work for me, it just seems unresponsive sometimes because the emulation is so slow.

Video of the emulation:
http://www.youtube.com/watch?v=imxAS4TfY0I

Wow, and people were calling this slow:

http://www.youtube.com/watch?v=K_VGuLmj-rA
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on January 24, 2012, 06:45:37 AM
EDIT: The dpad seems to work for me, it just seems unresponsive sometimes because the emulation is so slow.

Video of the emulation:
http://www.youtube.com/watch?v=imxAS4TfY0I

Wow, and people were calling this slow:

http://www.youtube.com/watch?v=K_VGuLmj-rA

Its mainly this slow because like paul said earlier "Drawing pixel-by-pixel in a nested for loop is not the way to do graphics!"

Once this is changed there should be a speed boost.
Title: Re: Porting Yabause to Android
Post by: androidian on January 24, 2012, 09:38:31 AM
Hi, i'm new to this forum and i have few questions
If there is any chance that this emulator in future works on my phone?In mupen64 1.4 runs very laggy even super mario 64 but fpse works great,so i guess there is a chance
my phone:samsung I550 armv6,768 mhz overclocked runs on cyo 7 mod
Sorry for bad english
Edit: i just try this early version it works(slow like at that video) can control that four buttons but it takes a few seconds to respond
Title: Re: Porting Yabause to Android
Post by: Paul on January 24, 2012, 12:14:32 PM
Yes, I think a Saturn emulator has the potential to run a lot better than an N64 emulator.  The N64 had a 64-bit 93.75 MHz CPU, while the Saturn had two 16-bit 28.63 MHz CPUs.  In theory, that's even less processor power than the Playstation's single 32-bit 33.87 MHz CPU.  The developers understood their system's capabilities when they developed the games, so that should mean a lot more Saturn games will be able to run at full speed on slower hardware compared to N64 games.

From what I can tell, the biggest things holding back the speed of this emulator now are the software rendering and the "frame swapping" method that is drawing each frame one pixel at a time.  Once these functions are being done through GLES instead, there will be a huge performance boost.
Title: Re: Porting Yabause to Android
Post by: scorpio16v on January 24, 2012, 12:46:54 PM
Did you have success to boot a ROM ?
Did you run a test with the setting, Guillaume from Yabause forum replied to you ?
Here is a game compatibility list from pandora port. Maybe you should try another game that is proven to run better.
And i read, that a bios file isn't allways neccessary for the pandora port and the maemo binary for n900.

https://docs.google.com/spreadsheet/lv?key=0Aq4SN3wYVIxgdHB4Z2hHcE9fQ3lTaTVMelEyZVBsVFE&hl=en_US#gid=0

Here is the N900 thread at maemo.org with some videos and different precompiled binaries.
http://talk.maemo.org/showthread.php?t=75992&highlight=yabause
Title: Re: Porting Yabause to Android
Post by: Paul on January 24, 2012, 01:37:48 PM
Did you run a test with the setting, Guillaume from Yabause forum replied to you ?
Here is a game compatibility list from pandora port. Maybe you should try another game that is proven to run better.
And i read, that a bios file isn't allways neccessary for the pandora port and the maemo binary for n900.

Yes, I actually had already tried that setting that Guillaume mentioned (yinit.cdcoretype = CDCORE_ISO;).  I thought it was the wrong setting, because it resulted in errors (that's why the build I posted isn't using it).  I'll try some other games at some point, but if there is a problem with loading games into memory as Guillaume suggested, then it won't work for any game until that problem is fixed.
Title: Re: Porting Yabause to Android
Post by: androidian on January 25, 2012, 10:14:33 AM
Dont know much about emulation but in some forums i heard that evan dreamcast easier to emulate than saturn some people says that one saturn processor core have 3 or 4 small cores sounds crazy
Title: Re: Porting Yabause to Android
Post by: Paul on January 25, 2012, 02:11:46 PM
Should only be 2 cores (unless you count the graphics and audio processors as separate "cores" - Mupen64Plus, for example, doesn't make this distinction, although it could probably be argued).  That being said, those two cores are only 16-bit.  In theory, two 16-bit processors are equivalent to one 32-bit processor of the same speed (i.e. the PlayStation - both are able to process the same amount of information at about the same speed, the Saturn being clocked a little slower).  Emulating multiple processors, on the other hand, is probably a lot more complicated to think about from a development perspective than emulating one processor (the difference between "in theory" and "in practice", haha)  Guess we'll just have to see how well it does after getting the rendering correct.  I didn't write the core(s) so I couldn't say.. I'm just speculating at this point.
Title: Re: Porting Yabause to Android
Post by: Paul on January 25, 2012, 05:16:10 PM
Wow, and people were calling this slow:

http://www.youtube.com/watch?v=K_VGuLmj-rA

Does anyone happen to know where to grab the latest sourcecode for the Pandora port of Yabause (or build instructions if it isn't posted somewhere as a separate project)?  The only references I can find use the software rendering pipeline (which I kind of doubt could run as smooth as in that video, although the quality is pretty grainy so hard to tell).  Comments on the pandora forums from July/ August of last year mention the emulator running about 5 FPS for most games (much faster than the <1 FPS I'm getting with the Android port, but still super-slow).  As far as I can tell, nobody has ported the GL renderer for the emulator to GLES yet (which is the main reason for the slow speed), but if anyone happens to know otherwise, that would be helpful (otherwise I'll have to take a crack at porting it myself).
Title: Re: Porting Yabause to Android
Post by: Paul on January 25, 2012, 05:32:53 PM
Nevermind, digging around in the repository, I see that Ari64 is going through QT (which in turn does the GLES calls).  Still would be faster with direct GLES because QT adds a lot of overhead, but perhaps going with an Android port of QT (such as Necessitas (http://sourceforge.net/p/necessitas/home/necessitas/)) might be the best way to get performance up to at least a playable speed.
Title: Re: Porting Yabause to Android
Post by: scorpio16v on January 25, 2012, 11:43:17 PM
As I understand, he uses GTK ?
http://boards.openpandora.org/index.php?/topic/4583-yabause/page__view__findpost__p__84306

Something about building from source from him.
 http://boards.openpandora.org/index.php?/topic/4583-yabause/page__view__findpost__p__82228

But I think you already know this thread.
On maemo.org there is another port, but no source. Only some complied binaries.
On pandora thread are also some .pnd but I doubt extracting them brings something helpfull up.

Title: Re: Porting Yabause to Android
Post by: Paul on January 26, 2012, 02:32:29 AM
Ah, yes, you're right, I must have missed that post when I was reading the thread.  It looks like he added ability to enable the dynarec from QT as well (which is what made me think that's what he was doing in the build he posted). That's just based on his edits and comments in the repository (http://yabause.svn.sf.net/viewvc/yabause/branches/yabause-dynarec/src/), though.. I could be mistaken about that.  I kind of wish I had a Pandora to test some different build strategies before deciding which graphics library port to get for Android.  I'm considering just scrapping the middle-man entirely, and porting the GL renderer to GLES anyway.. I think its ultimately the only way to get some decent speed out of the emulator.
Title: Re: Porting Yabause to Android
Post by: crualfoxhound on January 29, 2012, 09:32:56 AM
@paul

Is there any progress on this yabouse emulator.
Eg can we select games or speed improvements.
Title: Re: Porting Yabause to Android
Post by: Paul on January 29, 2012, 11:13:56 AM
Nope.  There is a problem loading the game into memory, which will need to be addressed before this project will ever get off the ground.  I'm probably not the person to tackle this problem, so I'm hoping the core Yabause devs are able to figure it out.

Here is an update on where I'm going with this project:

I'm adding in a basic GUI for choosing the bios and CD image now, but it is kind of pointless until that other bug is fixed.  If I tackle that bug myself, I'll have to get the project into a more readable form (this convoluted CMake garbage is WAY too nested for me to follow)

Secondly, it appears that the ARM dynarec is not being built at all (I had assumed it was, but looking at the compiler output it actually isn't).  Because I'm not familiar with CMake, I haven't figured out how to tell it to add Ari64's code to the built paths.  Getting this working will be a huge performance increase, I just have to figure out what setting to add where.

Thirdly, it is using the software rendering pipeline.  For anything to be playable, someone will have to port the OpenGL rendering pipeline to GLES.  I'm planning to tackle this after fixing the above things first.

Fourthly, it will need audio linkage added.  I'll probably use either SLES or SDL (or a tiny "faux SDL" library) for this.

Finally, it will need input to be a functional emulator.  This is the easy piece to add, but also pointless to add until some of the other problems are fixed first.
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on January 29, 2012, 11:18:16 AM
The d-pad input actually already works, it just needs more buttons. :P

No point in doing this until games are playable though haha.
Title: Re: Porting Yabause to Android
Post by: trev186 on January 29, 2012, 02:32:57 PM
In regards to the list of things that need to be done. Another dev I know was interested in the yabause android port. If you reach out to him he may be able to help. He works with SDL quite a bit and he also knows pelya pretty well

Here is his website

 http://anddev.at.ua/
Title: Re: Porting Yabause to Android
Post by: altharic on January 30, 2012, 03:39:44 PM
The d-pad input actually already works, it just needs more buttons. :P

No point in doing this until games are playable though haha.

I also confirm the d pad is working great work getting it this far Paul thank you.
Title: Re: Porting Yabause to Android
Post by: altharic on February 05, 2012, 05:28:36 AM
Hi, Did you get anywhere with this? :)
Title: Re: Porting Yabause to Android
Post by: Paul on February 05, 2012, 09:36:39 AM
Sadly, no.  The problem is related to a couple lines in the dyarec assembly code.  The library builds as a static library just fine, but when I go to use it by the .so library (which is needed for interfacing the static library in an APK) it generates an error stating that code cannot be used from a shared object context.  This limits me to building a command-line executable (which besides not having access to JNI/ Java, would require rooting and could not be distributed on the Android Market)
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on February 05, 2012, 09:45:02 AM
Ive seen plenty of root apps sold on the market? Or could it not be distributed on there because of one of the other limtations you mentioned?

Title: Re: Porting Yabause to Android
Post by: Paul on February 05, 2012, 10:07:50 AM
Because of being build as a command-line application (i.e. it would be started from    a terminal via the command './yabause') rather than launched as an app)
Title: Re: Porting Yabause to Android
Post by: androidian on February 05, 2012, 11:31:01 AM
You can post it on slideme(its a quite popular store)And call Yabause android edition(for root users)Or something
Title: Re: Porting Yabause to Android
Post by: altharic on February 05, 2012, 03:09:11 PM
I too would not mind even a command line version be great to play saturn games on my phone.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 06, 2012, 08:39:22 AM
there is a way past this! give me a moment and ill show you ( as he dives into the community for aswers )
Title: Re: Porting Yabause to Android
Post by: trev186 on February 07, 2012, 05:27:27 PM
Because of being build as a command-line application (i.e. it would be started from    a terminal via the command './yabause') rather than launched as an app)

That's with dynarec ?

Do any games load or do they still freeze at the sega logo ?

Even a command line only version would be worth testing I could run it through a terminal emulator
Title: Re: Porting Yabause to Android
Post by: Paul on February 07, 2012, 05:53:44 PM
The dynarec is what makes the emulator run at a playable speed, rather than < 1 FPS the way it runs now.  It is a modified version of the code Ari64 wrote for Mupen64Plus.  Unfortunately, a couple of those modifications seem to be preventing it from being used in a shared object, which is not a problem on the Pandora, but poses a serious issue for Android, as I've mentioned above.

Ari64 mentioned that games ripped as .iso should work (there's a problem with .cue/ .bin at the moment).  I don't own any Saturn games without CD audio tracks (required for ripping as .iso), so I can't test if this is true or not.  I'll have to purchase a different game first.  It is kind of pointless until I get the dynarec working though.

The problem with a command-line version is I'd have to redesign a new GUI in native GLES (I couldn't use any of the code from Mupen64Plus AE, because that is all written in Java, which links to native through JNI to shared objects - which the dynarec isn't working with).  Even the basic graphics output that the project has now would have to be completely rewritten, because Guillaume wrote it in Java.  I may go this route, but I'm mainly focussed on Mupen64Plus AE -- Yabause is only a side project, so don't expect something to test any time soon if I can't reuse code from my other project.
Title: Re: Porting Yabause to Android
Post by: trev186 on February 07, 2012, 08:04:10 PM
Paul

I have an app which can convert saturn games via Ultra Iso. I do it quite a bit actually.

Tell me which game you have and I can send you an ISO version
Title: Re: Porting Yabause to Android
Post by: Paul on February 07, 2012, 08:11:54 PM
I only own Sonic Jam and Sonic 3D.  However, both of them have CD audio tracks, so I don't think they can be ripped in ISO format (without loosing the audio tracks).  If you have Yabause for PC, could you test the ISO on it to make sure it works?  The one I tested didn't work (could have been a problem with my ripping software, though).
Title: Re: Porting Yabause to Android
Post by: trev186 on February 07, 2012, 09:26:34 PM
I only own Sonic Jam and Sonic 3D.  However, both of them have CD audio tracks, so I don't think they can be ripped in ISO format (without loosing the audio tracks).  If you have Yabause for PC, could you test the ISO on it to make sure it works?  The one I tested didn't work (could have been a problem with my ripping software, though).

Ill give it a try tomorrow night.

If that does not work I can test the newer version u have on a few of my games I own that are in .iso

Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 08, 2012, 05:26:10 AM
I use ImgBurn to backup my games to iso and they work great with Yabause (PC & PSP).
Before i used ImgBurn i tried a few other programs like Nero and Magic-iso but there were to many load issues when using them with Yabause (PC & PSP), although they worked ok with my Saturn.

Not sure why this is but since using ImgBurn i haven't come by any isues.

Games with CD audio tracks work fine as well
Title: Re: Porting Yabause to Android
Post by: Paul on February 08, 2012, 02:02:16 PM
Thanks, MattyGlen, I'll give that one a try
Title: Re: Porting Yabause to Android
Post by: trev186 on February 10, 2012, 12:54:39 PM
Thanks, MattyGlen, I'll give that one a try
So did u get a sonicjam iso which works and did it run in the emulator ?
If not I can try and get some time to make one this weekend. Sorry been super busy at work this week.

Also ever co aoder having your forum supported with tapatalk ? Since it is primarily android related it would make it easier for us to respond to stuff on our phones
Title: Re: Porting Yabause to Android
Post by: Paul on February 10, 2012, 04:03:54 PM
I'll give it a shot this weekend (been focussed on my main project the last few days).
Title: Re: Porting Yabause to Android
Post by: Paul on February 13, 2012, 07:03:11 PM
Ari64 updated his assembly code for the dynarec, so it compiles and runs on Android now!  Tripled the speed (getting about 2-3 FPS now!)  Still needs the renderer ported to GLES2 to get more realistic FPS, but I think I can handle that part.

Going to try ripping my games as ISO and see if they will load  ;D
Title: Re: Porting Yabause to Android
Post by: Paul on February 13, 2012, 08:18:03 PM
I was able to rip SonicJam into an ISO that works on PC Yabause, but still getting the invalid opcode errors in the Android build.  I'm thinking I should buy a game or two that don't have audio tracks.  For now, I can work on just getting the CD deck screen running well (going to look into porting the render to GLES2, and hooking the audio up to SLES).  I'll add in a very basic GUI for selecting bios and CD image, so folks can test to see if any games can get past the invalid opcode error.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 13, 2012, 10:09:16 PM
I was able to rip SonicJam into an ISO that works on PC Yabause, but still getting the invalid opcode errors in the Android build.  I'm thinking I should buy a game or two that don't have audio tracks.  For now, I can work on just getting the CD deck screen running well (going to look into porting the render to GLES2, and hooking the audio up to SLES).  I'll add in a very basic GUI for selecting bios and CD image, so folks can test to see if any games can get past the invalid opcode error.


Great News!. I've been collecting Saturn games for about 14 years all of which i have backed up to iso and bin/cue formats, so i can definitely help with testing.

Also:
 I have a heap of double-ups of games that I've consumed over the years (collecting rare Saturn games sometime requires you to purchase a batch of 10 games with a machine, on eBay just to get 1 game you've been after for ages) so before you purchase any games throw me a email to see if i have a double-up of it. More then happy to donate any double-ups i have to the project.

Title: Re: Porting Yabause to Android
Post by: Paul on February 15, 2012, 02:47:47 PM
Here is the latest build.  Still nowhere close to playable, but much improved.  Huge bottleneck in the render at this point.  Main thing I'm looking for in this test is to get a list any games that will run without serious graphics glitches or crashes (at least in the intros.. there aren't any buttons yet for starting a game).  Ari64 suggested Bubble Bobble, Shining Wisdom, or Legend of Oasis as potentially compatible ones to try.

Test APK (http://www.paulscode.com/source/Yabause-AE/15FEB2012/Yabause-debug.apk)   (source code (http://www.paulscode.com/source/Yabause-AE/15FEB2012/yabause-ae.7z))
Title: Re: Porting Yabause to Android
Post by: trev186 on February 15, 2012, 03:14:23 PM
Here is the latest build.  Still nowhere close to playable, but much improved.  Huge bottleneck in the render at this point.  Main thing I'm looking for in this test is to get a list any games that will run without serious graphics glitches or crashes (at least in the intros.. there aren't any buttons yet for starting a game).  Ari64 suggested Bubble Bobble, Shining Wisdom, or Legend of Oasis as potentially compatible ones to try.

Test APK (http://www.paulscode.com/source/Yabause-AE/15FEB2012/Yabause-debug.apk)   (source code (http://www.paulscode.com/source/Yabause-AE/15FEB2012/yabause-ae.7z))

Will test at home. When I select a bios the gui still says none selected...not sure if it really is not selected or just not registering
Title: Re: Porting Yabause to Android
Post by: Paul on February 15, 2012, 03:49:34 PM
Will test at home. When I select a bios the gui still says none selected...not sure if it really is not selected or just not registering
Hmm, strange.  I did a complete removal and installed again, and it seems to still be working on my phone.  What phone model and Android version are you running?  What is the name of your bios file, and where is it located?  Do you know where your device's SD card is mounted?  You can check if the bios is actually selected or not by editing the file [sdcard]/Android/data/paulscode.android.yabause/data/gui.cfg (it should list a few things in there, including the path to the bios file).  I called mine bios.bin and placed it under the folder /mnt/sdcard/roms/saturn/

BTW, I got Sonic 3D (.cue/ .bin) to load into the game a little bit (but it freezes).  Still better than Sonic Jam, and it doesn't spit out the invalid opcode error.  I'm hoping there are some games that will be able to get further :)
Title: Re: Porting Yabause to Android
Post by: trev186 on February 15, 2012, 07:24:33 PM
Will test at home. When I select a bios the gui still says none selected...not sure if it really is not selected or just not registering
Hmm, strange.  I did a complete removal and installed again, and it seems to still be working on my phone.  What phone model and Android version are you running?  What is the name of your bios file, and where is it located?  Do you know where your device's SD card is mounted?  You can check if the bios is actually selected or not by editing the file [sdcard]/Android/data/paulscode.android.yabause/data/gui.cfg (it should list a few things in there, including the path to the bios file).  I called mine bios.bin and placed it under the folder /mnt/sdcard/roms/saturn/

BTW, I got Sonic 3D (.cue/ .bin) to load into the game a little bit (but it freezes).  Still better than Sonic Jam, and it doesn't spit out the invalid opcode error.  I'm hoping there are some games that will be able to get further :)

My bad bios is fine...

