PaulsCode Forum

Mupen64Plus AE => General Discussion => Topic started by: Paul on December 18, 2011, 12:28:33 PM

Title: Beta Testing Has Begun!
Post by: Paul on December 18, 2011, 12:28:33 PM
- This slot is reserved for the latest build, source code, screen-shots, and miscellaneous links -

(http://www.paulscode.com/images/Mupen64PlusAE_128.png)Mupen64Plus, Android Edition (AE)

(http://www.paulscode.com/source/Mupen64Plus-AE/screenshots/12SEP2011/Mario4.png)  (http://www.paulscode.com/source/Mupen64Plus-AE/screenshots/15OCT2011/AnimalForest3.png)
(http://www.paulscode.com/source/Mupen64Plus-AE/screenshots/11SEP2011/Zelda4.png)  (http://www.paulscode.com/source/Mupen64Plus-AE/screenshots/18SEP2011/Mario1.jpg)

Beta Testing Underway:

Market Release:  (click on the bold green links for the APKs.. these are all free to download)

Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/19JAN2014/Mupen64Plus.apk)  BETA (commit 0bc76e58c1 (https://github.com/paulscode/mupen64plus-ae/commit/0bc76e58c1814d28598cc4955b8310832fd4d6a0)) (Play Store Listing (https://play.google.com/store/apps/details?id=paulscode.android.mupen64plus)) Version 2.4.4 (19 Jan 2014)

Play Store donation version source (http://www.paulscode.com/source/Mupen64Plus-AE/19JAN2014/mupen64plus-ae-PLAY.7z), Play Store free version source (http://www.paulscode.com/source/Mupen64Plus-AE/19JAN2014/mupen64plus-ae-FREE.7z)  (posted to remain GPL-compliant)

Github Source Repository (https://github.com/paulscode/mupen64plus-ae)  (PM me for write access)

Compatibility Wiki (http://mupen64plus.wikia.com/wiki/Mupen64Plus,_Android_Edition_%28AE%29_Wiki#Current_List)  (editing instructions (http://www.paulscode.com/forum/index.php?topic=173.0))

Notes:

Testers can help by:
1) Reporting bugs here (https://github.com/paulscode/mupen64plus-ae/issues?sort=created&state=open) (accessible from the Help menu on the main screen)
2) Enabling crash reporting in the Advanced menu

For controller issues, testers should
1) Use the diagnostics screen in the Advanced menu
2) Report their observations in a bug report

We need translators!

Please register a translator account and submit translations at the Transifex project (https://www.transifex.com/projects/p/mupen64plus-ae/).
Current translation progress (click your browser's "refresh" button to update):





Archived Versions:


Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/23DEC2013/Mupen64Plus.apk)  BETA (commit 308e924d87 (https://github.com/paulscode/mupen64plus-ae/commit/308e924d8714c240b83391f39e7222f008aabd24))  Version 2.4.3 (23 Dec 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/03DEC2013/Mupen64Plus.apk)  BETA (commit ac7a788d17 (https://github.com/paulscode/mupen64plus-ae/commit/ac7a788d17e83bbb1e11d5365309688ab7829edb))  Version 2.4.2 (3 Dec 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/19NOV2013/Mupen64Plus.apk)  BETA (commit d6884763ca (https://github.com/paulscode/mupen64plus-ae/commit/d6884763cadbc93fdecc9f7eb6292664c47482e5))  Version 2.4.1 (19 Nov 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/03NOV2013/Mupen64Plus.apk)  BETA (commit c295fbe850 (https://github.com/paulscode/mupen64plus-ae/commit/c295fbe850546873f752b9f7149469a590ae2751))  Version 2.4.0 (3 Nov 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/06OCT2013/Mupen64Plus.apk)  BETA (commit 657105135f (https://github.com/paulscode/mupen64plus-ae/commit/657105135fd27c2d5e78595d607c20b3483454ad))  Version 2.3.5 (6 Oct 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/23AUG2013/Mupen64Plus.apk)  BETA (commit 200aec3125 (https://github.com/paulscode/mupen64plus-ae/commit/200aec312554b04b90fef05fe331d0dbed1fb2ff))  Version 2.3.4 (23 Aug 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/11AUG2013/Mupen64Plus.apk)  BETA (commit 765ef2f882 (https://github.com/paulscode/mupen64plus-ae/commit/765ef2f88254621fba4e3568740217d81dd89a82))  Version 2.3.3 (11 Aug 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/14JUL2013/Mupen64Plus.apk)  BETA (commit cf8a602495 (https://github.com/paulscode/mupen64plus-ae/commit/cf8a6024953ca53c3a22774fcc99877945465f53))  Version 2.3.2 (14 Jul 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/11JUN2013/Mupen64Plus.apk)  BETA (commit bdb3159e81 (https://github.com/paulscode/mupen64plus-ae/commit/bdb3159e817368f5a741783913ded6c53afbdb92))  Version 2.3.1 (11 Jun 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/24MAY2013/Mupen64Plus.apk)  BETA (commit 83f6a2dcb1 (https://github.com/paulscode/mupen64plus-ae/commit/83f6a2dcb15875c52b2673ef00b7fe05eb7ec483))  Version 2.3.0 (24 May 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/29APR2013/Mupen64Plus.apk)  BETA (commit 10f995add0 (https://github.com/paulscode/mupen64plus-ae/commit/10f995add0a8eb90186d1487304c726e79539d3e))  Version 2.2.1 (29 Apr 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/21MAR2013/Mupen64Plus.apk)  BETA (commit 077b0d8130 (https://github.com/paulscode/mupen64plus-ae/commit/077b0d81309854dd743e08bd2f96f7e77703c5fe))  Version 2.2.0 (21 Mar 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/15MAR2013/Mupen64Plus.apk)  BETA (commit 81538d1306 (https://github.com/paulscode/mupen64plus-ae/commit/81538d13068964402e3d4d10288eccf99a984d3d))  Version 2.1.3 (15 Mar 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/13MAR2013/Mupen64Plus.apk)  BETA (commit 2ac59a5ba3 (https://github.com/paulscode/mupen64plus-ae/commit/2ac59a5ba391efc9681035af781d204739015cf9))  Version 2.1.2 (13 Mar 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/25FEB2013/Mupen64Plus.apk)  BETA (commit 8d5be0dd47 (https://github.com/paulscode/mupen64plus-ae/commit/8d5be0dd478c7e9a15ef405fdc06ed792052752c))  Version 2.1.1 (25 Feb 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/14FEB2013/Mupen64Plus.apk)  BETA (commit d250962eb0 (https://github.com/paulscode/mupen64plus-ae/commit/d250962eb03ece3ce1c311d5e1b77110a57a06e8))  Version 2.1.0 (14 Feb 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/26JAN2013/Mupen64Plus.apk)  BETA (commit f9ecb59c79 (https://github.com/paulscode/mupen64plus-ae/commit/f9ecb59c794f9bf83c9333fd5d028d9a63194832))  Version 2.0.3 (26 Jan 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/20JAN2013/Mupen64Plus.apk)  BETA (commit 69ce7d9583 (https://github.com/paulscode/mupen64plus-ae/commit/69ce7d958384e5304c628d79b1404984f9f43621))  Version 2.0.2 (20 Jan 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/18JAN2013/Mupen64Plus.apk)  BETA (commit d01957273b (https://github.com/paulscode/mupen64plus-ae/commit/d01957273ba576258ba4b5f4d0eaa6b28623efdb))  Version 2.0.1 (18 Jan 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/15JAN2013/Mupen64Plus-AE.apk)  BETA (commit f882452b6f (https://github.com/paulscode/mupen64plus-ae/commit/f882452b6f1aa6446fc9040f11eb49c3d80bcb6d))  Version 2.0.0 (15 Jan 2013)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/07MAY2012/Mupen64Plus-AE.apk)  BETA (commit fdbd52e8ec (https://github.com/paulscode/mupen64plus-ae/commit/fdbd52e8ec35365a50832cb42576afa84a0c3d2e))  Version 1.9.2 (7 May 2012)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/06MAY2012/Mupen64Plus-AE.apk)  BETA (commit c24bee74fb (https://github.com/paulscode/mupen64plus-ae/commit/c24bee74fbf90476be0650cf85f083e54337ae28))  Version 1.9 (6 May 2012)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/02MAR2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/02MAR2012/mupen64plus-ae.7z))  Version 1.8 (2 Mar 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/02MAR2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/02MAR2012/mupen64plus-ae.7z))  Version 1.8 (2 Mar 2012)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/01MAR2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/01MAR2012/mupen64plus-ae.7z))  Version 1.8 (1 Mar 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/01MAR2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/01MAR2012/mupen64plus-ae.7z))  Version 1.8 (1 Mar 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/17FEB2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/17FEB2012/mupen64plus-ae.7z))  Version 1.7.2 (17 Feb 2012)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/15FEB2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/15FEB2012/mupen64plus-ae.7z))  Version 1.7 (15 Feb 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/15FEB2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/15FEB2012/mupen64plus-ae.7z))  Version 1.7 (15 Feb 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-xperia-play-2.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/mupen64plus-ae-2.7z))  Version 1.6.2 (12 Feb 2012)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/mupen64plus-ae.7z))  Version 1.6 (12 Feb 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/mupen64plus-ae.7z))  Version 1.6 (12 Feb 2012)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/08FEB2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/08FEB2012/mupen64plus-SDL1.3-source.7z))  Version 1.5 (8 Feb 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/08FEB2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/08FEB2012/mupen64plus-SDL1.3-xperia-play-source.7z))  Version 1.5 (8 Feb 2011)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/17JAN2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/17JAN2012/mupen64plus-SDL1.3-source.7z))  Version 1.4 (17 Jan 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/17JAN2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/17JAN2012/mupen64plus-SDL1.3-xperia-play-source.7z))  Version 1.4 (17 Jan 2011)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/02JAN2012/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/02JAN2012/mupen64plus-SDL1.3-source.7z))  Version 1.3 (2 Jan 2012)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/02JAN2012/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/02JAN2012/mupen64plus-SDL1.3-xperia-play-source.7z))  Version 1.3 (2 Jan 2011)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/24DEC2011/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/24DEC2011/mupen64plus-SDL1.3-source.7z))  Version 1.2 (24 Dec 2011)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/24DEC2011/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/24DEC2011/mupen64plus-SDL1.3-xperia-play-source.7z))  Version 1.2 (24 Dec 2011)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/20DEC2011/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/20DEC2011/mupen64plus-SDL1.3-source.7z))  Version 1.1 (20 Dec 2011)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/20DEC2011/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/20DEC2011/mupen64plus-SDL1.3-xperia-play-source.7z))  Version 1.1 (20 Dec 2011)
Mupen64Plus, AE (N64 Emulator) (http://www.paulscode.com/source/Mupen64Plus-AE/17DEC2011/Mupen64Plus.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/17DEC2011/mupen64plus-SDL1.3-source.7z))  Version 1.0 (17 Dec 2011)
Mupen64Plus, AE (Xperia Play) (http://www.paulscode.com/source/Mupen64Plus-AE/17DEC2011/Mupen64Plus-xperia-play.apk)  BETA (source code (http://www.paulscode.com/source/Mupen64Plus-AE/17DEC2011/mupen64plus-SDL1.3-xperia-play-source.7z))  Version 1.0 (17 Dec 2011)