Will this accept pal bios ? Some games don't work without it
Title: Re: Porting Yabause to Android
Post by: Paul on February 15, 2012, 07:29:52 PM
It should accept any bios that Yabause is compatible with (to be honest, I don't know a lot about this emulator yet).  You might need to rename the file, if it doesn't end in .bin, .rom, or .bios (I can add more supported extensions if needed.. not sure what are normal extensions for Saturn bios files).  Your CD images must end in .cue (with associated .bin/.img) or .iso.
Title: Re: Porting Yabause to Android
Post by: amdradeon on February 15, 2012, 08:34:17 PM
I had a mds/mdf. I tried renaming it to the bin/cue,didn't work. Then I renamed the bigger one mds I believe to iso and it works.
It gets past the bios to the Sega logo it starts when it recognizes a game but then it black., but if I remember right I have to skip the opening fmv with start or its.just black. Hopefully works when start is implemented
Nights into dreams usa
Title: Re: Porting Yabause to Android
Post by: Paul on February 15, 2012, 08:50:29 PM
Thanks, I'll add support for .mdf (and associated .mds) file types, if Yabause supports them (sounds like it should)
Title: Re: Porting Yabause to Android
Post by: trev186 on February 15, 2012, 10:26:23 PM
I had a mds/mdf. I tried renaming it to the bin/cue,didn't work. Then I renamed the bigger one mds I believe to iso and it works.
It gets past the bios to the Sega logo it starts when it recognizes a game but then it black., but if I remember right I have to skip the opening fmv with start or its.just black. Hopefully works when start is implemented
Nights into dreams usa

Pretty sure .mdf is not supported.

Open the .mdf with ultra iso and then convert to bin or iso....it works well for me
Title: Re: Porting Yabause to Android
Post by: trev186 on February 15, 2012, 10:33:27 PM
Paul

Do u want any logcats ?

I have several games booting past the bios screen. So are they all have graphics glitches.

Speed is not that bad honestly...I mean it is comparable to how psx4droid was at first with tekken 3.

I mention that cause tekken 3 is full speed now on android :)

Looks like u can really get this running well eventually

By the way the best results I have seen have been with radiant silvergun.

There is a graphics glitch so I cannot see the screen clearly but it does not freeze ! The press start button keeps flashing (at about 20 fps I estimate )

If only I could press start!!!!

Thanks for taking this on paul :)
Title: Re: Porting Yabause to Android
Post by: trev186 on February 15, 2012, 11:25:57 PM
I have Friday off so I will do some extensive testing with ROMS back and forth between Yabause on my PC and Yabause on Android to see what I can work out

BUT

Videos :)

Here are two videos I made for Darius Gaiden and Albert's Odyssey. Alberts Odyessey boots and runs no problem I just can press start lol.There is no sound but it is full speed!

Darius Gaiden boots near full speed but crashes soon in

Both videos are below

A lot of games make it past the sega logo for me but have graphics glitches so you cannot see. For an early build this is very promising though

http://www.youtube.com/watch?v=7SDRBMNcTKY&context=C37ea68dADOEgsToPDskJOiBaVIsIiGJqOwknp1S-c

http://www.youtube.com/watch?v=dKlHjQjmeeA&feature=context&context=C37ea68dADOEgsToPDskJOiBaVIsIiGJqOwknp1S-c

There were other games that booted to start menu pretty nice as well...namely

Creature Shock, Deep Fear (resident Evil clone), The Ghen War possibly more but I could only test like 20 games quickly tonight

Panzer dragoon games all booted well but had graphics glitches.

A few games would boot past the sega logo but then quit to the bios menu and want to play a music track (I suspect this is more of an issue with how the emulator reads the Cue along with the .Bin)

Ironically the only .ISO file I tested would not load because it was quote (Unsupported)

Title: Re: Porting Yabause to Android
Post by: Paul on February 16, 2012, 05:02:50 AM
Very nice, thanks for the test results!  I'll look into adding an FPS indicator in the next build, and maybe some buttons so it can get into the games (don't want to go too all-out on the virtual gamepad yet, just because it will need to be redone once the screen layout is set up properly)
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on February 16, 2012, 06:08:03 AM
Waw I didnt expect any games to run full speed yet :o

Title: Re: Porting Yabause to Android
Post by: Epic_bubble on February 16, 2012, 06:31:43 AM
I made some button images you can use for yabause. They are the same style as my N64 button images.

I didn't do shoulder buttons since they probably wont be needed for testing as this stage. http://dl.dropbox.com/u/13594612/Yabause%20buttons.zip
Title: Re: Porting Yabause to Android
Post by: crualfoxhound on February 16, 2012, 07:15:54 AM
Hi paul.
Coverted sega rally and night into dreams to bin.cue file.

Results
Sega rally boots well and passes the sega logo. But then white line gfx bugs
Nights. Into dreams boots well and passes sega logo. But sticks on black scree.

Ps the bios loading screen is near perfect speed. I say about 5-9fps slow.

Using samsung galaxy note.
1.4ghz exynos cpu
U.K model.

Keep up the gd work
Its allways a pleaser to test a new emulator.
Catch ya later..
Title: Re: Porting Yabause to Android
Post by: androidian on February 16, 2012, 08:32:49 AM
Hi all,i want you ask is this still compatible with armv6?When i tried to run it opens main menu i can just selct bios(used an old one when i put it at first release and named bios.bin) Try to run sonic3Dblast.cue image when i select it it just crash at my main android screen
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on February 16, 2012, 08:45:57 AM
Hi all,i want you ask is this still compatible with armv6?When i tried to run it opens main menu i can just selct bios(used an old one when i put it at first release and named bios.bin) Try to run sonic3Dblast.cue image when i select it it just crash at my main android screen

Not all games work yet, some games crash on startup.
Title: Re: Porting Yabause to Android
Post by: scorpio16v on February 16, 2012, 09:45:12 AM
On my Tegra 2 tablet, the new version has only the half size of the first version.
I can see the bios bootscreen. After that the graphics are messed, but it semms the game boots to some point.
This shoot is from Sonic Jam as bin/cue.

On SGS 2 , it comes only the invalid opcode message.
Title: Re: Porting Yabause to Android
Post by: androidian on February 16, 2012, 12:03:24 PM
Hi all,i want you ask is this still compatible with armv6?When i tried to run it opens main menu i can just selct bios(used an old one when i put it at first release and named bios.bin) Try to run sonic3Dblast.cue image when i select it it just crash at my main android screen

Not all games work yet, some games crash on startup.
For me,all games crashing (Tried Sonic 3D blast,Sonic jam,Alberts Odysssey,Shining Force III and even try to run Saturn bomberman :) and it crashes) Probably the lack of RAM
Title: Re: Porting Yabause to Android
Post by: trev186 on February 16, 2012, 01:04:00 PM
@ Androdian

Honestly saturn is the most fickle emulator I have used when it comes to roms/bios/settings

It could be a lot of things but I don't think it is your ram. It is only isn't around 42 mbs for me.

On yabause most my games work as bin .cue with a us bios but the settings have to be just right or they wont run.

Also som games only work with a pal bios ...even if they are american or jap versions...

Sometimes the game has to be a .iso or other random format to work.

And of course sometimes ill have to good .bin.cue files for the same game and one will work while the other wont ...all depending on how they were ripped I suppose.

That aside once you have the initial leg work done many of the saturn games that were not ported else where are amazing games that cannot be exp any other way .
Title: Re: Porting Yabause to Android
Post by: androidian on February 16, 2012, 01:09:21 PM
Ok if someone interested i record a error code with logcat:
Code: [Select]
02-16 19:55:00.028 D/dalvikvm( 2403): GC_CONCURRENT freed 389K, 60% free 3262K/8135K, external 223K/735K, paused 4ms+13ms
02-16 19:55:00.088 W/IInputConnectionWrapper( 2403): finishComposingText on inactive InputConnection
02-16 19:55:00.508 D/dalvikvm(  337): GC_CONCURRENT freed 372K, 48% free 3260K/6151K, external 389K/512K, paused 3ms+20ms
02-16 19:55:01.038 D/dalvikvm( 2403): GC_CONCURRENT freed 504K, 60% free 3269K/8135K, external 223K/735K, paused 4ms+14ms
02-16 19:55:01.478 D/dalvikvm( 2403): GC_CONCURRENT freed 578K, 61% free 3203K/8135K, external 223K/735K, paused 3ms+31ms
02-16 19:55:01.728 D/dalvikvm(  240): GC_CONCURRENT freed 668K, 39% free 5745K/9351K, external 516K/823K, paused 5ms+34ms
02-16 19:55:02.018 D/dalvikvm( 2403): GC_CONCURRENT freed 485K, 61% free 3198K/8135K, external 223K/735K, paused 4ms+25ms
02-16 19:55:04.828 W/InputManagerService(  240): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@407848e0
02-16 19:55:06.598 W/InputManagerService(  240): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@40710908
02-16 19:55:07.238 I/ActivityManager(  240): Starting: Intent { act=com.android.launcher.action.launcheraction flg=0x10000000 cmp=com.android.launcher/.CustomShirtcutActivity bnds=[281,107][320,152] (has extras) } from pid 362
02-16 19:55:07.788 W/InputManagerService(  240): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@40874368
02-16 19:55:12.038 I/ActivityManager(  240): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=paulscode.android.yabause/.MenuActivity } from pid 362
02-16 19:55:12.198 I/ActivityManager(  240): Start proc paulscode.android.yabause for activity paulscode.android.yabause/.MenuActivity: pid=2481 uid=10083 gids={3003, 1015}
02-16 19:55:12.568 D/szipinf ( 2481): Initializing inflate state
02-16 19:55:12.958 D/dalvikvm( 2481): GC_EXTERNAL_ALLOC freed 102K, 50% free 2698K/5379K, external 0K/0K, paused 101ms
02-16 19:55:13.338 I/ActivityManager(  240): Displayed paulscode.android.yabause/.MenuActivity: +1s180ms (total +3m29s557ms)
02-16 19:55:14.398 I/ActivityManager(  240): Starting: Intent { flg=0x24000000 cmp=paulscode.android.yabause/.FileChooserActivity } from pid 2481
02-16 19:55:14.828 I/ActivityManager(  240): Displayed paulscode.android.yabause/.FileChooserActivity: +402ms
02-16 19:55:18.368 I/ActivityManager(  240): Starting: Intent { flg=0x24000000 cmp=paulscode.android.yabause/.Yabause } from pid 2481
02-16 19:55:18.408 D/dalvikvm( 2481): Trying to load lib /data/data/paulscode.android.yabause/lib/libyabause.so 0x405164e8
02-16 19:55:18.588 D/dalvikvm( 2481): Added shared lib /data/data/paulscode.android.yabause/lib/libyabause.so 0x405164e8
02-16 19:55:18.618 I/yabause ( 2481): yabause = 0x405508b0
02-16 19:55:18.618 I/yabause ( 2481): ybitmap = 0x40553748
02-16 19:55:18.748 I/DEBUG   (  144): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
02-16 19:55:18.758 I/DEBUG   (  144): Build fingerprint: 'google/passion/passion:2.3.6/GRK39F/189904:user/release-keys'
02-16 19:55:18.758 I/DEBUG   (  144): pid: 2481, tid: 2481  >>> paulscode.android.yabause <<<
02-16 19:55:18.758 I/DEBUG   (  144): signal 4 (SIGILL), code 1 (ILL_ILLOPC), fault addr 82014670
02-16 19:55:18.758 I/DEBUG   (  144):  r0 ffffffff  r1 8208f648  r2 001ac6f0  r3 834f4570
02-16 19:55:18.758 I/DEBUG   (  144):  r4 8208eec8  r5 beda439c  r6 00000140  r7 00000001
02-16 19:55:18.758 I/DEBUG   (  144):  r8 00000002  r9 431efc8c  10 001ac6b8  fp beda4780
02-16 19:55:18.758 I/DEBUG   (  144):  ip ffffffff  sp beda4360  lr 8202b3a8  pc 82014670  cpsr 00000010
02-16 19:55:18.758 I/DEBUG   (  144):  d0  414000003f800000  d1  0000000000000055
02-16 19:55:18.758 I/DEBUG   (  144):  d2  000000003f000000  d3  000000003f000000
02-16 19:55:18.758 I/DEBUG   (  144):  d4  0000000000000000  d5  8000000000000000
02-16 19:55:18.758 I/DEBUG   (  144):  d6  3f00000000000000  d7  4080000042ab0000
02-16 19:55:18.758 I/DEBUG   (  144):  d8  0000000000000000  d9  0000000000000000
02-16 19:55:18.758 I/DEBUG   (  144):  d10 0000000000000000  d11 0000000000000000
02-16 19:55:18.758 I/DEBUG   (  144):  d12 0000000000000000  d13 0000000000000000
02-16 19:55:18.758 I/DEBUG   (  144):  d14 0000000000000000  d15 0000000000000000
02-16 19:55:18.758 I/DEBUG   (  144):  scr 20000010
02-16 19:55:18.758 I/DEBUG   (  144):
02-16 19:55:20.208 I/DEBUG   (  144):          #00  pc 82014670  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.228 I/DEBUG   (  144):          #01  lr 8202b3a8  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.228 I/DEBUG   (  144):
02-16 19:55:20.228 I/DEBUG   (  144): code around pc:
02-16 19:55:20.228 I/DEBUG   (  144): 82014650 e3a02000 e5832000 e8bd8070 0007a8d8
02-16 19:55:20.228 I/DEBUG   (  144): 82014660 000001f0 00000214 00000218 e92d41f0
02-16 19:55:20.228 I/DEBUG   (  144): 82014670 e3011710 e1a05000 e3a00001 ebffe7c3
02-16 19:55:20.228 I/DEBUG   (  144): 82014680 e59f4100 e59f6100 e08f4004 e7942006
02-16 19:55:20.228 I/DEBUG   (  144): 82014690 e3500000 e1a03000 e5820000 1a000001
02-16 19:55:20.228 I/DEBUG   (  144):
02-16 19:55:20.228 I/DEBUG   (  144): code around lr:
02-16 19:55:20.228 I/DEBUG   (  144): 8202b388 e24dd00c e08f4004 e5902048 e1a05000
02-16 19:55:20.228 I/DEBUG   (  144): 8202b398 e7943006 e5c3202c e5900004 ebffa4b0
02-16 19:55:20.238 I/DEBUG   (  144): 8202b3a8 e3500000 0a000006 e59f13ac e3a00005
02-16 19:55:20.238 I/DEBUG   (  144): 8202b3b8 e08f1001 ebff905d e3e00000 e28dd00c
02-16 19:55:20.238 I/DEBUG   (  144): 8202b3c8 e8bd80f0 e3a00702 eb0117fb e59f338c
02-16 19:55:20.238 I/DEBUG   (  144):
02-16 19:55:20.238 I/DEBUG   (  144): stack:
02-16 19:55:20.238 I/DEBUG   (  144):     beda4320  001ac6b8  [heap]
02-16 19:55:20.238 I/DEBUG   (  144):     beda4324  00000003 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4328  000001b4 
02-16 19:55:20.238 I/DEBUG   (  144):     beda432c  000000da 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4330  433d7a7c  /dev/ashmem/dalvik-LinearAlloc (deleted)
02-16 19:55:20.238 I/DEBUG   (  144):     beda4334  431efc8c 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4338  000000da 
02-16 19:55:20.238 I/DEBUG   (  144):     beda433c  00000520 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4340  000001b4 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4344  c0000000 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4348  001ac6b8  [heap]
02-16 19:55:20.238 I/DEBUG   (  144):     beda434c  431efc8c 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4350  001ac6b8  [heap]
02-16 19:55:20.238 I/DEBUG   (  144):     beda4354  afd13e31  /system/lib/libc.so
02-16 19:55:20.238 I/DEBUG   (  144):     beda4358  df002777 
02-16 19:55:20.238 I/DEBUG   (  144):     beda435c  e3a070ad 
02-16 19:55:20.238 I/DEBUG   (  144):     beda4360  8208eec8  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda4364  beda439c 
02-16 19:55:20.248 I/DEBUG   (  144):     beda4368  00000140 
02-16 19:55:20.248 I/DEBUG   (  144):     beda436c  00000001 
02-16 19:55:20.248 I/DEBUG   (  144):     beda4370  00000002 
02-16 19:55:20.248 I/DEBUG   (  144):     beda4374  8202b3a8  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda4378  0000ce38  [heap]
02-16 19:55:20.248 I/DEBUG   (  144):     beda437c  001ac6b8  [heap]
02-16 19:55:20.248 I/DEBUG   (  144):     beda4380  8208f448  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda4384  00000000 
02-16 19:55:20.248 I/DEBUG   (  144):     beda4388  8208f548  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda438c  8208f448  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda4390  00000001 
02-16 19:55:20.248 I/DEBUG   (  144):     beda4394  8200eb3c  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda4398  405545d0  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.248 I/DEBUG   (  144):     beda439c  00000000 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43a0  ffffffff 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43a4  00000002 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43a8  00000000 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43ac  00000001 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43b0  00000001 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43b4  00000000 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43b8  431efc00 
02-16 19:55:20.248 I/DEBUG   (  144):     beda43bc  8208f548  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda43c0  8208f448  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda43c4  8208f648  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda43c8  8208f748  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda43cc  8208f848  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.248 I/DEBUG   (  144):     beda43d0  aca12240  /system/lib/libdvm.so
02-16 19:55:20.258 I/DEBUG   (  144):     beda43d4  00000000 
02-16 19:55:20.258 I/DEBUG   (  144):     beda43d8  431efc78 
02-16 19:55:20.258 I/DEBUG   (  144):     beda43dc  afd13e31  /system/lib/libc.so
02-16 19:55:20.258 I/DEBUG   (  144):     beda43e0  0000e938  [heap]
02-16 19:55:20.258 I/DEBUG   (  144):     beda43e4  001ac6f0  [heap]
02-16 19:55:20.258 I/DEBUG   (  144):     beda43e8  aca12240  /system/lib/libdvm.so
02-16 19:55:20.258 I/DEBUG   (  144):     beda43ec  beda4428 
02-16 19:55:20.258 I/DEBUG   (  144):     beda43f0  00000004 
02-16 19:55:20.258 I/DEBUG   (  144):     beda43f4  40554498  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.258 I/DEBUG   (  144):     beda43f8  431efc94 
02-16 19:55:20.258 I/DEBUG   (  144):     beda43fc  beda4408 
02-16 19:55:20.258 I/DEBUG   (  144):     beda4400  431efc78 
02-16 19:55:20.258 I/DEBUG   (  144):     beda4404  aca12078  /system/lib/libdvm.so
02-16 19:55:20.258 I/DEBUG   (  144):     beda4408  433d8938  /dev/ashmem/dalvik-LinearAlloc (deleted)
02-16 19:55:20.258 I/DEBUG   (  144):     beda440c  0000ce38  [heap]
02-16 19:55:20.258 I/DEBUG   (  144):     beda4410  40554498  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.258 I/DEBUG   (  144):     beda4414  8200e938  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda4418  aca12240  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda441c  0000ce38  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda4420  beda4428 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4424  aca43203  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda4428  431efc8c 
02-16 19:55:20.268 I/DEBUG   (  144):     beda442c  44e60079  /data/dalvik-cache/data@app@paulscode.android.yabause-1.apk@classes.dex
02-16 19:55:20.268 I/DEBUG   (  144):     beda4430  8200e938  /data/data/paulscode.android.yabause/lib/libyabause.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda4434  beda44d8 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4438  00016c80  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda443c  0000abd8  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda4440  00000001 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4444  beda44d8 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4448  431efc8c 
02-16 19:55:20.268 I/DEBUG   (  144):     beda444c  40554498  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.268 I/DEBUG   (  144):     beda4450  433d8938  /dev/ashmem/dalvik-LinearAlloc (deleted)
02-16 19:55:20.268 I/DEBUG   (  144):     beda4454  aca431c5  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda4458  431efc8c 
02-16 19:55:20.268 I/DEBUG   (  144):     beda445c  aca488ab  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda4460  00000002 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4464  000000d0 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4468  beda44d8 
02-16 19:55:20.268 I/DEBUG   (  144):     beda446c  0000ce38  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda4470  40554788  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.268 I/DEBUG   (  144):     beda4474  44e5f964  /data/dalvik-cache/data@app@paulscode.android.yabause-1.apk@classes.dex
02-16 19:55:20.268 I/DEBUG   (  144):     beda4478  431efca8 
02-16 19:55:20.268 I/DEBUG   (  144):     beda447c  beda44d0 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4480  40554498  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.268 I/DEBUG   (  144):     beda4484  aca17288  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda4488  aca1c38c  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda448c  beda44d0 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4490  00000001 
02-16 19:55:20.268 I/DEBUG   (  144):     beda4494  0016a9e8  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda4498  0000ce40  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda449c  0004dc70  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda44a0  43ea7620  /data/dalvik-cache/system@framework@framework.jar@classes.dex
02-16 19:55:20.268 I/DEBUG   (  144):     beda44a4  00000000 
02-16 19:55:20.268 I/DEBUG   (  144):     beda44a8  beda4780 
02-16 19:55:20.268 I/DEBUG   (  144):     beda44ac  aca1c41c  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda44b0  beda44d0 
02-16 19:55:20.268 I/DEBUG   (  144):     beda44b4  0000ce38  [heap]
02-16 19:55:20.268 I/DEBUG   (  144):     beda44b8  aca1c38c  /system/lib/libdvm.so
02-16 19:55:20.268 I/DEBUG   (  144):     beda44bc  43295000  /dev/ashmem/dalvik-LinearAlloc (deleted)
02-16 19:55:20.268 I/DEBUG   (  144):     beda44c0  fffffe88 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44c4  aca1b318  /system/lib/libdvm.so
02-16 19:55:20.278 I/DEBUG   (  144):     beda44c8  4298bf70 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44cc  beda446c 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44d0  43f27f0c  /data/dalvik-cache/system@framework@framework.jar@classes.dex
02-16 19:55:20.278 I/DEBUG   (  144):     beda44d4  431efa60 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44d8  405144d8  /dev/ashmem/dalvik-heap (deleted)
02-16 19:55:20.278 I/DEBUG   (  144):     beda44dc  00000018 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44e0  433d88d0  /dev/ashmem/dalvik-LinearAlloc (deleted)
02-16 19:55:20.278 I/DEBUG   (  144):     beda44e4  000bdab0  [heap]
02-16 19:55:20.278 I/DEBUG   (  144):     beda44e8  0000ce38  [heap]
02-16 19:55:20.278 I/DEBUG   (  144):     beda44ec  beda4488 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44f0  431ed300 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44f4  0000ce40  [heap]
02-16 19:55:20.278 I/DEBUG   (  144):     beda44f8  4298bf70 
02-16 19:55:20.278 I/DEBUG   (  144):     beda44fc  acaa4046 
02-16 19:55:20.278 I/DEBUG   (  144):     beda4500  acaa4088 
02-16 19:55:20.278 I/DEBUG   (  144):     beda4504  00000000 
02-16 19:55:20.278 I/DEBUG   (  144):     beda4508  00000000 
02-16 19:55:20.278 I/DEBUG   (  144):     beda450c  0016a9e8  [heap]
02-16 19:55:20.278 I/DEBUG   (  144):     beda4510  00000008 
02-16 19:55:20.288 I/DEBUG   (  144):     beda4514  aca69e43  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda4518  03000000 
02-16 19:55:20.288 I/DEBUG   (  144):     beda451c  000000c8 
02-16 19:55:20.288 I/DEBUG   (  144):     beda4520  acaa2ae8  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda4524  00001ff0 
02-16 19:55:20.288 I/DEBUG   (  144):     beda4528  00000000 
02-16 19:55:20.288 I/DEBUG   (  144):     beda452c  aca16f68  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda4530  aca16fe0  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda4534  aca16e88  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda4538  aca16eb0  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda453c  aca16ee0  /system/lib/libdvm.so
02-16 19:55:20.288 I/DEBUG   (  144):     beda4540  aca16f04  /system/lib/libdvm.so
02-16 19:55:22.878 D/dalvikvm( 2430): GC_FOR_MALLOC freed 219K, 51% free 3440K/6919K, external 252K/764K, paused 72ms
02-16 19:55:22.918 W/InputManagerService(  240): Ignoring showSoftInput of uid 10053: com.android.internal.view.IInputMethodClient$Stub$Proxy@4073ccf0
02-16 19:55:23.068 I/ActivityManager(  240): Process paulscode.android.yabause (pid 2481) has died.
02-16 19:55:23.078 D/Zygote  (  146): Process 2481 terminated by signal (4)
02-16 19:55:23.158 E/InputDispatcher(  240): channel '407b7638 paulscode.android.yabause/paulscode.android.yabause.FileChooserActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x8
02-16 19:55:23.158 E/InputDispatcher(  240): channel '407b7638 paulscode.android.yabause/paulscode.android.yabause.FileChooserActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
02-16 19:55:23.158 I/WindowManager(  240): WIN DEATH: Window{407b7638 paulscode.android.yabause/paulscode.android.yabause.FileChooserActivity paused=false}
02-16 19:55:23.198 I/BootReceiver(  240): Copying /data/tombstones/tombstone_07 to DropBox (SYSTEM_TOMBSTONE)
02-16 19:55:23.328 D/dalvikvm(  240): GC_FOR_MALLOC freed 488K, 37% free 5915K/9351K, external 543K/823K, paused 124ms
02-16 19:55:23.328 I/dalvikvm-heap(  240): Grow heap (frag case) to 8.767MB for 52436-byte allocation
02-16 19:55:23.398 D/dalvikvm(  240): GC_FOR_MALLOC freed 0K, 37% free 5966K/9415K, external 543K/823K, paused 66ms
02-16 19:55:23.508 D/dalvikvm(  240): GC_FOR_MALLOC freed 143K, 39% free 5823K/9415K, external 543K/823K, paused 67ms
02-16 19:55:23.608 W/InputManagerService(  240): Got RemoteException sending setActive(false) notification to pid 2481 uid 10083
Title: Re: Porting Yabause to Android
Post by: Paul on February 16, 2012, 03:44:37 PM
Quote from: Ari64
Ahh.. Yabause is compiled as a static library because there's no reason to make it a dynamic library for normal linux distros.  The ARMv7 movw/movt is used because it's generally more efficient than a load which may cause a cache miss, though for this very small amount of code it probably doesn't make much difference.  These instructions will need to be changed if the dynamic linker can't handle this.  The Debian folks were complaining about lack of ARMv5 support, so I guess it wiil need to be changed anyway...

This version of the dynarec originally only supported ARMv7a, but sounds like ARM5 may be compatible now that Ari64 has removed the movw/ movt commands so it would compile as a dynamic library (but I'm not sure from his comment if there is more that would need to be changed besides this).  Either way, I won't be able to build an ARM5 version until I've restructured the code (it is currently only building with the ARM7a tool-chain).  I'll keep everyone posted on my progress.
Title: Re: Porting Yabause to Android
Post by: nscxp2005 on February 16, 2012, 04:02:59 PM
Hi Paul,

The version posted in the first post, is this the very latest version?

Keep up the great work.

All the best,

NSCXP2005
Title: Re: Porting Yabause to Android
Post by: Paul on February 16, 2012, 04:08:27 PM
The version posted in the first post, is this the very latest version?

Oops, now it is.  Sorry about that!
Title: Re: Porting Yabause to Android
Post by: nscxp2005 on February 16, 2012, 06:02:30 PM
Thanks Paul.

Much appreciated.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 16, 2012, 06:45:25 PM


Hi Guys, just a quick question. I set up a google doc spreadsheet to add and update current game compatibility until an official one is setup way further down the track.

It is set up so everyone has access to it and can add to it after they test a game.


I thought this would be useful for 2 reasons.

1. It will help keep how games are running to one location until an official board is constructed.
2. It will help keep THIS thread from becoming clogged, keeping this main thread available for bug tracking and development discussion. 

Let me know if you are happy with this, so i know whether to continue updating it.

@ Paul: If your happy with this could you add it to the 1st or 2nd post?


Updated!

https://docs.google.com/spreadsheet/ccc?key=0AtOnvwmrL_l3dDBWSWZoRFIwTW5KTHRhZ0h0ZWhzLWc








Title: Re: Porting Yabause to Android
Post by: trev186 on February 16, 2012, 09:11:22 PM
Spreadsheet sounds like a good idea.

You should add a category for an alternate emulator or port of the game.

There are several games that people can play on ps1 that are also on a saturn.
Title: Re: Porting Yabause to Android
Post by: Paul on February 16, 2012, 09:18:29 PM
could you add it to the 1st or 2nd post?

Added, thanks for the help!  The only potential issues I can think of are the FPS column, which will most likely vary wildly depending on the Android device running the emulator, and the Build Version column.  Having 0.9.11 listed is useful for knowing the base Yabause version, and is fine for now since there is only one Android build at the moment.  However, the Android-specific updates I make (which will likely affect some of the data in the other columns) will have a different version system from the official Yabause version (specifically, the "version number" will just be the build date, until I get to the Beta Testing phase).  As official Yabause updates come out, I will incorporate those into this branch of the project, so I'm not sure if it would be useful to have the official Yabause version listed too might be a good idea.  Anyway, I'll let you all decide how to handle these two columns, since you will be the ones updating the chart mainly (since I only own a couple Saturn games myself).  Maybe additional clarifying information this could just be included in the last column.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 16, 2012, 11:52:31 PM

No worries. Good idea, I'll make the changes tonight.
Title: Re: Porting Yabause to Android
Post by: trev186 on February 17, 2012, 12:27:06 AM
Just finished updating Yabause to the most recent version and testing all of my games again ....Tomorrow will be a big day of testing on Android :)

I am also very happy to see the Shinning Force 3 1 and 2 scenarios are fully playable in English now on Yabause ! I love these fan translations.. Just hope they do one for Dragon Force 2

Good night gentlemen
Title: Re: Porting Yabause to Android
Post by: Navi on February 17, 2012, 04:11:40 AM
There's a yabause compatibility list here: http://www.emu-compatibility.com/yabause/

Also a (somewhat outdated) compatibility list for OpenPandora: https://spreadsheets.google.com/spreadsheet/ccc?key=0Aq4SN3wYVIxgdHB4Z2hHcE9fQ3lTaTVMelEyZVBsVFE&hl=en_US

You can also look through the bug reports on the yabause forums and on sourceforge
http://forums.yabause.org
http://sourceforge.net/tracker/?group_id=89991
Title: Re: Porting Yabause to Android
Post by: trev186 on February 17, 2012, 08:28:56 AM
That compatiableity list is outdated I would not use it.

I ha e several games working that the list does not

Plus the list does not mention several games....the list has only caused more confusion than good
Title: Re: Porting Yabause to Android
Post by: altharic on February 17, 2012, 11:02:53 AM
Any chance you can hook up some buttons paul I think sime games may well work albeit slowly?

Thank you for your work on this.
Title: Re: Porting Yabause to Android
Post by: trev186 on February 17, 2012, 09:56:50 PM
Ok updated the spreadsheet with some of my tests. Looking forward to more updates :)

I did notice on thing kind of interesting though

Several games gave me a SH2 error (let me know if you want a screenshot)

What is interesting is that this error is an error that will show up on Yabause on the PC as well for some games

My point being is that several games that Yabause on the PC had no SH2 issues with did in this app.

Namely the Shinning Force games and Bug Too! (The emulator also gave me the error with House of the dead but on Android and PC so I am not overly interested)

Both the Shinning Force games and Bug Too! Also make it a point to tell me during startup on Yabause PC that my memory card does not have enough space to save my game yatta yatta

Interestingly enough this is right when the SH2 error is triggered. It could be a coincidence but my guess is the memory card functions are also not coded very well in the Android app since it is still very new.

 
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 17, 2012, 11:38:15 PM
Ok updated the spreadsheet with some of my tests. Looking forward to more updates :)




Thanks trev186, Great additions. Could you check which region your  "Magic Knight Rayearth" is?
Title: Re: Porting Yabause to Android
Post by: trev186 on February 18, 2012, 12:19:35 AM
Ok updated the spreadsheet with some of my tests. Looking forward to more updates :)




Thanks trev186, Great additions. Could you check which region your  "Magic Knight Rayearth" is?

Did not realize I missed it....it is USA.
Title: Re: Porting Yabause to Android
Post by: altharic on February 18, 2012, 05:27:48 AM
Add bust a move 2 to the compatibility list runs and goes through the demo loop no significant GFX glitches i think it would be playable with buttons. :)
Title: Re: Porting Yabause to Android
Post by: Paul on February 18, 2012, 06:41:09 AM
Any chance you can hook up some buttons paul I think sime games may well work albeit slowly?
We have family visiting from out of town, but if I have any free time this weekend, I'll post another update with more buttons.
Title: Re: Porting Yabause to Android
Post by: MaXiMu on February 18, 2012, 07:17:55 AM

In the new release not installed on yinlips ?requered android 2.3 now?
Title: Re: Porting Yabause to Android
Post by: Paul on February 18, 2012, 08:01:57 AM
API level 9  (v2.3) is a restriction created by the way the project is set up.  As with the ARM5 compatibility, it will require rearranging the code into a normal Android project, so that I can tell the NDK to build for both armeabi-v7a and armeabi, and tell the SDK to build for minimum API level 4 (v1.6) with a target API level 9.  I have no idea how to tell cmake/ make to do this in its current form, so the restriction to ARM7/Android 2.3 will probably be there for a while until I have time to rearrange things.  It is important to note, that while the Yabause, AE branch will not be restricted to ARM7/ Android 2.3, the official Android version of Yabause probably will retain these restrictions as I send patches back up-stream (unless someone better versed in cmake/ make syntax tackles the problem), because I don't expect the Yabause team to restructure the entire project just for better Android compatibility.
Title: Re: Porting Yabause to Android
Post by: MaXiMu on February 19, 2012, 12:35:43 PM
Ah I see After fighting with SDK and NDK on my pc
I compile Yabause unnoficial apk for the using android 2.2 here (http://www.mediafire.com/?c490mzg5jm8djr9)

Title: Re: Porting Yabause to Android
Post by: androidian on February 19, 2012, 01:24:21 PM
Only android 2.3 support is not a problem for me but it will help other people who dont have custom roms my problem that poor phone supports only arm5 commands.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 19, 2012, 09:32:10 PM
Here is the latest build.  Still nowhere close to playable, but much improved.  Huge bottleneck in the render at this point.  Main thing I'm looking for in this test is to get a list any games that will run without serious graphics glitches or crashes (at least in the intros.. there aren't any buttons yet for starting a game).  Ari64 suggested Bubble Bobble, Shining Wisdom, or Legend of Oasis as potentially compatible ones to try.

Test APK (http://www.paulscode.com/source/Yabause-AE/15FEB2012/Yabause-debug.apk)   (source code (http://www.paulscode.com/source/Yabause-AE/15FEB2012/yabause-ae.7z))








COMPATIBILITY UPDATE:


Well it's been quite an interesting and very exciting weekend of testing over at the compatibility board. Still many more games to be converted then tested but what we have so far should be more then enough for this Pre-Alpha Test Build.

Out of over 100 games tested from all regions, over 40 games reach their menu with very little or No graphical glitches/errors. A very surprising result for such an early build but what was even more surprising was the amount of games holding frame rates at 20fps or higher (1GHz+ devices, Audio disabled).

There are quite a handful of games crashing between boot and their menu which will need further testing. Loading these games on a Sega Saturn revealed that the Majority of these games do have video intro (don't know if that is relevant to the crash or not at this stage).

Looking forward to an improved control support in the next build. We really only need the directional and a start button at the moment. Full control support won't be required until Beta.


Big thanks to Paul for his work so far. Hopefully we're not harassing you to much with this Project. :)


Compatibility Spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0AtOnvwmrL_l3dDBWSWZoRFIwTW5KTHRhZ0h0ZWhzLWc)


Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 22, 2012, 08:27:45 PM
     I've had this image stuck in my head for the past few day. Finally put a rough copy together in PS.


                     (http://dl.dropbox.com/u/32086487/Yabause%20%28AE%292.jpg)



Title: Re: Porting Yabause to Android
Post by: Paul on February 22, 2012, 09:26:27 PM
I've had this image stuck in my head for the past few day. Finally put a rough copy together in PS.

Very Nice!  I'd love to use that if you don't mind :)  Would work great for a splash screen.  Could you also do a hires icon (512 x 512), that I could scale to various sizes for use as the App, status-bar, and launcher icons?  I'm not much of a graphics designer myself.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 22, 2012, 09:57:38 PM
I've had this image stuck in my head for the past few day. Finally put a rough copy together in PS.

Very Nice!  I'd love to use that if you don't mind :)  Would work great for a splash screen.  Could you also do a hires icon (512 x 512), that I could scale to various sizes for use as the App, status-bar, and launcher icons?  I'm not much of a graphics designer myself.


 Nope! .......  <---- Just kidding  ;)  i'll start compositing a cleaner version this afternoon and have it on your desk by tomorrow morning (which will be tomorrow afternoon where you are).

Which format would you prefer? PNG, JPG, PSD,  or other?

Title: Re: Porting Yabause to Android
Post by: Paul on February 23, 2012, 04:49:57 AM
PNG is preferable.  Thanks again!
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 23, 2012, 06:11:31 AM
I've had this image stuck in my head for the past few day. Finally put a rough copy together in PS.

Very Nice!  I'd love to use that if you don't mind :)  Would work great for a splash screen.  Could you also do a hires icon (512 x 512), that I could scale to various sizes for use as the App, status-bar, and launcher icons?  I'm not much of a graphics designer myself.


 Finished a few. Take a look and let me know if you would like anything changed, added, removed etc.
 I used a high resolution so you can re-size them to your liking. (If you don't have time to re-size them, message me with the sizes you would like and i'll upload them for you)

 Sorry for the file size (13MB) there's 8 different versions in the .zip package.