Beta testing changelog:

v2.4.4
- Fixed analog mappings for PS4 controller
v2.4.3
- Fixed bug where IPEGA d-pad was being ignored
- Allow app to be seen in Google Play for touchscreen-less devices (e.g. M.O.J.O)
v2.4.2
- Doom 64 is now playable, thanks to ptitSeb of OpenPandora fame
- Fixed audio latency on most devices (see Audio menu)
- Fixed cheat menu regression
- Fixed controller buttons not staying pressed (you MUST reset button mappings)
- Fixed help popup bug
- Devs and expert users can modify more settings in the config files (not generally useful for most users)
v2.4.1
- Added customizable flicker-reduction profile (for fixing shadow glitches)
v2.4.0
- Fixed crashes in Perfect Dark, completely playable now
v2.3.5
- Added 'crop' setting for video scaling (useful for widescreen games)
- Added Greek translation
- Devs and expert users can modify the config files directly (not generally useful for most users)
- Updated SDL to version 2.0.0-release
v2.3.3
- Fixed input/player mapping with the OUYA controller (broken by last OUYA firmware update)
- Removed OUYA controller deadzone hack (improves analog precision on retail controllers)
- Game ROMS can be launched directly from file manager apps
v2.3.2
- Fixed file extraction failure on Android 2.2 and below
- Added sensitivity preference for controller analog sticks
- Fixed analog scaling for Mayflash N64/USB adapter
- Removed obsolete items in the Advanced menu
- Updated core and plugins to version 2.0
v2.3.1
- Added support for MOGA Pocket/Pro via MOGA Pivot app (no menu navigation in mode A)
- Fixed junk graphics in the margins for gles2rice video plugin
- Added video resolution/scaling preferences
- Added support for Mad Catz C.T.R.L.R. controller
- Added flicker reduction profile for Iconia B1 A71
- Fixed crash when rumble pak selected on OUYA
- Fixed crash when opening some zipped ROMs
- Tweaked controller deadzone calculation for smoother behavior
- Added Swedish (Svenska) translation
- Updated ACRA crash reporting system to 4.5.0-stable
v2.3.0
- Added gles2glide64 video plugin (fixes broken graphics in many games)
- Fixed extreme lag on Galaxy S3/S4 (US), HTC One, Xperia Z, and others
- Added controller deadzone preference (see button mapping screen)
- Fixed unmappable d-pad on newer batches of Nyko Playpad controller
- Fixed Pokemon Snap photo selection bug (must enable cheat)
- Fixed Pilot Wings 64 shadow bug (must enable cheat)
- Fixed crash related to rumble (stale JNI references)
- Fixed crash related to audio (uninitialized audio tracks)
- Fixed possible crash on OUYA
- Upgraded to SDL 2.0 multimedia library
v2.2.1
- Fixed Pokemon Snap camera control bug (must enable cheat)
- Fixed crash when input plugin disabled
- Warn user if installation appears to be corrupt
- Doubled maximum possible touchscreen scale
- Added support for raphnet GC/N64 controller adapter
- Updated ODK to version 1.0.2
v2.2.0
- Added Hungarian (Magyar) translation
- Major update to touchscreen skins framework
- Added alternate button style (colored, filled)
- Buttons auto-scale according to device size (overridable)
- Buttons auto-layout according to phone/tablet (overridable)
- Buttons are highlighted when auto-held
- Reduced the installed size of the app
- Fixed loss of rumble when using hard-keys on some Jelly Bean devices
- Fixed analog controls for official wireless Xbox 360 controller (D-pad is unfixable)
- Updated some OUYA-related internals
v2.1.3
- Fixed input-related crash affecting some Android 4.1 devices
- Customized default button map when running on OUYA
- Removed controller diagnostics from Advanced settings (moved to input mapping section)
v2.1.2
- Added rumble support using phone vibrator (see in-game menu, Player 1 only)
- Added rumble support for external controllers (all players, Jelly Bean only)
- Added interface for Gameshark button
- Added interface for Frame Advance function
- Added input profile for N64 USB adapters
- Added R4300 emulation preference (plugin settings)
- Added Catalan translation
- Fixed crash when audio enabled on some devices
- Fixed crash when FPS enabled on some devices
- Compensated for analog bias in OUYA controllers
v2.1.1
- Fixed crash with haptic feedback on d-pad diagonal
- Fixed missing touch controls on ASUS Transformer
- Fixed crash on some Android 4.0.4 devices
- Fixed bug where stale auto-save is loaded when device sleeps & wakes
- Added option to change action bar transparency
- Utilized new core features to fix some internal state-related bugs
v2.1.0
- Added screen position option for portrait mode
- Added vibration feedback for touchscreen/pad buttons
- Added auto-hold feature for touchscreen buttons
- Added UI to save/load custom input profiles
- Improved joystick compatibility (Nyko PlayPad, OUYA)
- Fixed various bugs in input mapping screen
- Added stock input profiles for Xperia PLAY and OUYA
- Added OUYA mode (gamepad-only menu navigation)
- Removed disconnected controllers from multi-player dialog
- Fixed bugs in summary text for list preferences
- Added in-app change log
- Added icons to file/folder dialogs for Honeycomb+
- Updated translations
- Fixed various crashes
v2.0.3
- Improved joystick compatibility
- Added button mapping profiles
- Fixed touchscreen analog redraw bug
- Fixed various crashes
v2.0.2
- Fixed crash caused by failed data extraction
v2.0.1
- Fixed unnavigability in file chooser on first run
- Fixed disappearing list in file chooser on orientation change
- Updated license to GPLv3
v2.0.0
- Rebuilt user interface and menu system
- Added native joystick support, with analog control
- Better synchronized core with upstream
- Added support for x86 CPUs
- Fixed Majora's Mask freeze
- Added flicker reduction settings
- Added framelimiter settings
- Added orientation selections
- Added resampling algorithm selections
- Added swap audio channels setting
- Improved optimizations
- Increased game and device compatibility
- Integrated OUYA support

v1.9.2
- Fixed touchpad setting forgotten after each game
- Fixed checking for libs in wrong folder
- Sped up analog redraw a tad (too laggy on low-density screens)
- Fixed Special Button mapping screen
v1.9
- Merged Xperia Play branch into main branch
- Upgraded core to v1.99.5
- Fixed plug-in importing
- Fixed core functions button-mapping
- Improved in-game menu behavior on HC and ICS
- Added cheats option
- Added several language translations
- established github
v1.8.2
- Fixed hardware buttons not functioning when freshly installed
v1.8
- Added multi-controller support
- Fixed multiple crash report causes
- Improved GUI functionality
v1.7.2 (Xperia Play)
- Fixed speed regression on R800i
- Fixed crash with settings apps, caused by app icon resolution
v1.7
- Fixed speed regression caused by previous update
v1.6.2 (Xperia Play)
- Fixed hi-res launcher icon (thanks, Epic_bubble!)
v1.6
- Fixed several causes for Crash Reports (null pointers, illegal states, etc)
- Consolidated source code (reduced complexity/ redundancy)
- Added minor optimization to build settings
- Added Help option to main menu (links to paulscode.com forum)
- Updated graphics by Artwork Competition winner shuy3n!
v1.5
- Galaxy S: Zelda crash fixed
- Mario Kart: backwards drivers fixed (gles2rice)
- gles2n64, gles2rice: separated settings (see below for specific bug-fixes/ optimizations)
v1.4
- Improved GUI usability
- Added Reset Default Settings
- Added work-around for black-squares (Bionic, Razer). Settings->Video->Configure->Alpha Test (NOT a complete fix)
- Fixed crash to home on some devices (Apollo). Zelda gles2n64 crash NOT fixed (S2, Yinlips). Recommend gles2rice until fixed
- Fixed corrupt data causes (no controllers, crash) requiring "Restore App Data"
- Fixed crash on Resume causes
v1.3
- Fixed Zelda OOT crash at Hyrule castle and Kakariko village
- Eliminated internet requirement on first run to download app data
- Added option in settings to restore app data if it becomes corrupt
- Added support for true analog input from USB Joystick Center IME
- Started "Open ROM" in folder roms/n64 if exists, otherwise in SD card root folder
- (Xperia Play version) Fixed splash screen image swapped with status bar image
v1.2
- Improved compressed-ROM reading (Game Hunter ROMs no longer require unzipping)
- Fixed problem where input from IMEs was not detected by Key Listener dialog
- Implemented work-around for missing buttons bug (enable Skins->Virtual Gamepad->Redraw All).  This bug will be fixed in a future update after implementing the virtual gamepad in GLES instead of through the Android API (which is painfully slow and buggy).
- (Xperia Play version) Fixed Xperia Play "optimized" metadata
- (Xperia Play version) Fixed missing plug-ins in "change" menus
v1.1
- Fixed a potential crash on devices with SD Card not mounted at /mnt/sdcard
- Fixed a potential menu crash due to a NullPointerException
- Fixed a potential crash when input plugin is disabled
- Improved hardware profiling logic used in gles2n64 initialization code
- Made auto-save optional
- (Xperia Play version) Possibly fixed problem where the C buttons were mapped to the wrong side of the touchpad (please report if you still experience this problem)


GLES2N64 Bug-fixes:
v2.4.4
- Fixed broken 2xSAI setting
v2.4.0
- Fixed green rooms in Zelda OOT
- Fixed various black screens (Turok series, Banjo Kazooie HUD, Waverace intermissions, and more)
v2.3.4
- Fixed auto-frameskip regression
v2.1.1
- Fixed some graphical issues (Star Wars Ep. 1 Racer and others)
- Very tiny simplification of the plugin.
v1.9
- Hard-coded tribuffer opt, with new GS2/ Yinlips fix for OOT crash
v1.5
- Tribuffer opt: disable if Zelda crashes
- Screen clear: clean junk border graphics
- Hack Z: fix for flashing backdrops, black floors

GLES2Rice Bug-fixes:
v2.4.2
- Fixed missing heart bug for Zelda games
v2.4.1
- Fixed hi-res texture regression
- Improved fog effect
v2.4.0
- Fixed black textures
- Fixed multitexturing issues (for example, logo on shield in Zelda OOT)
- Fixed bug where fences in Zelda MM are rendered without transparency
- Fixed some messed up textures (for example the horse in Zelda)
- Added fog effect
v2.1.2
- Added screen refresh preference
- Fixed regressions
v2.1.1
- Added mipmapping option
- Added texture filter option
v2.1.0
- Fixed stretch-screen bug (fixes Mario Kart multiplayer, Zelda blue action icon, and many others)
v2.0.0
- Added texture filter setting
- Implemented stretch screen
v1.8
- Updated gles2rice to v0.1.0
    - Fixed graphics glitches in many games
    - Improved 2D elements
    - Improved speed on many devices
    - Implemented HiRes Texture functionality
v1.7
- Fast Texture CRC: disable to improve 2D elements
v1.5
- Skip Frame: speed improvement
- Fast Texture: circle transition fix (Conkers Bad Fur Day)
v1.4
- Updated gles2rice to v0.0.9 (improves 2D elements)

GLES2Glide64 Bug-fixes:
v2.3.2
- Added auto-frameskip feature



This product is not affiliated with, nor authorized, endorsed or licensed in any way by Nintendo Corporation, its affiliates or subsidiaries. All trademarks are property of their respective holders. All individual games screen shots or audio that are simulated by Mupen64Plus 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 ROM before you play it.
Title: Re: Beta Testing Has Begun!
Post by: tgwaste on December 19, 2011, 05:35:52 PM
heh, I liked be able to watch one thread for everything.  Im not really sure where to go now for the latest updates/news/etc.  Seems to be a lot of places now. 
Title: Re: Beta Testing Has Begun!
Post by: TFreestone on December 20, 2011, 01:08:29 AM
but that was with only a relatively small amount of people.. this will be better for the hopefully large amount of people that get on board from now on :) With a single forum thread it would become too complicated to find anything :P
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 20, 2011, 02:42:55 PM
I posted an update to fix some various bugs.  The Market listing has also been updated.

Bug Fixes:
- Fixed a potential crash on devices with SD Card not mounted at /mnt/sdcard
- Fixed a potential menu crash due to a NullPointerException
- Fixed a potential crash when input plugin is disabled
- Improved hardware profiling logic used in gles2n64 initialization code
- Made auto-save optional
- (Xperia Play version) Possibly fixed problem where the C buttons were mapped to the wrong side of the touchpad (please report if you still experience this problem)
Title: Re: Beta Testing Has Begun!
Post by: nscxp2005 on December 20, 2011, 03:22:52 PM
Fantastic work Paul!!

Keep up the excellent work.

Shout out to people with an Xperia Play.
Has anybody managed to get Animal Forest working on there device?

All the best,

NSCXP2005
Title: Re: Beta Testing Has Begun!
Post by: koekje on December 20, 2011, 03:56:48 PM
Hey paul is there any other way that I can buy your emu since I have no creditcard and I am not considering taking one. I have seen how much work you have done on this emu and just how you are with awnsering all the questions of everyone. And I feel like I just have to support you :p 
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on December 20, 2011, 04:11:08 PM
Fantastic work Paul!!