   
EDIT.
Ooops, forgot to mention: There's HD Icons in there as well. (512x512)
Title: Re: Porting Yabause to Android
Post by: Paul on February 23, 2012, 07:09:11 AM
I really like the versions with the Sega Saturn logo around the planet, but I think it crosses into a legal grey area, since the logo is copyrighted.  So I'll probably stick with the other version.  I'll also use the flat background for the actual app icon (for the really small ones like the status-bar icon I may remove the word "Yabause" as well, depending on if it is still readable or not).  For the splash screen I'll definitely use the star background.  I may play around with some curve borders for the icons.  I haven't decided on whether to use the grey or green android.. I really like both!
Title: Re: Porting Yabause to Android
Post by: Paul on February 23, 2012, 03:43:41 PM
Ari64 added optimization into the dynarec for both ARM7 and ARM6, as compiler options.  What I'll probably do is package the APK to deploy ARM7 if the user has it, or ARM6 if not.  Since Android has no interface to deploy separate native libraries for ARM5 vs ARM6 via the APK, I'll post a separate ARM5 branch for those who want to use the app but don't have an ARM6+ device.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 23, 2012, 07:46:47 PM
I really like the versions with the Sega Saturn logo around the planet, but I think it crosses into a legal grey area, since the logo is copyrighted.  So I'll probably stick with the other version.  I'll also use the flat background for the actual app icon (for the really small ones like the status-bar icon I may remove the word "Yabause" as well, depending on if it is still readable or not).  For the splash screen I'll definitely use the star background.  I may play around with some curve borders for the icons.  I haven't decided on whether to use the grey or green android.. I really like both!


Yeah i was going to leave out the Saturn S-ring but i thought it looked to eye catching not to share. Nevermind, it's better to stay clear of any legal grey areas even if they're a very "light grey"   :D .


May i ask who did the stats bar & app icon for Mupen64Plus AE?
Would really like to get my hands on the layered file.

Title: Re: Porting Yabause to Android
Post by: Paul on February 23, 2012, 08:07:27 PM
That was shuy3n.  You could PM him, he may have the layered version.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on February 27, 2012, 11:14:59 PM


Converted and tested:

(E)  Rayman
(E)  Duke Nukem 3D
(E)  Warcraft II - The Dark Saga
(E)  X-Men Children of the Atom
(E)  The Need For Speed
(E)  Virtua Cop 2
(E)  Rayman

(U)  Lost World Jurassic Park
(U)  Sonic R
(U)  Sonic Jam
(U)  Sonic 3d Blast
(U)  Virtua Fighter Remix
(U)  X-Men Vs StreetFighter
(U)  Marvel Super Heroes vs. Street Fighter
(U)  Virtua Fighter Kids

(J)  Thunder Force - Gold Pack
(J)  Doom



Added to:
Compatibility Spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0AtOnvwmrL_l3dDBWSWZoRFIwTW5KTHRhZ0h0ZWhzLWc)



Title: Re: Porting Yabause to Android
Post by: altharic on February 28, 2012, 02:18:30 AM
Is there a new version?
Title: Re: Porting Yabause to Android
Post by: Paul on February 28, 2012, 04:57:20 AM
I should have the update ready by sometime this comming weekend.  The queue of things to I need to get done seems to keep growing..

1) Finish setting up my PC (hardware/ bootloader) when the IDE-SATA adapters come in.
2) Finish moving the website to the new hosting service
3) Post the Mupen64Plus AE update
4) Rearrange the Yabause code into a more Android-friendly layout
5) Plug in Ari64's newest version of the dynarec
6) Post the Yabause AE update
Title: Re: Porting Yabause to Android
Post by: altharic on February 28, 2012, 11:55:01 AM
Sounds like we are in for a treat thank you for your continued work on this project.
Title: Re: Porting Yabause to Android
Post by: trev186 on February 29, 2012, 09:21:00 PM
I should have the update ready by sometime this comming weekend.  The queue of things to I need to get done seems to keep growing..

1) Finish setting up my PC (hardware/ bootloader) when the IDE-SATA adapters come in.
2) Finish moving the website to the new hosting service
3) Post the Mupen64Plus AE update
4) Rearrange the Yabause code into a more Android-friendly layout
5) Plug in Ari64's newest version of the dynarec
6) Post the Yabause AE update

Looking forward to the new version
Title: Re: Porting Yabause to Android
Post by: Paul on February 29, 2012, 10:11:46 PM
Just to let everyone know, even if I don't manage to get the project rearranged so that I can build the ARM6 version, I'll at least post an update this weekend with more controller buttons and some settings changes (I'll look at increasing the screen size also if it isn't too difficult - going to have to remove this soon anyway when I begin working on the renderer, so I won't spend too much effort on fixing the way it is written now)
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 01, 2012, 01:34:29 AM
I'll at least post an update this weekend with more controller buttons and some settings changes (I'll look at increasing the screen size also if it isn't too difficult - going to have to remove this soon anyway when I begin working on the renderer, so I won't spend too much effort on fixing the way it is written now)

Would it be to difficult at this stage to add hardware key mapping?
(and a setting to disable onscreen controls?)

If it isn't to difficult, this would be very handy while testing games and updating the game thread.

Title: Re: Porting Yabause to Android
Post by: Paul on March 01, 2012, 05:14:04 AM
I'll at least post an update this weekend with more controller buttons and some settings changes (I'll look at increasing the screen size also if it isn't too difficult - going to have to remove this soon anyway when I begin working on the renderer, so I won't spend too much effort on fixing the way it is written now)

Would it be to difficult at this stage to add hardware key mapping?
(and a setting to disable onscreen controls?)

If it isn't to difficult, this would be very handy while testing games and updating the game thread.



I'll see how difficult it would be.  To be honest, I'm not sure where keymapping is done in Yabause yet (still learning where everything is at in the code).  Disabling onscreen controls will be easy.. I'll definitely add that option to the update if I can get the keymapping part figured out.
Title: Re: Porting Yabause to Android
Post by: crualfoxhound on March 01, 2012, 06:38:16 AM
@paul.

So do you know if this emulator is displaying correctly and have all virtual buttons
Working.

I for 1
Would love he key mapping
So sixaxes ps3 pad can be used.
Title: Re: Porting Yabause to Android
Post by: Paul on March 01, 2012, 06:49:58 AM
So do you know if this emulator is displaying correctly and have all virtual buttons
Working.

I didn't quite understand your question. (if it was a question?)  I will have all the virtual buttons functioning in the upcomming update, and I may have the frame stretched to the correct size (I'll look at this part of the code either this evening or Friday evening to see what it would take).  I expect the game compatibility will be similar to the last version I posted, unless the Yabause devs have fixed some things in the latest rebuild version in the repository.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 03, 2012, 07:48:13 PM
Just to let everyone know, even if I don't manage to get the project rearranged so that I can build the ARM6 version, I'll at least post an update this weekend with more controller buttons and some settings changes (I'll look at increasing the screen size also if it isn't too difficult - going to have to remove this soon anyway when I begin working on the renderer, so I won't spend too much effort on fixing the way it is written now)


Will you be hooking up your ALAN library to allow for audio in the new update?
Title: Re: Porting Yabause to Android
Post by: Paul on March 03, 2012, 07:55:23 PM
The app crashes for some reason when I hook ALAN up (something to do with the linkage.. I don't think it is a problem with Yabause, and I know ALAN works).  I'll take another look at this before I release the update.  I actually didn't work on this at all today (my adapters came in so I was doing a little computer engineering, haha)  I'll try and push the update out tomorrow.
Title: Re: Porting Yabause to Android
Post by: Paul on March 04, 2012, 05:45:48 PM
Because the project requires CMAKE (until I have a chance to rearrange the code like I have planned), Yabause cannot be build from Windows (I have no desire to play around with cygwin, either).  I'm having issues with my Linux hard drive refusing to boot (I even wiped and reinstalled, but it still won't go.. seems to be a hardware problem).  I've ordered a new hard drive, but it will probably be a few days until it arrives.  I'm setting up a Linux VM in VirtualBox, so hopefully I'll have everything I need to build Yabause tomorrow.  I still haven't actually updated the code, so it may be a couple days for the update (I appologize to everyone who is waiting on this).
Title: Re: Porting Yabause to Android
Post by: trev186 on March 04, 2012, 08:14:51 PM
Thanks for the update Paul
Title: Re: Porting Yabause to Android
Post by: Paul on March 06, 2012, 06:36:32 PM
I've incorporated the new logo, revamped the manifest, and redone the .xml layout, so it is full-screen now.  It draws the frames via the insanely slow Android API, so drawing a larger image does have an impact on the framerate (not too noticeable, though).  I'm currently working on adding the extra controls (I decided to do this part right and copy the customizable layout code from Mupen64Plus AE, so it's taking a little longer than anticipated).  I should also be able to add button-mapping without too much difficulty.  I'm going to hold off debugging the audio linkage again, until I rearrange the project sources (debugging is a real hassle the way the project is set up now).  I'm also holding off on adding ARM6 support until I've rearranged the project (I will build a separate APK for ARM6 or ARM5 if anyone asks for it, but the ARM6 version won't be auto-distributed with the main APK in this version)

Barring any unforseen problems, I should have the update ready tomorrow.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 06, 2012, 08:09:50 PM

   ;D   Good to hear button mapping should be doable on the next build.
 In case it slipped your mind, you were also going to throw in a FPS indicator.
Title: Re: Porting Yabause to Android
Post by: Paul on March 06, 2012, 09:17:19 PM

   ;D   Good to hear button mapping should be doable on the next build.
 In case it slipped your mind, you were also going to throw in a FPS indicator.

Thanks, I remember ;)  That actually is what prompted me to tackle porting the virtual gamepad code from Mupen64Plus (the FPS indicator is part of the gamepad layouts).  Just built with button-mapping implemented, but still some bugs with the virtual gamepad.  I should be able to work them out tomorrow evening after I get home from work.
Title: Re: Porting Yabause to Android
Post by: OnijJoku on March 06, 2012, 10:02:19 PM
I know you don't need this, but, thank you! You're going doing something very awesome. I can't wait when both this and Nulldce comes out. Also, I heard that the sega saturn used dual core, so do you think this would perform well on a regular 1GB phone? Again, thank you Paul! I can't wait to see this emulator at its best!
Title: Re: Porting Yabause to Android
Post by: Paul on March 07, 2012, 06:02:08 PM
I ordered Albert Odyssey a couple weeks ago, since it reportedly runs well at least in the title screen.  I've ripped it and will do some extensive testing to see how well it runs in-game.  From the little tests I've done so far with it, it runs a tad slow but still at a playable speed.  Unless I see that another game runs better from the compatibilty list, I'll probably use this as my primary test-game during the alpha-testing phase (which will begin as soon as I've rearranged the code and added audio linkage.  This is probably the last "proof of concept build").

I'm currently tracking down a bug where the wrong button is getting pressed.  This complicated cmake build procedure is really slowing down development, because it is requiring me to rebuild the entire thing every test (otherwise it doesn't clean the previous bytecode from the cache).

--EDIT-- I got the button problem sorted out.  Still having issues with the "DataDownloader" (which unzips the app data, such as the images for the virtual gamepad).  Once I get that resolved, I'll be ready to post the update.  Sorry for the delay.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 08, 2012, 03:34:32 AM
Excellent Stuff Paul!   :D


Just a heads up:
I'll be shutting down the Yabause Comparability list for an hour or two. There has been some image additions to it (game cover art) which is massively lagging loading time which i need to re-format (at the moment loading the pages takes up to 1min and navigating is just jolty and annoying).
Even though it looks great!, i MAY remove the cover art as i'm not sure if we're legally allowed to display these or not.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 08, 2012, 05:06:43 AM

Comparability list is back up, now running as smooth as a babies bum.....

If anyone needs help with adding/editing the list, please PM me i'm happy to answer any questions.
Title: Re: Porting Yabause to Android
Post by: Paul on March 08, 2012, 09:34:20 PM
Finished the update (finally).  I must warn everyone that the virtual gamepad is not very thoroughly tested (it's getting late here, so I'll fix any bugs that I missed tomorrow evening when I get home from work).

Pre-Alpha Test (http://www.paulscode.com/source/Yabause-AE/08MAR2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/08MAR2012/yabause-ae.7z))  08 March 2012 (Yabause core: r2849)
Title: Re: Porting Yabause to Android
Post by: amdradeon on March 08, 2012, 10:12:26 PM
Nice work worth the wait of course. I am able to jet in game with major Graphical Glitches with usa nights into dreams. Worth noting it's a .mds renamed. Iso doesn't seem to the matter. Gets in game though I can tell it's pausing when I press start.
Title: Re: Porting Yabause to Android
Post by: Paul on March 09, 2012, 01:32:48 PM
The next step (after adding audio linkage, just because that will be easier) will be porting the GL rendering pipeline to GLES.  I'll look to see which version will be easier, but I suspect GLES1 will be the way to go (GLES2 might be faster, so I'll probably eventually port two different render pipelines, which would sort of be like having two video plug-ins.. a good idea from a game/ device compatibility perspective, I think, but it will take some time).
Title: Re: Porting Yabause to Android
Post by: xperiagamer.com on March 09, 2012, 01:45:30 PM
Nice work Paul.

We have been testing a bit ourselfs. Albert Odyseey works perfect played for about 20mins without crashes and no graphic issues, except the speed not great (average FPS 4 in game) but to be expected great job. ;D 

Nice to see someone working on something new :)
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on March 09, 2012, 01:47:41 PM
Awesome progress on the emulator, Its vastly improved since I first used it. :)

I tested sonic R but the game looked like this
(http://imgur.com/KZR0L.png)
Title: Re: Porting Yabause to Android
Post by: xperiagamer.com on March 09, 2012, 02:02:24 PM
I tested sonic R but the game looked like this

We had this issue with our copy of Night's E.U (cue + bin) but it seams to run in the background. You can sort of tell the game is moving to different screens when selected also tried it with different bio regions.
Title: Re: Porting Yabause to Android
Post by: Paul on March 09, 2012, 02:36:18 PM
That's a problem with frame width and/or stride.  The simple renderer assumes a specific source frame width and contiguous pixel data, which may not always be the case.  I expect a lot of problems like these will be fixed with a proper renderer (besides running faster)
Title: Re: Porting Yabause to Android
Post by: DarkRaziel64 on March 10, 2012, 02:47:57 PM
i tested Akumajo Dracula X - Gekka no Yasoukyoku [NTSC-J] (converted by Saturn Region Patcher v3.0) on my xperia play its crash when konami logo booting
it say "MASTER SH2 INVALID OPCODE" and codes ?@#$/23$?%#@?%#% bla bla bla  :o

but i have many questions paul
why FPS 3 or 1 its very slow  >:(
why it has no sounds and musics  :-[


all i can say thank you very much paul keep it up  ;D
Title: Re: Porting Yabause to Android
Post by: Paul on March 10, 2012, 03:23:48 PM
The emulator is slow because it is using a software rendering pipeline, and then sending each frame through JNI to be drawn with the ridiculously slow Android API.  I expect it will run most games at a playable speed once I've ported the OpenGL render to GLES.  I'll be tackling this after I add the audio linkage, but this will not be an easy project (it will take some time to get it running properly)

There is no sound, because Android doesn't ship with SDL or OpenAL, which are the two audio pipelines written into Yabause.  I have written an Android port of OpenAL (called ALAN) which I may use, or I could port the SDL pipeline to SDL 1.3 and use the official Android port of SDL, or (preferably) I could write a new audio pipeline for SLES, which would be fastest.
Title: Re: Porting Yabause to Android
Post by: OnijJoku on March 10, 2012, 05:57:42 PM
So far I tried Burning Rangers and Doom. Burning Rangers and Doom was responding. I can't wait for the next update, I would love to fully test both Doom and Burning Rangers. Thanks Paul!
Title: Re: Porting Yabause to Android
Post by: MaXiMu on March 11, 2012, 07:16:14 AM

Wow nice changes I Maped buttons perfect

Albert Odyssey Running 2-3 fps for me but playable  ** Some Glitches in sometimes  sprites in the loading stage  No saves work.

Title: Re: Porting Yabause to Android
Post by: Oniros on March 12, 2012, 09:08:39 PM
i tested Akumajo Dracula X - Gekka no Yasoukyoku [NTSC-J] (converted by Saturn Region Patcher v3.0) on my xperia play its crash when konami logo booting
it say "MASTER SH2 INVALID OPCODE" and codes ?@#$/23$?%#@?%#% bla bla bla  :o

but i have many questions paul
why FPS 3 or 1 its very slow  >:(
why it has no sounds and musics  :-[


all i can say thank you very much paul keep it up  ;D
I was going to test Symphony of the Night as well. Thanks for reporting your findings here before I started posting redundant observations. If you can also make and entry on the spreadsheet!

Again Paul, thanks for all of this. Keep up the great work!
Title: Re: Porting Yabause to Android
Post by: Paul on March 12, 2012, 09:36:39 PM
That's a problem with frame width and/or stride.  The simple renderer assumes a specific source frame width and contiguous pixel data, which may not always be the case.  I expect a lot of problems like these will be fixed with a proper renderer (besides running faster)

I posted another update that should fix this problem (assuming I am correct about the cause).  This build will almost certainly run much slower.  It is really just intended to see how many of the reported graphics glitches are being caused by frame width/ stride problems.  It should give me a pretty good idea how many graphics issues will still need to be worked out after completing the GLES renderer.

Pre-Alpha Test (http://www.paulscode.com/source/Yabause-AE/12MAR2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/12MAR2012/yabause-ae.7z))  12 March 2012 (Yabause core: r2849)
Title: Re: Porting Yabause to Android
Post by: trev186 on March 12, 2012, 10:17:09 PM
Hi

So with the most recent update compatibility has not really changed but things look and run much better.

Just thought I would mention that in addtion to Albert's Odyssey running so well in game Dragon force also does.

In fact since dragon force is a very unique strategy rpg you can almost play the game fully sound would be nice but I was able to play dragon force for like 45 mins straight.

I am looking forward to seeing how things run in the GLES rendered version :)

Thank you again Paul
Title: Re: Porting Yabause to Android
Post by: OnijJoku on March 12, 2012, 11:33:12 PM
Paul you are the MAN!! Its much more easier to test these games. Right now I'm testing burning rangers and after you choose your character and the begins, it flashes.
Title: Re: Porting Yabause to Android
Post by: amdradeon on March 13, 2012, 01:48:55 AM
This fixed my problem with nights!. There are still a few glitches like the sky is black. But it would be pretty play able with a few more fps's
Title: Re: Porting Yabause to Android
Post by: snk4ever on March 13, 2012, 04:58:48 AM
I love the Saturn and registered just to let you know I'm very excited to see someone working on getting it emulated on Android. Thank you for the projects you do !
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on March 13, 2012, 08:02:27 AM
Not sure why but with that latest debug test yabause exits when trying to load a game. (I tried sonic R again)

EDIT: For clarification it does not force close, it just quits and continues to run in the background. If I open the app again it takes me back to the rom select screen.
Title: Re: Porting Yabause to Android
Post by: trev186 on March 13, 2012, 10:32:27 AM
This fixed my problem with nights!. There are still a few glitches like the sky is black. But it would be pretty play able with a few more fps's

Which version/rom format are you using ? Nights has distorted graphics for me as do many other games. I wonder if the games with distorted graphics just need to be in a different format.

Please let me know......I might have to spend another 4 hours converting back again lol
Title: Re: Porting Yabause to Android
Post by: Paul on March 13, 2012, 12:09:39 PM
Not sure why but with that latest debug test yabause exits when trying to load a game. (I tried sonic R again)

EDIT: For clarification it does not force close, it just quits and continues to run in the background. If I open the app again it takes me back to the rom select screen.