Keep up the excellent work.

Shout out to people with an Xperia Play.
Has anybody managed to get Animal Forest working on there device?

All the best,

NSCXP2005
as i have said before, the latest translation of animal forest will ONLY load with gles2rice and is very buggy.
The earlier translations with did not require extending the rom and the non translated versions work.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 20, 2011, 06:58:32 PM
Hey paul is there any other way that I can buy your emu since I have no creditcard and I am not considering taking one. I have seen how much work you have done on this emu and just how you are with awnsering all the questions of everyone. And I feel like I just have to support you :p

Don't worry about it, man.  I'm getting donations through the Market at a much faster rate than I expected, and I'm going to start feeling like I'm ripping folks off if I make too much more.  The emulator still needs a lot of work.
Title: Re: Beta Testing Has Begun!
Post by: FuzzieBoy on December 21, 2011, 11:00:16 AM
Just thought I'd ask, do you plan to keep updating the Xperia Play version of this emulator now? I know before you said you were going to abandon it, and only update the touchscreen version, but later on you said you'd update it, but not as quickly! Also, just thought I'd let you know, if you click the name of the emulator on your first post, it still downloads the apk, is this a mistake, as you can now buy it, or is buying it more donating? Thanks, for the great work Paul, can't wait to see how good this gets!
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 21, 2011, 11:27:17 AM
Just thought I'd ask, do you plan to keep updating the Xperia Play version of this emulator now? I know before you said you were going to abandon it, and only update the touchscreen version, but later on you said you'd update it, but not as quickly! Also, just thought I'd let you know, if you click the name of the emulator on your first post, it still downloads the apk, is this a mistake, as you can now buy it, or is buying it more donating? Thanks, for the great work Paul, can't wait to see how good this gets!

Buying is just for donating or having the convenience of automatic updates. Paul said before that it will always be free on this website.

I cant answer your first question though you will have to wait for paul to answer that. :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 21, 2011, 12:35:54 PM
The "official builds" (the versions that will also be posted to the market) will be updated simultaneously for both branches of the project.  Interim builds (which will be labeled as "TEST" builds) may not be updated for both branches at the same time, so Xperia Play users may not get the most up-to-date "unofficial" bug-fixes as quickly as the other branch, but both branches will be officially updated at the same time.  I hope that makes sense..

Also, THIS APP IS FREE.  Please don't feel obliged to buy it!  The $1 for the Market listing is just a donation, and that money will go into helpng future development, such as purchasing test hardware, software dev tools, and donating back to various projects that I've borrowed code from (there are several).
Title: Re: Beta Testing Has Begun!
Post by: koekje on December 21, 2011, 01:26:01 PM
Paul could you still do that verbose test for me? I had the problem that could not map my camera button.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 21, 2011, 01:32:49 PM
Paul could you still do that verbose test for me? I had the problem that could not map my camera button.
http://www.paulscode.com/forum/index.php?topic=100.msg2291#msg2291
Title: Re: Beta Testing Has Begun!
Post by: FuzzieBoy on December 21, 2011, 01:47:22 PM
The "official builds" (the versions that will also be posted to the market) will be updated simultaneously for both branches of the project.  Interim builds (which will be labeled as "TEST" builds) may not be updated for both branches at the same time, so Xperia Play users may not get the most up-to-date "unofficial" bug-fixes as quickly as the other branch, but both branches will be officially updated at the same time.  I hope that makes sense..

Also, THIS APP IS FREE.  Please don't feel obliged to buy it!  The $1 for the Market listing is just a donation, and that money will go into helpng future development, such as purchasing test hardware, software dev tools, and donating back to various projects that I've borrowed code from (there are several).

Thanks Paul! You know, I really love smaller devs, as they normally take more time to reply to questions, read what the community want, and, in the end, make better programs! I defo will buy this on the Market, even though it's free!
Title: Re: Beta Testing Has Begun!
Post by: SpawnHyuuga on December 21, 2011, 02:34:35 PM
Great work Paul. This project is evolving quickly! If I can get a generic gift card this holiday, I'll attach it to my Google Account and definitely buy this emulator! Thanks a lot for your work. :D
Title: Re: Beta Testing Has Begun!
Post by: koekje on December 21, 2011, 04:03:25 PM
Wow totally missed that post Paul, i'm of to bed now will try tommorow. Thank you!
Title: Re: Beta Testing Has Begun!
Post by: MusicNomad on December 21, 2011, 06:24:50 PM
Amazing work with your emulator so far! I really appreciate all the work you've put into it. I found a reeaallly minor typo.  When you go to configure frameskip, it says auto 'fameskip'.  I don't know if someone mentioned it or not but. I'm sure there's more pressing issues so no rush  :)
Title: Re: Beta Testing Has Begun!
Post by: tgwaste on December 22, 2011, 01:58:51 AM
hey paul, few things:

o any way to make it so we can specify are own save directory or maybe a checkbox that says 'save to same directory or rom file' or something like that?  if you uninstall the app for whatever reason you lose all your saves as they are in the data directory.  (unless you copy them out first of course ;)

o you probably already know about this one but random onscreen buttons just vanish on the galaxy nexus and the A/B buttons become somewhat unusable.  seems to happen more during loading/saving.

Title: Xperia Play Optimized
Post by: nscxp2005 on December 22, 2011, 05:10:23 AM
Hi Paul,

Would you be able to make the next release for the Xperia Play have "Optimized for Xperia Play".

That way the your app with appear in the Xperia Launcher.

Thank you for your time.

All the best,

NSCXP2005
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 22, 2011, 05:26:44 AM
Im sure I mentioned that way back. You just add

<meta-data android:name="xperiaplayoptimized_content" android:resource="@drawable/icon" />

To the androidmanifest.xml before  </application>

Should make it show up in the launcher then.

Title: Re: Beta Testing Has Begun!
Post by: nscxp2005 on December 22, 2011, 09:17:40 AM
Thanks Epic_bubble.

How do I add it to the Android Manifest.xml?

All the best,

NSCXP2005
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 22, 2011, 09:19:30 AM
Im sure I mentioned that way back. You just add

<meta-data android:name="xperiaplayoptimized_content" android:resource="@drawable/icon" />

To the androidmanifest.xml before  </application>

Should make it show up in the launcher then.
I added that to the manifest already.  I'll check again to make sure I didn't type something wrong.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 22, 2011, 09:51:26 AM
Im sure I mentioned that way back. You just add

<meta-data android:name="xperiaplayoptimized_content" android:resource="@drawable/icon" />

To the androidmanifest.xml before  </application>

Should make it show up in the launcher then.
I added that to the manifest already.  I'll check again to make sure I didn't type something wrong.

Yeah I remember you said you added it but it still didn't show up in the launcher. not sure why. :/

EDIT: I might have found the issue

It should be this:
Quote
android:name="paulscode.android.mupen64plus.xperiaplay.SDLActivity"
                  android:label="@string/app_name"
                  android:screenOrientation="landscape"
                  android:configChanges="orientation|keyboardHidden|uiMode">
            <meta-data android:name="android.app.lib_name"
                    android:value="xperia-touchpad" />
 </activity>
  <meta-data android:name="xperiaplayoptimized_content"
                    android:resource="@drawable/icon" />
    </application>
Instead of this:
Quote
android:name="paulscode.android.mupen64plus.xperiaplay.SDLActivity"
                  android:label="@string/app_name"
                  android:screenOrientation="landscape"
                  android:configChanges="orientation|keyboardHidden|uiMode">
            <meta-data android:name="android.app.lib_name"
                    android:value="xperia-touchpad" />
            <meta-data android:name="xperiaplayoptimized_content"
                    android:resource="@drawable/icon" />
        </activity>
    </application>

I could be wrong
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 22, 2011, 09:57:19 AM
I'll do a little research to see if there is something else I'm missing.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 22, 2011, 10:03:49 AM
Updated my last post. :)

I cant get the app to compile properly so I cant test it out.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 22, 2011, 11:05:14 AM
I think you're right.  I'll give it a try and post a test.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 22, 2011, 12:17:02 PM
I cant get the app to compile properly so I cant test it out.

Here's a test with that fix you you pointed out:

Xperia Play Metadata Fix (http://www.paulscode.com/source/Mupen64Plus-AE/22DEC2011/Mupen64Plus-debug-xperia-play.apk)
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 22, 2011, 12:54:27 PM
I cant get the app to compile properly so I cant test it out.

Here's a test with that fix you you pointed out:

Xperia Play Metadata Fix (http://www.paulscode.com/source/Mupen64Plus-AE/22DEC2011/Mupen64Plus-debug-xperia-play.apk)

Yay I was right! thanks for compiling it. :)

(http://dl.dropbox.com/u/13594612/paulscode/pics/screenshot_2011-12-22_1853.png)
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 22, 2011, 12:56:28 PM
Cool, I'll have to add a better hires icon, though, so it looks good.
Title: Re: Beta Testing Has Begun!
Post by: Mats on December 23, 2011, 11:51:01 AM
if im gonna buy a new phone, some ideas i need android on it  :D and run mupen64plus ae in full speed :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 23, 2011, 12:07:11 PM
if im gonna buy a new phone, some ideas i need android on it  :D and run mupen64plus ae in full speed :D

Xperia Play  :D
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on December 23, 2011, 12:15:59 PM
if im gonna buy a new phone, some ideas i need android on it  :D and run mupen64plus ae in full speed :D

Xperia Play  :D

Agree with paul.

But if u want a device to angle loads of different emulators at full speed.
A dualcore is needed.
My galaxy note runs n64oid,mupen64plus android edition and fpse at full speed.
Thanks to schtruck for implementing the dualcore option.

Catch ya later.
Title: Re: Beta Testing Has Begun!
Post by: Mats on December 24, 2011, 05:48:59 AM
if im gonna buy a new phone, some ideas i need android on it  :D and run mupen64plus ae in full speed :D

Xperia Play  :D
thanks i think i go for a xperia play :D
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 24, 2011, 06:05:17 AM
if im gonna buy a new phone, some ideas i need android on it  :D and run mupen64plus ae in full speed :D

Xperia Play  :D
thanks i think i go for a xperia play :D
In the UK the xperia play has gone very cheap too. I could get it locked to o2 for just about ?150

It would be tough to find a phone with the same specs for that price point.

EDIT: typo :P
Title: Re: Beta Testing Has Begun!
Post by: Mats on December 24, 2011, 06:17:36 AM
if im gonna buy a new phone, some ideas i need android on it  :D and run mupen64plus ae in full speed :D

Xperia Play  :D
thanks i think i go for a xperia play :D
In the UK the xperia play has gone very cheap too. I got get it locked to o2 for just about ?150

It would be tough to find a phone with the same specs for that price point.
yeah ! i know, in Norway is it pretty cheap too its cost about 1500 nok. its about 230,76 dollars :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 24, 2011, 05:16:48 PM
I posted an update to fix some various bugs.  The Market listing has also been updated.

Bug Fixes:
- Improved compressed-ROM reading (Game Hunter ROMs no longer require unzipping)
- Fixed problem where input from IMEs was not detected by Key Listener dialog
- Implemented work-around for missing buttons bug (enable Skins->Virtual Gamepad->Redraw All).  This bug will be fixed in a future update after implementing the virtual gamepad in GLES instead of through the Android API (which is painfully slow and buggy).
- (Xperia Play version) Fixed Xperia Play "optimized" metadata
- (Xperia Play version) Fixed missing plug-ins in "change" menus


I've also noticed that Zelda OOT has started crashing randomly (it never used to do this).  I'll need to go back through the archives to figure out when this started, to determine what I changed that created the problem.
Title: Re: Beta Testing Has Begun!
Post by: Rezk on December 25, 2011, 09:01:19 AM
Hi Paul,

Great, great work you did with this project. I'm running it on my Xperia Play right now and Mario 64 is running smoothly with light overclocking.

I was wondering though, is it possible to get rid of the black borders up and down of the screen during playing? I turned on stretching but it only stretches horizontally, not vertically. Hope you have an answer for this.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 25, 2011, 10:03:26 AM
Hi Paul,

Great, great work you did with this project. I'm running it on my Xperia Play right now and Mario 64 is running smoothly with light overclocking.