Darn, I was hoping it would fix Sonic R.  Is there anything useful in the logcat?
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on March 13, 2012, 12:26:07 PM
Not sure why but with that latest debug test yabause exits when trying to load a game. (I tried sonic R again)

EDIT: For clarification it does not force close, it just quits and continues to run in the background. If I open the app again it takes me back to the rom select screen.

Darn, I was hoping it would fix Sonic R.  Is there anything useful in the logcat?

Heres what I got the the logcat


Code: [Select]
--------- beginning of /dev/log/main
D/alogcat ( 3181): stopping ...
D/alogcat ( 3181): stopped
D/alogcat ( 3181): starting ...
--------- beginning of /dev/log/system
W/InputManagerService(  236): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@2b294ab0
V/alogcat ( 3181): save instance
V/alogcat ( 3181): paused
I/ActivityManager(  236): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.HOME] flg=0x10200000 cmp=com.sonyericsson.home/.HomeActivity } from pid 236
D/alogcat ( 3181): stopping ...
W/InputManagerService(  236): Starting input on non-focused client com.android.internal.view.IInputMethodClient$Stub$Proxy@2b316418 (uid=10116 pid=3181)
D/alogcat ( 3181): stopped
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
I/ActivityManager(  236): Start proc com.sonyericsson.semcsuite.launcher for service com.sonyericsson.semcsuite/.app.DeviceOpenService: pid=3204 uid=1000 gids={3003, 3002, 3001, 1007}
I/com.sonyericsson.semcsuite.data.PreferenceHandlaer( 3204): DebugMode: false
I/com.sonyericsson.semcsuite.data.PreferenceHandler( 3204): LaunchMode: 0
I/com.sonyericsson.semcsuite.data.PreferenceHandler( 3204): PSNMode: 0
D/dalvikvm(  367): GC_EXPLICIT freed 47K, 49% free 2781K/5379K, external 1685K/2133K, paused 25ms
I/ActivityManager(  236): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=paulscode.android.yabause/.MainActivity bnds=[125,115][238,273] } from pid 346
I/ActivityManager(  236): Start proc paulscode.android.yabause for activity paulscode.android.yabause/.MainActivity: pid=3211 uid=10075 gids={3003, 1015}
I/WindowManager(  236): Setting rotation to 1, animFlags=1
I/ActivityManager(  236): Config changed: { scale=1.0 imsi=0/0 loc=en_GB touch=3 keys=1/1/2 nav=2/2 orien=2 layout=34 uiMode=17 theme=ComponentInfo{com.sonyericsson.defaultruntimethemes/com.sonyericsson.defaultruntimethemes.BlackThemeService} seq=23}
D/GestureDetector(  329): touchSlop:32 doubleTapSlop:197
D/dalvikvm(  370): GC_CONCURRENT freed 658K, 48% free 3368K/6471K, external 1685K/2133K, paused 5ms+3ms
D/dalvikvm(  329): GC_CONCURRENT freed 971K, 55% free 3208K/7047K, external 3573K/4333K, paused 2ms+3ms
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
D/dalvikvm( 3211): GC_CONCURRENT freed 43K, 49% free 2772K/5379K, external 3685K/4602K, paused 2ms+5ms
D/dalvikvm( 3211): GC_CONCURRENT freed 1K, 49% free 2772K/5379K, external 5935K/7412K, paused 1ms+1ms
I/System.out( 3211): libSDL: Starting data downloader
I/ActivityManager(  236): Displayed paulscode.android.yabause/.MainActivity: +632ms
I/System.out( 3211): libSDL: Starting downloader
W/IInputConnectionWrapper(  346): showStatusIcon on inactive InputConnection
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
W/WindowManager(  236): Window freeze timeout expired.
W/WindowManager(  236): Force clearing orientation change: Window{2b526118 paulscode.android.yabause/paulscode.android.yabause.MainActivity paused=false}
W/InputConnectionWrapper.ICC(  329): Timed out waiting on IInputContextCallback
I/ActivityManager(  236): Starting: Intent { flg=0x24000000 cmp=paulscode.android.yabause/.MenuActivity } from pid 3211
I/InputConnectionWrapper.ICC(  329): Got out-of-sequence callback 453 (expected 454) in setExtractedText, ignoring.
D/dalvikvm(  236): JIT code cache reset in 1 ms (1048468 bytes 1/0)
D/dalvikvm(  236): GC_EXPLICIT freed 909K, 38% free 7011K/11207K, external 1845K/2357K, paused 79ms
I/WindowManager(  236): Setting rotation to 0, animFlags=1
I/ActivityManager(  236): Config changed: { scale=1.0 imsi=0/0 loc=en_GB touch=3 keys=1/1/2 nav=2/2 orien=1 layout=34 uiMode=17 theme=ComponentInfo{com.sonyericsson.defaultruntimethemes/com.sonyericsson.defaultruntimethemes.BlackThemeService} seq=24}
I/ActivityManager(  236): Displayed paulscode.android.yabause/.MenuActivity: +304ms
D/GestureDetector(  329): touchSlop:32 doubleTapSlop:197
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
D/dalvikvm(  329): GC_CONCURRENT freed 256K, 54% free 3289K/7047K, external 3091K/3654K, paused 2ms+4ms
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
I/ActivityManager(  236): Starting: Intent { flg=0x24000000 cmp=paulscode.android.yabause/.FileChooserActivity } from pid 3211
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
I/ActivityManager(  236): Displayed paulscode.android.yabause/.FileChooserActivity: +384ms
D/dalvikvm(  236): GC_EXPLICIT freed 229K, 39% free 6863K/11207K, external 1845K/2357K, paused 124ms
I/ActivityManager(  236): Start proc com.sonyericsson.extras.liveware for service com.sonyericsson.extras.liveware/.service.EventService: pid=3221 uid=10086 gids={3002, 3001}
I/ActivityThread( 3221): Pub com.sonyericsson.extras.liveware.aef.notification: com.sonyericsson.extras.liveware.aef.notification.provider.NotificationProvider
I/ActivityThread( 3221): Pub com.sonyericsson.extras.liveware.db: com.sonyericsson.extras.liveware.db.AccessoryProvider
E/dalvikvm( 3221): Could not find class 'android.test.RenamingDelegatingContext', referenced from method com.sonyericsson.extras.liveware.db.AccessoryProvider.onCreate
W/dalvikvm( 3221): VFY: unable to resolve new-instance 91 (Landroid/test/RenamingDelegatingContext;) in Lcom/sonyericsson/extras/liveware/db/AccessoryProvider;
D/dalvikvm( 3221): VFY: replacing opcode 0x22 at 0x0008
D/dalvikvm( 3221): VFY: dead code 0x000a-000f in Lcom/sonyericsson/extras/liveware/db/AccessoryProvider;.onCreate ()Z
I/ActivityThread( 3221): Pub com.sonyericsson.extras.liveware.aef.registration: com.sonyericsson.extras.liveware.aef.registration.provider.RegistrationProvider
I/ActivityManager(  236): Starting: Intent { flg=0x24000000 cmp=paulscode.android.yabause/.Yabause } from pid 3211
I/WindowManager(  236): Setting rotation to 1, animFlags=1
I/ActivityManager(  236): Config changed: { scale=1.0 imsi=0/0 loc=en_GB touch=3 keys=1/1/2 nav=2/2 orien=2 layout=34 uiMode=17 theme=ComponentInfo{com.sonyericsson.defaultruntimethemes/com.sonyericsson.defaultruntimethemes.BlackThemeService} seq=25}
D/GestureDetector(  329): touchSlop:32 doubleTapSlop:197
D/dalvikvm( 3211): Trying to load lib /data/data/paulscode.android.yabause/lib/libyabause.so 0x2afc6ce0
D/dalvikvm( 3211): Added shared lib /data/data/paulscode.android.yabause/lib/libyabause.so 0x2afc6ce0
D/lights  (  236): set_light_attention: color=0x00ffffff, mode=2
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
D/lights  (  236): set_light_attention: color=0x00000000, mode=0
I/yabause ( 3211): yabause = 0x2b029a28
I/yabause ( 3211): ybitmap = 0x2b02df00
I/DEBUG   (  116): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG   (  116): Build fingerprint: 'SEMC/R800i_1247-6199/R800i:2.3.4/4.0.2.A.0.42/1f_v3w:user/release-keys'
I/DEBUG   (  116): pid: 3211, tid: 3211  >>> paulscode.android.yabause <<<
I/DEBUG   (  116): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
I/DEBUG   (  116):  r0 42095368  r1 00000000  r2 00000000  r3 00000000
I/DEBUG   (  116):  r4 0000aeb8  r5 00000000  r6 42095268  r7 00000000
I/DEBUG   (  116):  r8 42095368  r9 2cbffc54  10 002b42d0  fp 6caa4d38
I/DEBUG   (  116):  ip 42094cf8  sp 7ed25408  lr 4200ec00  pc 6fd208ae  cpsr 60000030
I/DEBUG   (  116):  d0  643a64696f72646e  d1  6472656767756265
I/DEBUG   (  116):  d2  2cc52cc82cc52c69  d3  2cc52d302cc52c74
I/DEBUG   (  116):  d4  2cc52a582cc52a24  d5  2cc52ac02cc52a8c
I/DEBUG   (  116):  d6  2cc52b282cc52af4  d7  2cc52b902cc52b5c
I/DEBUG   (  116):  d8  0000000042080000  d9  0000000000000000
I/DEBUG   (  116):  d10 0000000000000000  d11 0000000000000000
I/DEBUG   (  116):  d12 0000000000000000  d13 0000000000000000
I/DEBUG   (  116):  d14 0000000000000000  d15 0000000000000000
I/DEBUG   (  116):  d16 0000001800000001  d17 4010000000000000
I/DEBUG   (  116):  d18 0000000000000000  d19 0000000000000000
I/DEBUG   (  116):  d20 3ff0000000000000  d21 8000000000000000
I/DEBUG   (  116):  d22 0000000000000000  d23 0000000000000000
I/DEBUG   (  116):  d24 3ff0000000000000  d25 0000000000000000
I/DEBUG   (  116):  d26 0000000000000000  d27 0000000000000000
I/DEBUG   (  116):  d28 0100010001000100  d29 3ff0000000000000
I/DEBUG   (  116):  d30 0000000000000000  d31 3ff0000000000000
I/DEBUG   (  116):  scr 60000012
I/DEBUG   (  116):
I/DEBUG   (  116):          #00  pc 000208ae  /system/lib/libc.so
I/DEBUG   (  116):          #01  pc 0000ebfc  /data/data/paulscode.android.yabause/lib/libyabause.so
I/DEBUG   (  116):          #02  pc 00011eb4  /system/lib/libdvm.so
I/DEBUG   (  116):          #03  pc 00043768  /system/lib/libdvm.so
I/DEBUG   (  116):          #04  pc 00048eea  /system/lib/libdvm.so
I/DEBUG   (  116):          #05  pc 000170b4  /system/lib/libdvm.so
I/DEBUG   (  116):          #06  pc 0001c170  /system/lib/libdvm.so
I/DEBUG   (  116):          #07  pc 0001b068  /system/lib/libdvm.so
I/DEBUG   (  116):          #08  pc 00059eca  /system/lib/libdvm.so
I/DEBUG   (  116):          #09  pc 00061c3e  /system/lib/libdvm.so
I/DEBUG   (  116):          #10  pc 000170b4  /system/lib/libdvm.so
I/DEBUG   (  116):          #11  pc 0001c170  /system/lib/libdvm.so
I/DEBUG   (  116):          #12  pc 0001b068  /system/lib/libdvm.so
I/DEBUG   (  116):          #13  pc 00059d2c  /system/lib/libdvm.so
I/DEBUG   (  116):          #14  pc 000461ae  /system/lib/libdvm.so
I/DEBUG   (  116):          #15  pc 0003285a  /system/lib/libandroid_runtime.so
I/DEBUG   (  116):          #16  pc 00033726  /system/lib/libandroid_runtime.so
I/DEBUG   (  116):          #17  pc 00008cca  /system/bin/app_process
I/DEBUG   (  116):          #18  pc 00014b7e  /system/lib/libc.so
I/DEBUG   (  116):
I/DEBUG   (  116): code around pc:
I/DEBUG   (  116): 6fd2088c d1fa2c00 bf00bd10 428b7803 b10bd003
I/DEBUG   (  116): 6fd2089c e7f93001 47704618 f017b510 bd10fc2f
I/DEBUG   (  116): 6fd208ac 5cca2300 330154c2 d1fa2a00 bf004770
I/DEBUG   (  116): 6fd208bc b5704603 2400461a 6b01f812 42b55d0d
I/DEBUG   (  116): 6fd208cc 1a18d101 3401bd70 d1f72d00 e7f14613
I/DEBUG   (  116):
I/DEBUG   (  116): code around lr:
I/DEBUG   (  116): 4200ebe0 e1a00004 e1a0e00f e593f2a4 e2868c01
I/DEBUG   (  116): 4200ebf0 e1a07000 e1a01000 e1a00008 ebfffe75
I/DEBUG   (  116): 4200ec00 e1a01005 e1a02007 e1a00004 e5943000
I/DEBUG   (  116): 4200ec10 e1a0e00f e593f2a8 e3a0a000 e3e0c000
I/DEBUG   (  116): 4200ec20 e2861c02 e2862c03 e2863b01 e3a05001
I/DEBUG   (  116):
I/DEBUG   (  116): stack:
I/DEBUG   (  116):     7ed253c8  7ed25404 
I/DEBUG   (  116):     7ed253cc  6ca46ccb  /system/lib/libdvm.so
I/DEBUG   (  116):     7ed253d0  7ed253d8 
I/DEBUG   (  116):     7ed253d4  7ed25404 
I/DEBUG   (  116):     7ed253d8  00000000 
I/DEBUG   (  116):     7ed253dc  7ed25214 
I/DEBUG   (  116):     7ed253e0  42095268 
I/DEBUG   (  116):     7ed253e4  7ed25404 
I/DEBUG   (  116):     7ed253e8  00000000 
I/DEBUG   (  116):     7ed253ec  0000d168 
I/DEBUG   (  116):     7ed253f0  00000000 
I/DEBUG   (  116):     7ed253f4  6ca45eb1  /system/lib/libdvm.so
I/DEBUG   (  116):     7ed253f8  0000aeb8 
I/DEBUG   (  116):     7ed253fc  00000000 
I/DEBUG   (  116):     7ed25400  df002777 
I/DEBUG   (  116):     7ed25404  e3a070ad 
I/DEBUG   (  116): #01 7ed25408  002d10d8 
I/DEBUG   (  116):     7ed2540c  00000090 
I/DEBUG   (  116):     7ed25410  0030e5f0 
I/DEBUG   (  116):     7ed25414  0000a000 
I/DEBUG   (  116):     7ed25418  0000005f 
I/DEBUG   (  116):     7ed2541c  00000033 
I/DEBUG   (  116):     7ed25420  6ca87ccb  /system/lib/libdvm.so
I/DEBUG   (  116):     7ed25424  016df404 
I/DEBUG   (  116):     7ed25428  7000dda0 
I/DEBUG   (  116):     7ed2542c  700037fb  /system/bin/linker
I/DEBUG   (  116):     7ed25430  00000000 
I/DEBUG   (  116):     7ed25434  00000000 
I/DEBUG   (  116):     7ed25438  03302054 
I/DEBUG   (  116):     7ed2543c  00000001 
I/DEBUG   (  116):     7ed25440  033020d4 
I/DEBUG   (  116):     7ed25444  0000a000 
I/DEBUG   (  116):     7ed25448  002adcf0 
I/DEBUG   (  116):     7ed2544c  4200ea48  /data/data/paulscode.android.yabause/lib/libyabause.so
I/DEBUG   (  116):     7ed25450  2cbffc40 
I/DEBUG   (  116):     7ed25454  6fd13659  /system/lib/libc.so
I/DEBUG   (  116):     7ed25458  00000000 
I/DEBUG   (  116):     7ed2545c  7ed25498 
I/DEBUG   (  116):     7ed25460  00000004 
I/DEBUG   (  116):     7ed25464  7ed25548 
I/DEBUG   (  116):     7ed25468  2cbffc5c 
I/DEBUG   (  116):     7ed2546c  7ed25478 
I/DEBUG   (  116):     7ed25470  0000aeb8 
I/DEBUG   (  116):     7ed25474  6ca11eb8  /system/lib/libdvm.so
I/BootReceiver(  236): Copying /data/tombstones/tombstone_02 to DropBox (SYSTEM_TOMBSTONE)
I/ActivityManager(  236): Process paulscode.android.yabause (pid 3211) has died.
E/InputDispatcher(  236): channel '2b48dfb0 paulscode.android.yabause/paulscode.android.yabause.FileChooserActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x8
E/InputDispatcher(  236): channel '2b48dfb0 paulscode.android.yabause/paulscode.android.yabause.FileChooserActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
I/WindowManager(  236): Setting rotation to 0, animFlags=1
D/Zygote  (  118): Process 3211 terminated by signal (11)
D/dalvikvm(  236): GC_FOR_MALLOC freed 358K, 38% free 6994K/11207K, external 1845K/2357K, paused 63ms
I/WindowManager(  236): WINDOW DIED Window{2b48dfb0 paulscode.android.yabause/paulscode.android.yabause.FileChooserActivity paused=false}
W/WindowManager(  236): Failed looking up window
W/WindowManager(  236): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@2b3a1768 does not exist
W/WindowManager(  236): at com.android.server.WindowManagerService.windowForClientLocked(WindowManagerService.java:8361)
W/WindowManager(  236): at com.android.server.WindowManagerService.windowForClientLocked(WindowManagerService.java:8352)
W/WindowManager(  236): at com.android.server.WindowManagerService$WindowState$DeathRecipient.binderDied(WindowManagerService.java:7210)
W/WindowManager(  236): at android.os.BinderProxy.sendDeathNotice(Binder.java:389)
W/WindowManager(  236): at dalvik.system.NativeStart.run(Native Method)
I/WindowManager(  236): WIN DEATH: null
I/ActivityManager(  236): Config changed: { scale=1.0 imsi=0/0 loc=en_GB touch=3 keys=1/1/2 nav=2/2 orien=1 layout=34 uiMode=17 theme=ComponentInfo{com.sonyericsson.defaultruntimethemes/com.sonyericsson.defaultruntimethemes.BlackThemeService} seq=26}
W/InputManagerService(  236): Got RemoteException sending setActive(false) notification to pid 3211 uid 10075
D/dalvikvm(  801): GC_EXPLICIT freed 8K, 49% free 2787K/5379K, external 1845K/2133K, paused 35ms
I/ActivityManager(  236): Start proc com.android.deskclock for content provider com.android.deskclock/.AlarmProvider: pid=3231 uid=10028 gids={}
I/ActivityThread( 3231): Pub com.android.deskclock: com.android.deskclock.AlarmProvider
D/dalvikvm(  801): GC_EXPLICIT freed 12K, 49% free 2789K/5379K, external 1993K/2133K, paused 24ms
W/InputConnectionWrapper.ICC(  329): Timed out waiting on IInputContextCallback
D/kernel  (  126): [16570.912506] binder: 329:329 transaction failed 29189, size 116-4
D/GestureDetector(  329): touchSlop:32 doubleTapSlop:197
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
D/dalvikvm(  329): GC_CONCURRENT freed 432K, 54% free 3307K/7047K, external 3954K/4580K, paused 3ms+3ms
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
D/dalvikvm(  236): GC_EXPLICIT freed 375K, 39% free 6860K/11207K, external 2005K/2357K, paused 100ms
D/dalvikvm( 2177): GC_EXPLICIT freed 33K, 49% free 2854K/5511K, external 1685K/2133K, paused 52ms
I/ActivityManager(  236): Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=org.jtb.alogcat/.LogActivity bnds=[351,115][464,273] } from pid 346
V/alogcat ( 3181): started
I/alogcat ( 3181): new intent: android.intent.action.MAIN
D/alogcat ( 3181): stopping ...
D/alogcat ( 3181): canceling periodic saves
V/alogcat ( 3181): resumed
D/alogcat ( 3181): starting ...
D/CustomizationProvider(  367): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  367): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
W/ActivityManager(  236): Activity destroy timeout for HistoryRecord{2afe9c50 paulscode.android.yabause/.FileChooserActivity}

EDIT: Oh it seems the emulator still tries to launch games when no bios is selected, when I installed the new version it forgot that I had previously set a bios.