I was wondering though, is it possible to get rid of the black borders up and down of the screen during playing? I turned on stretching but it only stretches horizontally, not vertically. Hope you have an answer for this.

With screen stretch, is the black on the top and bottom very small (i.e. half the width of the notification bar)?  As I recall there was some reason I couldn't stretch it any more than this, but I'll take another look at this.
Title: Re: Beta Testing Has Begun!
Post by: Mats on December 27, 2011, 05:25:46 PM
on my xperia x8 it runs very slow with frameskip on 5, in future is it possible to get full speed ??
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 27, 2011, 06:57:54 PM
Yes, it will get there eventually.  I've got a couple good ideas for optimizations to try once I work out the stability issues that some folks are having.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on December 27, 2011, 07:25:34 PM
Hi Paul,

Great, great work you did with this project. I'm running it on my Xperia Play right now and Mario 64 is running smoothly with light overclocking.

I was wondering though, is it possible to get rid of the black borders up and down of the screen during playing? I turned on stretching but it only stretches horizontally, not vertically. Hope you have an answer for this.

With screen stretch, is the black on the top and bottom very small (i.e. half the width of the notification bar)?  As I recall there was some reason I couldn't stretch it any more than this, but I'll take another look at this.

Its the same on other N64 emulators, I believe it is to do with the fact that a lot of n64 games are displayed in different resolutions. Super smash brother is the most noticeable as there is a small black border around the entire edge of the screen while games like super mario 64 only have a slight black bar on the top and bottom.

One way I could think of that could be used to get around this would be by allowing two values to be specified for the x and y axis which would determine how much the games are manually stretched to.

This has been done before with the xperia plays native ps1 emulator, it gives you a 'zoom' option so there are no black bars on the screen but some of the gameplay is cut off on the edges because it is zoomed it a bit too much.

Heres a mock up of before and after manual stretching:
(http://dl.dropbox.com/u/13594612/paulscode/pics/Image001.png)

Also because each n64 game has a different resolution you would need to create a way to create manual config profiles so for example a user could have super smash brothers set to fill the screen but they could create a separate profile for mario otherwise their previous setting would stretch mario 64 too much.

I hope this makes sense :P

Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 28, 2011, 03:26:38 PM
Hello Paul,

Did you implemented the "AnalogKey Option" for the USB Joystick Center, to move Mario with analog moves :) ?

I've tested your last beta today and I can not mapping keys, because your "Key Listener" PopUp can not handle IME Keys (only Hardware pressed Keys).

poke
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 28, 2011, 03:43:19 PM
I will have this implemented in the next update.  Are you sure you are using the latest version (1.2), because I thought I fixed that bug.  At least the IMEs I have on my phone seem to work (anyone else have this problem still?).  I'll have to rig up an adapter to use USB on my phone, so would you like to run the tests for me (assuming we can get the input to be detected in the first place)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on December 28, 2011, 11:20:42 PM
Botton mapping is somthing strange.
Mapping the sixaxis over USB, is not a problem.
Mapping it with the sixaxis app as an IME is broken. Only some keys are working.
For example, if I map the square-button to a key (0-9)(a-z), it'll recognized by the key listener.
But if I do it with the x-button, the key listener get no input.
Mapping via config file has worked in older versions. Your SDL-Scancode program has it recognized too.

add:
After a test with my SGS 2, it seems OK on this device. The problem affects only on my tegra tablet.

That must be a problem with the sixaxis program, not yours.

Another add:
This problem seems to occur, if you have enabled a touch profile on the sixaxis app.

@ poke
thank you, for adding the option for other mac adresses in your app. It's worth a million.  :)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 29, 2011, 02:56:44 AM
Mapping it with the sixaxis app as an IME is broken.

That must be a problem with the sixaxis program, not yours.

@ poke
thank you, for adding the option for other mac adresses in your app. It's worth a million.  :)

I can not map keys with the USB Joystick Center, too. I really think its not a Sixaxis/USB Joystick Center problem. Tested with the last Beta 1.2 Version.

Thanks, the option for other mac addresses was wanted from many users, so I did it :)

@paul, ok, then I will testing the analog key function in the next version. Some hints to your GUI... it would be better, to sort your Settings GUI, because there are many options that a user never use. ROM selection, KEY Mapping, should be in an easy GUI mode at the top of the menu, so the user can use your Emu without to search his needed functions.

Maybe it would be better, if you could implement my GUI style with the horizontal Box-Scrollbars and Top-Switches (take a look at my Frodo C64 USB Emu). The users love this GUI :)

I'll have to rig up an adapter to use USB on my phone, so would you like to run the tests for me (assuming we can get the input to be detected in the first place)

I use an USB OTG cable also with my xoom... I can test it if you want. You can send me pre-version apk's to "poke64738 at googlemail dot com"
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 29, 2011, 02:58:36 PM
Mapping it with the sixaxis app as an IME is broken.

That must be a problem with the sixaxis program, not yours.

@ poke
thank you, for adding the option for other mac adresses in your app. It's worth a million.  :)

I can not map keys with the USB Joystick Center, too. I really think its not a Sixaxis/USB Joystick Center problem. Tested with the last Beta 1.2 Version.

What behavior do you see?  Does the Key Listener dialog at least disappear, or does it not react to the input at all?  I'm not sure what I can change if it is not reacting at all.  The onKey method before adding support for the higher key-codes is very basic.. it just converts the first 110 android keycodes into standard SDL scancodes, or returns SDL_SCANCODE_UNKNOWN - in either case the dialog box should dismiss if it detected any key input:
Code: [Select]
    @Override
    public boolean onKey( DialogInterface dialog, int keyCode, KeyEvent event )
    {
        if( keyCode == KeyEvent.KEYCODE_MENU )
        {
            parent.returnCode( SDL_SCANCODE_UNKNOWN );  // to unmap a button
            dismiss();
        }
        else
        {
            int k = keyCode;
            if( k < 0 || k > 110 )
                k = SDL_SCANCODE_UNKNOWN;
            if( parent != null )
                parent.returnCode( Android_Keycodes[k] );
            dismiss();
        }
        return true;
    }
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 30, 2011, 11:30:27 AM

What behavior do you see?  Does the Key Listener dialog at least disappear, or does it not react to the input at all?  I'm not sure what I can change if it is not reacting at all. 