I tried it just now and sonic R loads fine with no graphical glitches in menus, however when the race starts I do get some 'static' looking graphical glitches.
Title: Re: Porting Yabause to Android
Post by: trev186 on March 13, 2012, 01:25:32 PM
Not sure why but with that latest debug test yabause exits when trying to load a game. (I tried sonic R again)

EDIT: For clarification it does not force close, it just quits and continues to run in the background. If I open the app again it takes me back to the rom select screen.

Sonic r works fine for me on my s2 man. I have a bin .cue file.

No graphics glitches until I start to race either. Race is half distorted and imm at about 10 FPS.

Your problem must be rom related

I suspect that many of the glitches has to do with some roms formats better than others depending on the type of game.
Title: Re: Porting Yabause to Android
Post by: Epic_bubble on March 13, 2012, 03:04:24 PM
Made a video showing Sonic R. :)

http://www.youtube.com/watch?v=ThScZEFB2Yw
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 13, 2012, 06:16:57 PM

I haven't come across graphic issues caused by a certain file format.
However, there are quite a few games that will crash when using iso format but run fine with bin/cue.

On another note:
* There are now a handful of games which no longer reach their menu (crash through intro video usually) or crash with Invalid Opcode error.
- Any thoughts on what might be causing this?

* Some games are unable to boot due to the missing 4MB RAM Cartridge.
error eg. 
            "The 4MB RAM cartridge is not inserted. Turn off the power and re-insert the cartridge."



Title: Re: Porting Yabause to Android
Post by: Paul on March 13, 2012, 06:58:29 PM
* There are now a handful of games which no longer reach their menu (crash through intro video usually) or crash with Invalid Opcode error.
- Any thoughts on what might be causing this?

* Some games are unable to boot due to the missing 4MB RAM Cartridge.
error eg. 
            "The 4MB RAM cartridge is not inserted. Turn off the power and re-insert the cartridge."

If these are new compared to the 15 Feb build, I would guess it is changes in the Yabause core build version (I could try building with the previous core to see if that changes anything).  Otherwise, if its a difference between the 8 Mar and 12 Mar builds, I really can't see any reason why it would behave differently, since the only change (very minor) is how the pixels are copied into the Bitmap that gets drawn (should have no effect on Opcodes, etc).
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 13, 2012, 07:50:48 PM
* There are now a handful of games which no longer reach their menu (crash through intro video usually) or crash with Invalid Opcode error.
- Any thoughts on what might be causing this?

* Some games are unable to boot due to the missing 4MB RAM Cartridge.
error eg. 
            "The 4MB RAM cartridge is not inserted. Turn off the power and re-insert the cartridge."

If these are new compared to the 15 Feb build, I would guess it is changes in the Yabause core build version (I could try building with the previous core to see if that changes anything).  Otherwise, if its a difference between the 8 Mar and 12 Mar builds, I really can't see any reason why it would behave differently, since the only change (very minor) is how the pixels are copied into the Bitmap that gets drawn (should have no effect on Opcodes, etc).



Sorry mate i forgot to add that.

They reached menu on the 15 Feb build but now crashing on 12 Mar build.
I wouldn't really worry about it at this point, it's only very few games. I'm sure there's more important things to hold as a higher priority at this stage. r2849 is working pretty well and as i test down the list i'm finding more and more games are now working well (besides FPS of course).




Title: Re: Porting Yabause to Android
Post by: amdradeon on March 13, 2012, 08:12:07 PM
Quote
Which version/rom format are you using ? Nights has distorted graphics for me as do many other games. I wonder if the games with distorted graphics just need to be in a different format.

Please let me know......I might have to spend another 4 hours converting back again lol

Im using europe bin cue. I can beat the first mare very slowly
Edit: the boys level does not have the background glitch and every thing seems perfect except fps.

(http://i.imgur.com/rq695l.jpg)
Title: Re: Porting Yabause to Android
Post by: trev186 on March 14, 2012, 12:41:58 AM
Yeah I can confirm nights is working well for me too.

Work has been busy but this weekend I think I can update the compatibility sheet some more with the details from the new betas.

I booted into the first level of panzer dragoon today. It was glorious ;)

Awhile back you posted a list of what you think needs to be done next paul just curious where your at on that and if anything else has been added.

I know the audio in yabause is partly based off SDL. I was thinking when the time comes if you have trouble with the audio Lubomyr or pelya could take a look at it. They make all their apps for Android using SDL. Pelya even got baldur's gate 2 working perfectly on android with SDL ..just a thought though :)
Title: Re: Porting Yabause to Android
Post by: nscxp2005 on March 16, 2012, 05:54:42 AM
Hi to Paul,

Would it be possible for you to reupload the latest update of Yabause as I keep getting that the install is incompatible.

Thank you for your time.

All the best,

NSCXP2005
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 16, 2012, 07:24:49 AM
Hi to Paul,

Would it be possible for you to reupload the latest update of Yabause as I keep getting that the install is incompatible.

Thank you for your time.

All the best,

NSCXP2005


nscxp2005, which device are you using? Xperia Play or Iconia?
also did you have a previous version on Yabause AE installed before installing the latest build?

Just a heads up: If you're using the Xperia Play Ice cream sandwich Beta Build from XDA Developers, You'll find a lot of issues with YabauseAE and other apps at the moment. (just in case your a kitchen tester).

Sony official 2.3.4 with developer "Doomlord's" v11 kernel is recommended.


Title: Re: Porting Yabause to Android
Post by: nscxp2005 on March 16, 2012, 07:31:22 AM
I have the same device as you MattyGlen.

Yeah I have the previous version from 07 March.

All the best,

NSCXP2005
Title: Re: Porting Yabause to Android
Post by: MattyGlen on March 16, 2012, 09:18:27 AM
Compatibility Threat Update:


Yabause PSP, Yabause Wii and all other unofficial builds can suck on a big hard one.

Yabause AE is pushing it's way quite quickly through what seems to sadly be an abandoned-ware of Yabause branches.
Working directly with the Yabause Team instead of against has more then paid off as a simple Pre-Alpha Build Impresses the best of the best. With an encyclopedic amount of improvements to work through, the determination and passion of the highly respected coder Paul Lamb continues to exhaust the overwhelming expectations of the Android community. Pushing update after update and gathering more and more knowledge to improve his art and exceeding the envelope on the unexpected, Paul continues to impress .......... also, he love's strippers........ but who doesn't.... (kidding)

That being Said, here's the latest update for the Yabause AE compatibility thread:

Site Update - "Video Link" has now been added to the list, feel free to add game videos.
Please add the Build version to your video titles and any speed increases you render your video's out with. (If anyone has trouble with writing spreadsheet scripts please contact me. I've made it pretty easy, just past the following into the "Video Link" Cell to the right of the game:

 =hyperlink("past your video url here";"VIDEO")   

Replace:    past your video url here      with the  URL/site address  of your video.

Games: From games tested so far, 33 games are running without issues (no graphical errors, runs through intro, menu and in-game) however there are many more still to test.
We have noticed well over 40 games crashing on their "unskipable" video intros which feel like their crashing from lack of RAM (fun fine, then slowly decrease FPS through the intro to a crash) Have no idea what the cause is but always good to throw symptoms out there.

Waiting on a few testers to update their games, but they have given word that they'll update over the weekend.

@Paul: If you could post an update when you have a second on how things are going (what your working on, waiting for, etc) that would be great.





Title: Re: Porting Yabause to Android
Post by: scorpio16v on March 16, 2012, 01:08:18 PM
Would it be possible for you to reupload the latest update of Yabause as I keep getting that the install is incompatible.

The new version should install, if you delete the old version first.
Title: Re: Porting Yabause to Android
Post by: trev186 on March 16, 2012, 02:00:24 PM
Ok I updated the spreadsheet with my terst results. Let me know if you do not see the updates cause I have had some connectivity issues.

Several games work now and most graphics issues are gone :) Though some games that used to boot fine now do not but overall I think we have seen a gain.

I also think that many of the current glitches are due to how slow the emulator runs at. Once Paul adds the GLES renderer a lot of these glitches will be overpowered by brute force.

Addtionally I beleive the reason some games crash during CG videos is due to the lack of sound. I have seen similar issues on PS1 emulators when CDDA or other types of audio are not properly emulated.

Additionally I think there is a glitch where the screen stays blank but the game is actually running (just not visible) this is most evident in Mr Bones. A sign of this is that the FPS counter continues to tick. Other games that straight up freeze with a blank screen the FPs counter does not tick.

Everything looks very promising though and already works better than the Wii, PSP and Pandora ports. I think people really underestimate Android. A lot of people said this emulator would never work on Android based on the exp with other ports like the Wii and Pandora. However the wii and pandora do not have the constantly improving hardware and software Android has. Android development should really be compared side by side with the PC development of Yabause.
Title: Re: Porting Yabause to Android
Post by: Paul on March 16, 2012, 03:25:03 PM
Progress update:

Devmiyax from the Yabause forums pointed out a couple days ago that although the dynarec was compiling, he doesn't believe it is actually engaged by the app.  If this is true, there would be a major speed improvement if it were engaged.  To be honest, I am somewhat sceptical, because for an interpreted core it is running extremely fast for such slow hardware (talking about my Droid X here, which is comparable hardware to the Pandora).  I made the changes to the code that devmiyax suggested, but now it crashes.  When I have some time to look at this more closely, I'll determine for sure if the dynarec is engaged or not, and if not I'll have to figure out why it crashes (I have tried builds with the ARM5, ARM6, and ARM7 versions of the dynarec, but all crash).  I seriously suck at assembly language, so if there is an issue with the dynarec, it is highly doubtful that I'll be able to fix it myself.  I'll see if Ari64 will be willing to help me debug the problem (I'm pretty sure I tried his patience back when he helped me debug the Android port of his N64 dynarec..)  If he decides not to tackle the problem, I'll still continue to work on the other components I have planned (audio and GLES renderer), and hopefully another dev with ARM assembly skills might join the project to help debug the dynarec.
Title: Re: Porting Yabause to Android
Post by: trev186 on March 20, 2012, 10:37:18 PM
Hey paul


Did u figure out if there was a pproblem with the dynarec ? Any progress with the GLES rendered
Title: Re: Porting Yabause to Android
Post by: Paul on March 21, 2012, 07:15:08 PM
Sorry, I haven't had time to look at it yet (been busy with the Mupen64Plus AE core update).  I'll let everyone know when I have more information on this)
Title: Re: Porting Yabause to Android
Post by: trev186 on April 05, 2012, 11:38:50 PM
Any news?


Mame4droid relaxed was released. Many saturn titles like radiant silvergun were released on the sh2 arcade hardware. Mame4droid reloaded can actually play these games at about 30% speed with sound.

Figuered I would mention since it is saturn related news and im sure the saturn fans who follow this thread would be interested.

I asked the dev about potential speed increases and he said in a year or two he thinks he can have it. 2-3 times faster.

I donated him $25 personally :) additionally many other high spec arcade games can be loaded including some naomi titles...of course all the high end stuff is still slow
Title: Re: Porting Yabause to Android
Post by: Paul on April 06, 2012, 04:48:17 AM
Nothing yet.  I'll work on another update after I finish the upcoming Mupen64Plus AE update.
Title: Re: Porting Yabause to Android
Post by: bobthewindham on April 10, 2012, 03:12:41 AM
I am having trouble getting the games to run. I have a BIOS pack trio the "U.S." .bin file I have looks just like the Japanese, and the Euro looks like the U.S. - regardless, none of them will load my Clockwork Knight.

Should I be naming the BIOS files something specific? Does anyone have any idea why my (U) BIOS file would look like a Japanese one? Or advise on how can I tell I have the right one, maybe? Also, I read that the games MUST be .cue files. I tried renaming the .bin file as .cue, but it came up with "This disc is not supported..." I have some other games I will rip tomorrow. do .iso files work better/worse?

Also, heck yes, on Mupen update!
Title: Re: Porting Yabause to Android
Post by: MattyGlen on April 10, 2012, 11:52:36 PM
I am having trouble getting the games to run. I have a BIOS pack trio the "U.S." .bin file I have looks just like the Japanese, and the Euro looks like the U.S. - regardless, none of them will load my Clockwork Knight.

Should I be naming the BIOS files something specific? Does anyone have any idea why my (U) BIOS file would look like a Japanese one? Or advise on how can I tell I have the right one, maybe? Also, I read that the games MUST be .cue files. I tried renaming the .bin file as .cue, but it came up with "This disc is not supported..." I have some other games I will rip tomorrow. do .iso files work better/worse?

Also, heck yes, on Mupen update!






There are videos of each bios set on the compatibility spread sheet which will show you what each region should look like.
Link:  Compatibility Spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0AtOnvwmrL_l3dDBWSWZoRFIwTW5KTHRhZ0h0ZWhzLWc)
If you’re having any issues with bios files I would first try Google for another bios set.  Personally I’ve been using EUR most of the time as it’s loading all loadable games so far.
As for your games, if you’re using .bin format it must have a corresponding .cue file (cuesheet), don't rename the .bin file. 

eg.
Clockwork Knight.bin
Clockwork Knight.cue

The latest version of  ImgBurn (http://www.imgburn.com/) will do the entire job for you. So if you have other discs your going to convert to bin/cue just redo Clockwork Knight as well.  ;)



Title: Re: Porting Yabause to Android
Post by: bobthewindham on April 11, 2012, 02:26:16 AM
I have literally done all of those things. I appreciate the detailed directions, and quick response though. I'll keep trying.

*EDIT*
So I have pretty much confirmed that my "PAL" BIOS is actually the U.S. BIOS, which is great, cause that's what I want. However, I have re-ripped my Clockwork Knight and still cannot get it to boot up. I just get the System tray/CD player thing. I'm totally stoked that I get this much though. I freakin' love you guys.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on April 11, 2012, 06:20:05 PM
I have literally done all of those things. I appreciate the detailed directions, and quick response though. I'll keep trying.

*EDIT*
So I have pretty much confirmed that my "PAL" BIOS is actually the U.S. BIOS, which is great, cause that's what I want. However, I have re-ripped my Clockwork Knight and still cannot get it to boot up. I just get the System tray/CD player thing. I'm totally stoked that I get this much though. I freakin' love you guys.

That's Strange. What device are you running Yabause AE on?

It still sounds like it could be the game image that's the problem but:

Try uninstalling Yabause AE, then re-download the latest build (http://www.paulscode.com/source/Yabause-AE/12MAR2012/YabauseAE-debug.apk) and do a fresh install.

After that, start converting any other games you have to see if they're loading.

Title: Re: Porting Yabause to Android
Post by: Paul on April 11, 2012, 06:48:46 PM
I would agree that this sounds like a problem with the CD image.  You might try editing your .cue file (with any text editor) and make sure the relative path to (and/or name of) the .bin file are correct (for where they will reside on your phone).  If both will be in the same folder on the phone, you should just need the filename with no path
Title: Re: Porting Yabause to Android
Post by: bobthewindham on April 12, 2012, 01:55:02 AM
Droid x2, rooted, stock ROM, 2.3.4

game files are in the same folder sd-ext/media/roms/saturn/clockwork knight/.bin .cue

i still haven't gotten around to trying any other games, but i have now tried clockwork knight in bin/cue setup and .iso. maybe it is my game though. it has some scratches, but in my experience, imgburn won't create an image of a fubar disc.

the .apk i have is the pre-alpha, march, 12th build.
Title: Re: Porting Yabause to Android
Post by: trev186 on April 12, 2012, 08:36:23 AM
Droid x2, rooted, stock ROM, 2.3.4

game files are in the same folder sd-ext/media/roms/saturn/clockwork knight/.bin .cue

i still haven't gotten around to trying any other games, but i have now tried clockwork knight in bin/cue setup and .iso. maybe it is my game though. it has some scratches, but in my experience, imgburn won't create an image of a fubar disc.

the .apk i have is the pre-alpha, march, 12th build.

Dude....

Obviously u are creating the rom wrong...either ur bin is ripped wrong or ur disc is damaged...

In any case I also have clockwork night and can confirm it works....

So I recommend u find another version of your rom and try it.. either rip it with a different program or find a Google elsewhere (use your imagination)

We have like 8 post now dedicated to ripping clockwork night a game we know works...lets not cloud the thread with rom creation details which can be easily googled
Title: Re: Porting Yabause to Android
Post by: bobthewindham on April 13, 2012, 02:41:38 AM
Yeah, partner, thanks.

I ripped some others today, Night Warriors, because it isn't on the spreadsheet and my copy is pristine. Booted, but crashed as the Capcom logo was animating. Also, Nights, because it was confirmed to be playable (somewhat). Mine got to the Sonic Team logo and froze. As for CWN, I don't know what's going on. I've got PSX games that look worse and have made clean, playable eboots from them. The same image runs on my Yabause PSP emulator, it just doesn't cooperate with this for some reason.

Anyway, sorry to bog the thread down with my useless bug reporting. Still very pumped up about this!
Title: Re: Porting Yabause to Android
Post by: Paul on April 20, 2012, 06:07:41 PM
I played around with this a bit today.  From what I can tell, it looks like the dynarec is not engaged in the test builds.  This is kind of good and bad news.  The good news is that it means there will likely be a substantial speed boost if I can get it fixed.  The bad news is that I suck at debugging dynarecs.  I'm going to operate on the theory that the problem is similar to the "RAM full of zeros" problem that Mupen64Plus AE has, where the core has to be build with APP_OPTIM=debug.  I'll have to rearrange the project into a more Android-friendly setup before I can do that (I planned to do that anyway, so this is just another reason why it has to be done).
Title: Re: Porting Yabause to Android
Post by: trev186 on May 01, 2012, 08:11:31 AM
I played around with this a bit today.  From what I can tell, it looks like the dynarec is not engaged in the test builds.  This is kind of good and bad news.  The good news is that it means there will likely be a substantial speed boost if I can get it fixed.  The bad news is that I suck at debugging dynarecs.  I'm going to operate on the theory that the problem is similar to the "RAM full of zeros" problem that Mupen64Plus AE has, where the core has to be build with APP_OPTIM=debug.  I'll have to rearrange the project into a more Android-friendly setup before I can do that (I planned to do that anyway, so this is just another reason why it has to be done).

Hey paul

Check the yabause forums it sounds like guilhaume made some updates to the yabause build he hosts. It may solve some problems
Title: Re: Porting Yabause to Android
Post by: Paul on May 01, 2012, 03:07:25 PM
rgr, will do.  Thanks for the tip!  Almost done with the Mupen64Plus AE update, so I'll be focussing on this very soon.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on May 01, 2012, 06:08:23 PM

Damn IT! The ONE day i forget to bring a change of pants with me!
Title: Re: Porting Yabause to Android
Post by: Paul on May 03, 2012, 10:04:17 PM
Ok, I was so excited about the work that devmiyax did in r2891, that I had to post an update this evening.  This is probably the quickest "official" build I've done before, so I apologize if I accidentally left anything out:

Alpha Test APK (http://www.paulscode.com/source/Yabause-AE/03MAY2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/03MAY2012/yabause-ae.7z))  03 May 2012 (Yabause core: r2891)

For those who haven't been following the thread on the Yabause forum, devmiyax got the dynarec going and implemented GLES rendering.  These of course were the next big things that I was going to tackle.. so really the only last big hurdle left is audio!  This means the Alpha Testing phase will likely be pretty short.  My impression is that we should be able to enter Beta Testing soon to start testing this emulator on a wider range of devices (I could be getting ahead of my self here.. we'll have to see how the tests go).

I haven't tested this build much, but I have noticed a couple things:

1) Emulation is WAY faster!  I expect most games will be perfectly playable now on high-end devices, barring any crashes or graphical glitches.
2) Game compatibility is different.  I don't have a lot of games myself, but for example Alberts Odyssey crashes for me, but Bubble Bobble runs fine (these were opposite in the previous build).  The compatibility wiki will probably see some major changes.
3) From the code, it looks like the dynarec isn't running in ARM7 mode yet, from what I could tell (looks like there is a variable to set, but I'll have to look at it closer).  I should have a better idea on this over the weekend.

As always, if you have any questions or problems, let me know!
Title: Re: Porting Yabause to Android
Post by: devinator12 on May 03, 2012, 10:18:22 PM
*starts to cry with happiness!* Baby Jesus would be proud!

just tried that build out with Die Hard Arcade (USA)
1. bios boot was much faster
2. game load screen was much faster
3. game play graphics still a bit sketchy (tearing and screen overlapping)
4. Menu FPS 10-15. In-game FPS 2-3
Overall Big improvement! nice job guys keep up the good work! ;D
Title: Re: Porting Yabause to Android
Post by: OnijJoku on May 03, 2012, 10:55:12 PM
Funny, every time I choose a rom it doesn't start. Instead, the emulator goes off but it still runs... Did I do something wrong?
Title: Re: Porting Yabause to Android
Post by: trev186 on May 03, 2012, 11:02:37 PM
Initial impressions are mixed.

Overall everything is faster but it seems like compatiability has gone down.

I will update spreadsheet later but Albert Odyssey a game which ran very well on previous builds freezes during startup for me.

A few other games have so far as well.

Panzer dragoon boots well but in game speed is still too slow. I am sure paul and the yabause team can hammer out the bugs.

Im using a samsung galaxy s2 epic 4g touch....running ics 4.0 on a custom rom with no oc
Title: Re: Porting Yabause to Android
Post by: MattyGlen on May 03, 2012, 11:06:19 PM
Time to cancel all Family/Friends prior arrangements, Give the Boss the finger and head on home for a few good hours of game testing.

The Compatibility list will be down for an hour while i make a few adjustments on the layout and FX formulas ready for the game updates. Happy Testing.
Title: Re: Porting Yabause to Android
Post by: RomBOT on May 03, 2012, 11:44:52 PM
Thanks for the emulator is Paul, but unfortunately the new version crashes when you select an image. My Smartphone: Samsung Galaxy S PLUS.
Title: Re: Porting Yabause to Android
Post by: trev186 on May 03, 2012, 11:46:03 PM
I tested a few more games

I take back what I said earlier about compatibility going down....

More games work now then before. Including the shinning force 3 translated discs!

Paul demimax seemed to have thing running at a much higher frame rate in game as well.

In his video he tested nights...when I try nights the game boots much faster than ever before around 30-40 fps but in game nights is only about 3 FPS which is about as fast as it was on the previous build for me.

The only game I have noticed that is broken which was not before is Albert's odyssey which may be sound repasted cause it freezes right as the sound starts
Title: Re: Porting Yabause to Android
Post by: trev186 on May 03, 2012, 11:47:46 PM
Thanks for the emulator is Paul, but unfortunately the new version crashes when you select an image. My Smartphone: Samsung Galaxy S PLUS.

I get a lot of crashes too...force close the app in the task manager or running apps list and try again.

U know if the emu froze because the screen will go black at first instead of booting the bios
Title: Re: Porting Yabause to Android
Post by: MattyGlen on May 04, 2012, 12:13:19 AM
Compatibility list is now accessible.
Title: Re: Porting Yabause to Android
Post by: Paul on May 04, 2012, 12:16:42 AM
Thanks for the feedback, everyone.  In case you can't tell, I'm pretty excited about this update right now (I couldn't sleep, and had to come check out the forum, haha)

Paul demimax seemed to have thing running at a much higher frame rate in game as well.

In his video he tested nights...when I try nights the game boots much faster than ever before around 30-40 fps but in game nights is only about 3 FPS which is about as fast as it was on the previous build for me.

My initial thought is that if the dynarec is actually running in ARM5 mode, that would cause it to be slower (I'll have to play around with this, because I can't really tell at the moment which mode the dynarec is being built in, ARM5, ARM6, or ARM7).  Other than that, other things that might cause speed differences are different hardware, ROMs, running processes, and overclock settings on the devices themselves.

For those having crashes, once I figure out the ARM mode thing, I'll start looking at logcat outputs to figure out where things are breaking down.  Another thought is that there could also be some limitation on the Android version caused by the way GLES is being used (I'm making this up, but certainly a possibility worth checking out..  if so, I can work on making the code more backward compatible).
Title: Re: Porting Yabause to Android
Post by: trev186 on May 04, 2012, 12:21:40 AM
Thanks for the feedback, everyone.  In case you can't tell, I'm pretty excited about this update right now (I couldn't sleep, and had to come check out the forum, haha)

Paul demimax seemed to have thing running at a much higher frame rate in game as well.

In his video he tested nights...when I try nights the game boots much faster than ever before around 30-40 fps but in game nights is only about 3 FPS which is about as fast as it was on the previous build for me.

My initial thought is that if the dynarec is actually running in ARM5 mode, that would cause it to be slower (I'll have to play around with this, because I can't really tell at the moment which mode the dynarec is being built in, ARM5, ARM6, or ARM7).  Other than that, other things that might cause speed differences are different hardware, ROMs, running processes, and overclock settings on the devices themselves.

For those having crashes, once I figure out the ARM mode thing, I'll start looking at logcat outputs to figure out where things are breaking down.  Another thought is that there could also be some limitation on the Android version caused by the way GLES is being used (I'm making this up, but certainly a possibility worth checking out..  if so, I can work on making the code more backward compatible).

I double checked Devimax's video of Nights. In game FPS counter has him around 6-7 FPS. I get something similiar.

Though it does not seem as slow as 6-7 FPS.

By the way Paul how can I donate yo you via paypal or something?

Been needing to do that for awhile :)
Title: Re: Porting Yabause to Android
Post by: OnijJoku on May 04, 2012, 05:21:17 AM
Seriously guys, my phone can't play the games. Could someone please explain to me what it means because not one game is play because of it. Not even Bubble Bobble, Thanks!
Title: Re: Porting Yabause to Android
Post by: Paul on May 04, 2012, 06:35:45 AM
By the way Paul how can I donate yo you via paypal or something?

I'll post a donate version on the Play Store when it gets to the Beta testing phase.  I really don't feel like I've done a whole lot with this app yet to warrant donations (the difficult work has come from Guillaume, Ari64, and devmiyax over on the Yabause forums, IMO.. I just copy/pasted stuff from Mupen64Plus AE to make a rough GUI).  I think with my past experience with audio, I should be able to contribute something pretty useful to the project now, though.

Seriously guys, my phone can't play the games. Could someone please explain to me what it means because not one game is play because of it. Not even Bubble Bobble, Thanks!
Could you post the logcat output (maybe there is something useful in there)?  Your phone specs are pretty common/ normal, so it should be able to run the emulator.  Do you have any special build of Android or overclocking settings?

If you aren't familiar with accessing the logs, I posted instructions on this thread (http://www.paulscode.com/forum/index.php?topic=93.msg2221#msg2221).

--EDIT-- Just to rule out any corrupted configs or something, you should try completely un-installing the app, checking your sdcard to make sure the folder Android/data/paulscode.android.yabause is gone (delete it if not), rebooting your phone, then re-installing the app.  It's a bit of overkill, but it will ensure nothing cached is sticking around.

You could also try re-ripping your bios file, in case there are any problems with it.
Title: Re: Porting Yabause to Android
Post by: scorpio16v on May 04, 2012, 09:24:50 AM
Since you have an Pandora now, there is already an alpha out, made by Ari64. Sound is working, but heavy stuttering. Many options to select.
http://boards.openpandora.org/index.php?/topic/4583-yabause/
Last working link is on the last site.
Your new version is a awesome improvement on speed.
Title: Re: Porting Yabause to Android
Post by: trev186 on May 04, 2012, 10:30:57 AM
Sent a donation directly to the yabause team :)
Title: Re: Porting Yabause to Android
Post by: scorpio16v on May 04, 2012, 01:49:55 PM
Did you enable as M68k Interpreter the Q68 Interpreter or Standard Interpreter ?
Because on Pandora, I have only Sound on my tested games, if Standard Interpreter is enabled.
Title: Re: Porting Yabause to Android
Post by: mmxii on May 04, 2012, 10:48:40 PM
Holy sh**! :D pardon my almost french lol this is awesome! One thing though, I did notice that the build date says 03MAR2012, not 03MAY2012 in the application info.
Title: Re: Porting Yabause to Android
Post by: Paul on May 04, 2012, 10:51:22 PM
I did notice that the build date says 03MAR2012, not 03MAY2012 in the application info.
Yeh, I got a little too excited and missed that one, haha
Title: Re: Porting Yabause to Android
Post by: mmxii on May 06, 2012, 04:50:53 AM
Done some testing with this as well. Bios (USA) loads really fast now. Averaging about 35 fps on load. Dipping to 22 fps and peaking at 54 fps. Drops to about 16 fps when FMV plays. Text heavy screens drop to about 8 fps. Gameplay is between 3-7. Panzer Dragoon Saga is the game Ive tested so far. It holds about 5 fps and goes 2 fps either way. About to test others.
Title: Re: Porting Yabause to Android
Post by: MaXiMu on May 06, 2012, 07:46:24 AM

Albert Odyssey Crash now? The app is the back to home

Code: [Select]
W/ActivityManager(   90): Activity idle timeout for HistoryRecord{463c6e80 paulscode.android.yabause/.Yabause}

--------- beginning of /dev/log/main

I/DEBUG   ( 1504): deadba9c ffffffff ffffffff ffffffff ffffffff

I/DEBUG   ( 1504): deadbaac ffffffff ffffffff ffffffff ffffffff

I/DEBUG   ( 1504): deadbabc ffffffff ffffffff ffffffff ffffffff

I/DEBUG   ( 1504): deadbacc ffffffff ffffffff ffffffff ffffffff

I/DEBUG   ( 1504):

I/DEBUG   ( 1504): stack:

I/DEBUG   ( 1504):     be988fc0  00000015 

I/DEBUG   ( 1504):     be988fc4  afd14699  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fc8  afd42498  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fcc  afd43b6c  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fd0  00000000 

I/DEBUG   ( 1504):     be988fd4  afd156b3  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fd8  afd14669  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fdc  afd14669  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fe0  00000070 

I/DEBUG   ( 1504):     be988fe4  afd42328  /system/lib/libc.so

I/DEBUG   ( 1504):     be988fe8  00000000 

I/DEBUG   ( 1504):     be988fec  be989014  [stack]

I/DEBUG   ( 1504):     be988ff0  838481ba 

I/DEBUG   ( 1504):     be988ff4  afd1490b  /system/lib/libc.so

I/DEBUG   ( 1504):     be988ff8  df002777 

I/DEBUG   ( 1504):     be988ffc  e3a070ad 

I/DEBUG   ( 1504): #00 be989000  83bc6020 

I/DEBUG   ( 1504):     be989004  82203214  /data/data/paulscode.android.yabause/lib/libyabause.so

I/DEBUG   ( 1504):     be989008  838481ba 

I/DEBUG   ( 1504):     be98900c  afd14c71  /system/lib/libc.so

I/DEBUG   ( 1504):     be989010  afd4254c  /system/lib/libc.so

I/DEBUG   ( 1504):     be989014  fffffbdf 

I/DEBUG   ( 1504):     be989018  0000072a 

I/DEBUG   ( 1504):     be98901c  83bc6020 

I/DEBUG   ( 1504):     be989020  82203214  /data/data/paulscode.android.yabause/lib/libyabause.so

I/DEBUG   ( 1504):     be989024  afd18f6b  /system/lib/libc.so

I/DEBUG   ( 1504): #01 be989028  0000072a 

I/DEBUG   ( 1504):     be98902c  821ff1d4  /data/data/paulscode.android.yabause/lib/libyabause.so

I/DEBUG   ( 1504):     be989030  000000e2 

I/DEBUG   ( 1504):     be989034  82063f64  /data/data/paulscode.android.yabause/lib/libyabause.so

I/BootReceiver(   90): Copying /data/tombstones/tombstone_04 to DropBox (SYSTEM_TOMBSTONE)

D/KeyguardViewMediator(   90): setHidden false

I/WindowManager(   90): WIN DEATH: Window{4630f900 paulscode.android.yabause/paulscode.android.yabause.Yabause paused=false}
Title: Re: Porting Yabause to Android
Post by: Paul on May 08, 2012, 03:51:07 PM
Guillaume has sound working now as well.  I'll take a look at the code over the next couple days to see if I can get it to build both ARM6 and ARM7 for a single APK, and look at the GUI some more as well.  I'll try and post an update toward the weekend.
Title: Re: Porting Yabause to Android
Post by: trev186 on May 08, 2012, 08:43:16 PM
Guillaume has sound working now as well.  I'll take a look at the code over the next couple days to see if I can get it to build both ARM6 and ARM7 for a single APK, and look at the GUI some more as well.  I'll try and post an update toward the weekend.

Any chance u can add a ui similiar to ur 64 ?

The see through buttons and an analog joystick which follows your finger would be great addtoons
Title: Re: Porting Yabause to Android
Post by: Paul on May 08, 2012, 08:57:08 PM
Sure, just need to draw the images (the gamepad layout code is copied from Mupen64Plus AE, so it is customizable in Yabause AE as well).  However, I haven't implemented the analog control yet (it's only used in one Saturn game, as far as I know).  I'll look into it.
Title: Re: Porting Yabause to Android
Post by: trev186 on May 08, 2012, 10:06:50 PM
Sure, just need to draw the images (the gamepad layout code is copied from Mupen64Plus AE, so it is customizable in Yabause AE as well).  However, I haven't implemented the analog control yet (it's only used in one Saturn game, as far as I know).  I'll look into it.

Well as far as analog I mean can u replace the default dpad with the joystick type dpad u use for mupen 64 ?

Just having the joystick drag is a huge help alone when playing even if it isnt analog by default
Title: Re: Porting Yabause to Android
Post by: mmxii on May 08, 2012, 11:10:30 PM
I personally like the touchpad thats in Mupen. But any alternate pads are welcome :D
Title: Re: Porting Yabause to Android
Post by: Paul on May 09, 2012, 07:04:17 PM
I built the latest commit r2893, but it is crashing for every game.  Not sure if it is just because of an in-progress commit or something.  I'm going to try just moving the audio stuff to r2891, since I know that one works.
Title: Re: Porting Yabause to Android
Post by: MattyGlen on May 09, 2012, 08:00:05 PM

What was the major change in r2893?

also, is it difficult to implement the Saturn's 4MB RAM cartridge? I don't believe it's in the official 0.9.11 either. Unless i overlooked it.
Title: Re: Porting Yabause to Android
Post by: Paul on May 09, 2012, 08:33:07 PM
Ok, got sound working by going with r2892.  However, it is insanely slow.  Hard to imagine that audio should have such a profound effect on performance (I'm getting less than 1 FPS on my Galaxy Nexus when it is enabled!)  Disabling it and rebuilding, and it runs fast again.  I'll talk with Guillaume to see if he has any thoughts on how it might be improved.

I'll post it anyway, if anyone's interested in trying it out:

Alpha Test APK (http://www.paulscode.com/source/Yabause-AE/09MAY2012/YabauseAE-debug.apk)  (source code (http://www.paulscode.com/source/Yabause-AE/09MAY2012/yabause-ae.7z))  09 May 2012 (Yabause core: r2892)
Title: Re: Porting Yabause to Android
Post by: MattyGlen on May 09, 2012, 09:24:32 PM


 :) Well this build did answer a few questions i had.

Including:
I've tested a bunch of games which appear to stall after their intros, this build has pretty much confirmed that the games are still running but not displaying correctly (eg. sounds heard whilst interacting with menu)

Title: Re: Porting Yabause to Android
Post by: devinator12 on May 09, 2012, 09:58:08 PM
hayo!

Adding another 5 cents of mine.

Using my new Nvidia Tegra 3 and my Xperia play has basically no difference in performance (thee usual 0-1 fps crap) trying to play Die Hard Arcade(U).

but hey... there is sound now (mind ya at the cost of shooting ourselves in the foot!)

good job! keep up the good work!
Title: Re: Porting Yabause to Android
Post by: trev186 on May 09, 2012, 10:06:49 PM
hayo!

Adding another 5 cents of mine.

Using my new Nvidia Tegra 3 and my Xperia play has basically no difference in performance (thee usual 0-1 fps crap) trying to play Die Hard Arcade(U).

but hey... there is sound now (mind ya at the cost of shooting ourselves in the foot!)

good job! keep up the good work!

Are sure the dynarec is working ? The fps increase after dynarec and open gles only seemed to effect the bios boot. In game fps barely changed at all.


Title: Re: Porting Yabause to Android
Post by: devinator12 on May 09, 2012, 10:31:11 PM
sorry but unfortunately that's the results i got for ya. between the last build and this alpha one the other one ran better as Paul put out. i tried going into game but i got bored waiting for the damn credits at the start. and yes i went past the bios boot.

All short: The app is slow. weather it be the Xperia play or the Tegra 3 (Fresh instal).
Title: Re: Porting Yabause to Android
Post by: Paul on May 10, 2012, 03:54:14 AM
Yes, the dynarec is working.  I tried just commenting out the two lines of code that enable audio, and it runs perfectly well.  I'm hoping there is some way to optimize this.  Audio shouldn't have this big of an effect on performance.  In Mupen64Plus AE for example, disabling the audio has minimal to no effect on performance for most devices.
Title: Re: Porting Yabause to Android
Post by: devinator12 on May 10, 2012, 07:40:13 PM
I'm not sure if this will help out with anything but i figured id say it.

While I took part in the Diablo 3 beta i got an unusual amount of lag. later in testing i found out that my system could not handle over 64 audio channels ( go figure 128 channels didn't work) anyhow it was the main cause why my system has having a horrible spell trip.

you figure this may be one of the causes?
Title: Re: Porting Yabause to Android
Post by: Paul on May 10, 2012, 07:44:25 PM
Could be, I haven't looked at the code that closely.  Considering that enabling/ disabling the audio in Mupen64Plus AE has virtually no effect on performance on my phones, I'm sure audio can be done more efficiently.  We just have to figure out what part(s) of the code are causing the slowdown and write them differently.
Title: Re: Porting Yabause to Android
Post by: terrylung on May 11, 2012, 08:47:56 PM
Hello~

I just found this emu, it works great!
But i want to ask that i cannot save the game progress.
Could you please tell me how to do it?

Sorry for my poor English

Device: HTC one X
CPU: 4x1.5G Tegra processor
Title: Re: Porting Yabause to Android
Post by: trev186 on May 11, 2012, 09:02:41 PM
Hello~
I just found this emu, it works great!
But i want to ask that i cannot save the game progress.
Could you please tell me how to do it?

Sorry for my poor English

Device: HTC one X
CPU: 4x1.5G Tegra processor

What kinda fps u get on ur phone ?

We are all getting like 1 FPS with sound so I don't think anyone was serious about save states...
Title: Re: Porting Yabause to Android
Post by: devinator12 on May 11, 2012, 10:05:45 PM
yeah i want to hear whats up. i keep looking at the audio plugin and I'm confused as hell. all i see is 16 bit and convert 32 to 16 and stuff like that ( not gonna pretend i know a whole lot)

and then i see this...
Code: [Select]
   int sampleRateInHz = 44100;
   int channelConfig = 12; //AudioFormat.CHANNEL_OUT_STEREO
   int audioFormat = 2; //AudioFormat.ENCODING_PCM_16BIT

Quote
Audio generation was provided via a specialized multifunction sound chip developed by Yamaha, the YMF292, also known as the Saturn Custom Sound Processor or SCSP. The SCSP included 32 sound channels with both FM and PCM (up to 44.1 kHz sampling rate) functionality and fully configurable channel linking for modulation purposes, a 128-step DSP, and internal DAC. The SCSP was used in conjunction with the Saturn's Motorola 68EC000 co-processor and dedicated audio RAM, and MIDI compliance allowed use of an external MIDI controller, such as a keyboard.

pulled that off the wiki page.
hope this helps.
Title: Re: Porting Yabause to Android
Post by: trev186 on May 12, 2012, 12:26:04 AM
Hi Paul,

Robert Brogila aka Explusalpha has an unreleased app based on the Yabause source as well.

Here is an excerpt from his Twitter:

Robert Broglia
‏ @rakashazi
 Follow
@trev186 Did some more work on it recently with the updated code, Dynarec works on ARMv6 cpus but it can be a bit buggy

He seems to imply that for Arm v6 CPUs the dynarec works but not for others.

Title: Re: Porting Yabause to Android
Post by: terrylung on May 12, 2012, 01:04:18 AM
Hello~
I just found this emu, it works great!
But i want to ask that i cannot save the game progress.
Could you please tell me how to do it?

Sorry for my poor English

Device: HTC one X
CPU: 4x1.5G Tegra processor

What kinda fps u get on ur phone ?

We are all getting like 1 FPS with sound so I don't think anyone was serious about save states...

hello

I tried for both version of alpha test, same for you guys i have ~1 fps on version with sound
but version without sound can have ~15 fps, which is enough for the gameplay.
But I cannot save the game progress makes me cannot continue
Title: Re: Porting Yabause to Android
Post by: EXL on May 18, 2012, 10:34:10 AM
Hi there! Thank you for the excellent emulator port!

Model: Motorola Droid 2 (analog droid x)
Platform: TI OMAP 3630-1000
GPU: PowerVR SGX 530
CPU: ARMv7, 1GHz
Memory: 512 Mb
Android 2.3.4, no root, latest update (.621)

Yabause ver. 03MAR2012r2871: (from the first post, using dynarec, GLES rendering)
When I try to run any rom - the application crashed. But Yabause icon in the status bar remains.
Log: http://pastebin.com/nr3Ux6MR

Yabause ver. 07MAR2012r2849:
- works.

I hope you will help you to fix the problem.
Title: Re: Porting Yabause to Android
Post by: trev186 on May 18, 2012, 12:08:01 PM
Random thought that may be totally off....

Most of the work for the emulator is done by the processor for most apps and especially emulators.

It makes sense to me that adding sound to this emu dropped speed a lot compared to adding sound to the n64 emu. This is evident if you remember the reason disc based games exist is for the audio. Additionally the bulk of the memory on the .bin is audio. Compare to a n64 rom that is typically less that. 32 MBs cause cartridges were not audio intensive like ps1 and saturn games did.

In the early builds of psx4droid I tested for zodttd it was always a fight between balancing the audio thread right. Either u had bad auio and fast gameplay or good audio but lots of lag.

Also seeing how our cores are a lot weaker than our desktop computers we run these emulators on which is a big part of why we have speed issues s I wanted to bring up RAM usage.

I do not know a lot about how ram is used on android but my phone has up to 800 MBs out of 1 GB of free RAM at any given point. Yabause AE uses like 60 MBs on average which is tiny compared to what it uses on my pc. Would it be possible to make the emulator say offload more processing power direct to the RAM on android ? This would cut out a lot of low end users but it seems RAM is an under tapped resource here.

Additionally some phones are coming out with 2 GBs of RAM which is a lot for a phone even. I don't see my OS using any more ram so we are talking the potential of more than 1.5 GBs of free RAM.

Another benefit of ram is all of of could ,be utilized by a single ap

Whereas all emulators I use only even tap into one core and have no dual core capabilities besides FPSE. So all this dual core and quad core business is not helping us either because we are really limited to a single gpu and clock not two. This explains why u don't see a huge difference between older and newer phones.

Now of we could enable multiple cores that could be helpful but I understand that is fairly difficult and even FPSE I think only uses it to a minimal extent
Title: Re: Porting Yabause to Android
Post by: scorpio16v on May 18, 2012, 02:18:26 PM
There are versions for the Pandora and Nokia N900 out. Both have sound enabled and haven't such a heavy slow down, if sound is enabled. Ofcourse both devices didn't have the power like many Androids, so framerate isn't so good as the last no-sound version, Paul did. But much faster than the sound enabled version for Android.
Title: Re: Porting Yabause to Android
Post by: Paul on May 18, 2012, 04:30:35 PM
I really doubt audio needs to cause such a major performance hit.  Sure it will have some effect on performance, but going from > 15 FPS to < 1FPS is huge, and more likely indicates something isn't implemented properly than a hardware concern, IMO.  I just did a monkey-copy of the code that Guillaume added without any analysis of it. when I have some time I'll see if there is any way to write it better.  I might be able to copy just the audio stuff from the Android SDL port and link with that (that's what Mupen64Plus AE uses for the audio, and it seems to perform really well).
Title: Re: Porting Yabause to Android
Post by: Paul on May 28, 2012, 02:39:52 PM
Does the official r2892 build have the same issue, OnijJoku?  I posted a link in this thread (http://forums.yabause.org/index.php?topic=1323.msg10351#msg10351).
Title: Re: Porting Yabause to Android
Post by: OnijJoku on May 28, 2012, 02:59:20 PM
Sorry! Stupid me! I didn't remember that your site warns us not to put up links of the following. Thank you and my bad. To answer your question, yeah it does have the same problem. Could it just be bios issues?
Title: Re: Porting Yabause to Android
Post by: Paul on May 28, 2012, 03:01:04 PM
Possibly, although if it worked with the earlier builds I wouldn't think that's the problem.  You could try some different ones to see, though.  I'm kind of stumped on this one though  :-\
Title: Re: Porting Yabause to Android
Post by: OnijJoku on May 28, 2012, 03:09:19 PM
Well thanks, let me do some trial and error. Eventually I'll figure something out.
Title: Re: Porting Yabause to Android
Post by: OnijJoku on May 28, 2012, 03:43:39 PM
Oh wait this is different than the one on this forum, I didn't know you made an alternate version of r2892. I just thought they were both the same because you said r2892 and I remembered that the one here is r2892. Srry for my confusion, I didn't try this one yet. Thanks again!
Title: Re: Porting Yabause to Android
Post by: Paul on May 28, 2012, 04:15:41 PM
Yes, that's Guillaume's exact code without any modifications (in other words, none of the stuff I wrote, like the GUI or virtual controls)
Title: Re: Porting Yabause to Android
Post by: OnijJoku on June 02, 2012, 04:43:11 PM
Sorry Paul but I'm still having trouble, please could you help with this? It's about the "jap.rom" and "/mnt/sdcard/jap.rom", I followed both instruction. However, yabause say they don't see it. What am I doing wrong? This may get my phone to finally test it, but this part is annoying me. Is it my bios, or does the jap.rom have to be in a folder?
Title: Re: Porting Yabause to Android
Post by: Paul on June 02, 2012, 05:15:19 PM
You should just name your bios file "jap.rom" and stick it into the sdcard root at "/mnt/sdcard/".  Note if your device storage is set up differently (such as the Galaxy Nexus, which has "/Internal/" instead of "/mnt/sdcard/"), then Guillaume's code will not run on your device.  If you've verified that the file "/mnt/sdcard/jap.rom" is there, then check to make sure your device isn't plugged in "USB Mass Storage Device" mode.  If none of that is the problem, then there may be something wrong with your bios file, so you might want to try another one (just name it "jap.rom" and stick it in the root of the sdcard).
Title: Re: Porting Yabause to Android
Post by: scorpio16v on June 03, 2012, 09:14:11 AM
Is it possible to start even a game with this version, or bios only ?
Haven't searched, if you made a config file, like in previous versions.

This version runs, with sound enabled, much faster than the latest GUI version with sound.
Title: Re: Porting Yabause to Android
Post by: trev186 on June 03, 2012, 10:51:02 AM
So I downgraded from and ics rom to gb rom and now yabause will not work.

Others mentioned they had issues with the app closing to home . Any way around this ?

Any new progress ?

I am hoping to get the s3 soon so so hoping it will make a difference
Title: Re: Porting Yabause to Android
Post by: Paul on June 03, 2012, 03:03:22 PM
Sorry, this project is likely to be on the shelf for the next month or two, so nothing new from my end.  I'm not really sure why the gui would have too significant an effect, but maybe I left something else out.  When I get back to the project, I'll try starting from a clean project and start adding things to see where it breaks down.
Title: Re: Porting Yabause to Android
Post by: xperiagamer.com on July 15, 2012, 08:10:34 AM
Any Progress or have you had another go Paul ? Cant wait to see a fully functional NEW emulator on the market. Great to see people thinking out of the box and not just clone what is out already. Thanks :)
Title: Re: Porting Yabause to Android
Post by: Paul on July 15, 2012, 11:40:05 AM
Sorry, this project is on hold like my other current and planned open-source projects (SoundSystem, Mupen64Plus AE, Mupen64Plus WiMM One, OpenBOR, Lxdream, etc) until I have transitioned out of the Air Force into civilian life and have a stable job and income.  In the mean time, I will be focusing on getting a couple of commercial apps published on Google Play (sadly, I can not advertise those apps here on the forum because I need to remain anonymous to avoid more fake DMCA take-downs from the crazies that seem to have it out for me personally).

That said, I'll try and put out a small update or two when I have some free time, maybe in a week or so.  Since the version without the GUI seems to run faster than the one with it, I suspect audio is not the only thing causing slowdowns, so it might be worthwhile to look into that to see if there are any areas for improvement.  Also the audio itself should be possible to tweak for better performance if maybe I use lower quality or priority.

As for getting it on the Market, that might not be possible.  I expect the exact same thing that happened to Mupen64Plus AE will happen to Yabause AE if it is published.  Fingers crossed that without game screenshots maybe Google will allow it to stick around (the test I'm doing with Trev in the coming days should let us know).
Title: Re: Porting Yabause to Android
Post by: danny19901 on July 30, 2012, 02:25:10 PM
Great Work Paul on both Mupen64 Android Edition and Yabause i have bought Mupen twice once from play store and once from slideme market to show my appreciation of your work altough im a little curious would a say Nexus 7 or Samsung Galaxy S3 be able to emulate either an xbox or PS2 if they could it would be awesome just thought i would ask
Title: Re: Porting Yabause to Android
Post by: xperia64 on July 30, 2012, 03:20:42 PM
Xbox is x86 based and as far as I know there isn't a x86->arm assembly core so eveb if one existed it would be painfully slow. Ps2 would be slightly more feasible as it is still MIPS based so the dynarec from the pandora's pcsx reARMed emulator could be usefull. However like the n64 the ps2 appears to have some coprocessors for graphics which is a major hurdle
Title: Re: Porting Yabause to Android
Post by: Zromo on August 06, 2012, 10:18:52 PM
Sorry, this project is on hold like my other current and planned open-source projects (SoundSystem, Mupen64Plus AE, Mupen64Plus WiMM One, OpenBOR, Lxdream, etc)...

Wowowowo WHAT!? OpenBOR!? FINALLY someone plans to actually make a port for android! We could definetly use one! (Psst... how about a multi-mod version for DC ;)?)
Title: Re: Porting Yabause to Android
Post by: trev186 on August 22, 2012, 11:38:22 PM
Hey guys

Explusalpha aka Robert Brogila Released his version of yabause for Android. Similiar results to Paul's. Ui has more options and I think he fixed some gfx and compatibility issues somewhat

www.explusalpha.com/home/saturn-emu
Title: Re: Porting Yabause to Android
Post by: amdradeon on August 23, 2012, 02:17:06 AM
I was very excited to try Saturn.Emu. I love having save states and the filters are cool(scanline/CRT).

Speed seemed actually slower with NiGHTS, then I put frameskip from auto to 0 and its runs about twice as fast as Pauls And input lag is reduced so its much more playable if you want to try, still very slow though id compare it almost exactly to devimax video on the yabause forms when he first got the dynarec engaged if not better.
Title: Re: Porting Yabause to Android
Post by: trev186 on August 23, 2012, 08:36:37 AM
I was very excited to try Saturn.Emu. I love having save states and the filters are cool(scanline/CRT).

Speed seemed actually slower with NiGHTS, then I put frameskip from auto to 0 and its runs about twice as fast as Pauls And input lag is reduced so its much more playable if you want to try, still very slow though id compare it almost exactly to devimax video on the yabause forms when he first got the dynarec engaged if not better.

Thanks for tip on frame skip.

Turning the frameski to 0 makes saturn.emu about as fast as yabause ae is currently without sound.

Glad to have two great devs working on a great emu.

Title: Re: Porting Yabause to Android
Post by: darklight on August 24, 2012, 10:05:09 AM
why oh why did you feel the need to port Yabause its horrible and hardly stable much for some games

now ssf would be a better pick since alot of game titles do run with little to no problem at all much like project36 for the nintendo 64 emulator now that is not perfect but its more stable and plays more game titles then others

have you ever gave any thoughts as to maybe working on a 3do emulator for the android now that would really be impressive not saying a sega saturn wouldnt be love that system my self
Title: Re: Porting Yabause to Android
Post by: trev186 on August 24, 2012, 11:44:29 AM
why oh why did you feel the need to port Yabause its horrible and hardly stable much for some games

now ssf would be a better pick since alot of game titles do run with little to no problem at all much like project36 for the nintendo 64 emulator now that is not perfect but its more stable and plays more game titles then others

have you ever gave any thoughts as to maybe working on a 3do emulator for the android now that would really be impressive not saying a sega saturn wouldnt be love that system my self

So ill start with ur comment on project 64 vs mupen...

Project 64 is closed source and the authors are quite adamant about not porting it or opening the source. This is why the best alternative is mupen 64

Ssf is similiar situation as project 64. While SSF does run better than Yabause on a PC it has a very dated UI and is harder to setup. The Yabause team even got the ball rolling on Android by starting the port themselves . SSF has had a lot less recent dev activity and since saturn is such a complex system to emulate the android devs are going to need help from the sources author l...im all for an SSF port but i have nothing against a yabause port. If u read this thread at all u would know most this work has been done by the yabause team. Paul and explusalpha did not start from scratch here....

I have asked a few 3do emulator devs about a port to Android and most of them do not see the value in it sadly....though a large portion of 3do games are playable on other currently emulated systems on android like the ps1 and sega cd


Its never bad to have an emulator port the more the better so lets not start bashing the yabause or mupen dev teams
Title: Re: Porting Yabause to Android
Post by: Paul on August 24, 2012, 02:09:40 PM
From my perspective, I need to have a working dynarec before I can consider porting an emulator to Android.  The reason for this is because I suck at assembly language (and I am in awe of the people who are able to work with it).  Truth is, if Ari64 hadn't written dynarecs for Mupen64Plus and for Yabause, I wouldn't have started either of these projects.
Title: Re: Porting Yabause to Android
Post by: V6ser on September 04, 2012, 01:07:11 PM
Then you need a dyanarec porter and all will be solved hm?
Title: Re: Porting Yabause to Android
Post by: Paul on September 04, 2012, 06:17:42 PM
In theory, yes.  But why start another N64 emulator project rather than working on the current one?
Title: Re: Porting Yabause to Android
Post by: V6ser on September 07, 2012, 02:52:54 PM
That'd be a pretty bad solution.

You already have all the stuff working awesomely great on Mupen64 ae.

Btw porting yabause still is a big problem without the right person to work on.
Title: Re: Porting Yabause to Android
Post by: kingcolex on September 07, 2012, 04:53:32 PM
I ran some dragonballz on my transformer prime, i got to loading screen and then it went black.
Title: Re: Porting Yabause to Android
Post by: supream222 on November 24, 2012, 12:09:44 PM
Any new news on your progress with yabause paul?
Title: Re: Porting Yabause to Android
Post by: Paul on November 24, 2012, 12:53:35 PM
It's on hold until we get a house my PC is out if storage.  Probably a few more weeks.
Title: Re: Porting Yabause to Android
Post by: supream222 on November 24, 2012, 03:59:53 PM
Ok cool great job on mupen64ae!
Title: Re: Porting Yabause to Android
Post by: Ros singh on November 27, 2012, 02:45:56 AM
hello everyone. I am a new user. first of all i would like to thank Mr.Paul for his hard work for his working sega seturn emulator(yabause). its working great. and i would like every one to help me through this forum
Title: Re: Porting Yabause to Android
Post by: BoomyX on December 24, 2012, 07:55:29 PM
Any developments on Yabause AE? Such a fascinating concept!
Title: Re: Porting Yabause to Android
Post by: Paul on December 24, 2012, 08:13:09 PM
Oh, no sorry.  Still on hold until we get a house and I can get my PC out of storage.  The house hunt is taking a bit longer than I anticipated.
Title: Re: Porting Yabause to Android
Post by: BoomyX on December 25, 2012, 11:33:15 AM
No problem. Keep us posted =]
Title: Re: Porting Yabause to Android
Post by: Paul on January 20, 2013, 12:41:40 PM
Since I've really not had the time needed to put into this project, I've decided to hand it of to another developer.  Zack has agreed to take the lead on the project, and I'll be helping him out as I am able.  He has started his own thread here (http://www.paulscode.com/forum/index.php?topic=875.msg8260#msg8260).  I am officially closing this thread, and letting Zack handle updates and support from his thread.