Its easy... you have to implement a Text-Input field in the popup and textfield.requestFocus() ... then it should be working. Also an inputfiled.setOnKeyListener( new OnKeyListerner() { ...

Hint: Also you have to insert my Analog-Key function ("getKeyData"):

Code: [Select]
@Override
    public boolean onKey( DialogInterface dialog, int keyCode, KeyEvent event )
    {
       
        int[] code = getKeyData(keyCode, event);
        keyCode = code[0];

        if( keyCode == KeyEvent.KEYCODE_MENU )
        {
            parent.returnCode( SDL_SCANCODE_UNKNOWN );  // to unmap a button
            dismiss();
        }
        else
        {
            int k = keyCode;
            if( k < 0 || k > 110 )
                k = SDL_SCANCODE_UNKNOWN;
            if( parent != null )
                parent.returnCode( Android_Keycodes[k] );
            dismiss();
        }
        return true;
    }

Because without it, you will only get keycodes > 255
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 30, 2011, 07:02:18 PM
Its easy... you have to implement a Text-Input field in the popup and textfield.requestFocus() ... then it should be working.
I assume you mean an EditText (or would it work with a non-editable TextView --EDIT-- just tested with a non-editable TextView, and that didn't work, so I guess it must be an EditText)  I don't want an EditText on the dialog window.  Not only would that look silly, it would pop up the user's virtual keyboard any time they weren't using an IME for the keyboard.

I still don't understand why it shouldn't detect the keys as it is.. it works on my phone (i can hook up my wiimote with nunchuck, wiimote classic, or zeemote without any problems).  The problem with the sixaxis IME is likely because:
This problem seems to occur, if you have enabled a touch profile on the sixaxis app.
I'd assume a "touch profile" generates touch events, which would explain why a key listener doesn't detect that input.  Your IME produces key events, so that input should be detectable.

Hint: Also you have to insert my Analog-Key function ("getKeyData"):
Yeh, you gave me that code earlier.  I'm more interested in knowing if the key events are even being detected by the dialog window in the first place, before I start adding more stuff to it.  Does the dialog react to the key presses or not? (it should at least dismiss the window)  If not, I'll ask around on various forums for a way to detect the key presses without putting an EditText on the dialog.  Surely it is possible (besides, that wouldn't be a viable option in-game anyway).
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 30, 2011, 09:11:51 PM
I don't want an EditText on the dialog window.  Not only would that look silly, it would pop up the user's virtual keyboard any time they weren't using an IME for the keyboard.

Thats not a problem... you have to insert this:
android:focusable="true" android:focusableInTouchMode="true"

... in the Layout tag were you have placed the EditText Element. Then the virtual keyboard will not popup.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 30, 2011, 09:25:59 PM
Well I still want to do this without a EditText if its possible.  I still don't have a full understanding of the problem yet.. does the dialog dismiss when you press the buttons or not?
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 30, 2011, 09:48:51 PM
I still don't have a full understanding of the problem yet.. does the dialog dismiss when you press the buttons or not?

The dialog is still there. It seems that nothing happens.
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 30, 2011, 10:52:06 PM
It seems that is no focus on the PopUp Window... because I can scroll the Background MappingKey-List up/down with my Wii Remote DPAD Buttons, while the Popup Window is open.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 30, 2011, 11:54:23 PM
It seems that is no focus on the PopUp Window... because I can scroll the Background MappingKey-List up/down with my Wii Remote DPAD Buttons, while the Popup Window is open.

Very strange.. I wonder why it gets focus for my phone.  Maybe I should explicitly request focus for an element on the dialog window, to see if that helps.  Let me know if this test has the same problem:

Focus Test (http://www.paulscode.com/source/Mupen64Plus-AE/31DEC2011/Mupen64Plus-debug.apk)

(it will install a new app labeled "Mupen64Plus Test", which you can remove without affecting the other one)

If that doesn't work, do you know if there is a way to make an EditText invisible but still focusable?  The dialog will just look ugly if it has to have a text field on it (not to mention confusing to someone who doesn't know what its even there for).
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 31, 2011, 12:39:04 AM
Paul, thanks... Focus Test apk is working :)  Know I can map the keys!

What was changed?
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on December 31, 2011, 02:19:42 AM
Paul, we've talked some times ago about possible native analog input for the sixaxis controller over usb.
As I said, the sixaxis will be recognized on usb and this attached config is loaded as keylayout and mapped the buttons.

Is it possible to read out analog input from there ?
As you can remember, the controller profile from InputAutoCfg.ini is not recognized by the emulator.

If we can get something usefull, I can post the config for Xbox and some other controller if you need.
Besides N64oid, many other games can read analog natively from sixaxis.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 31, 2011, 05:16:23 AM
As I recall, SDL didn't recognize it as a joystick (seems the Android port of SDL is not complete).  I can definitely add support for it another way though.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 31, 2011, 05:25:26 AM
Paul, thanks... Focus Test apk is working :)  Know I can map the keys!

What was changed?
I just added a line of code to tell the TextView that says "press a key" to grab focus (which gives the dialog window focus since the TextView is not editable).  I'm not sure why the dialog didn't automatically get focus when it's popped up.. it does on my phone, which is why I assumed it would work for everyone (gotta love developing for multiple devices and OS versions..)

Anyway, I'm adding in the stuff for the high key codes next.  I'll post another test for you to run later, once I get it connected up with the input plug-in for analog control.
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on December 31, 2011, 08:02:00 AM
I'll post another test for you to run later, once I get it connected up with the input plug-in for analog control.

 ;D, nice... Super Mario 64 with Analog Control .. I will love it, can't wait  :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 31, 2011, 04:59:25 PM
Ok, I've implemented the high codes for analog control, but I am unable to test it myself.

If it doesn't work at all (or is glitchy/ unresponsive), please provide the logcat after mapping the analog control to the two axes in Settings->Input->Configure then running the game and moving the analog control around a bit.

If it does work but either axis needs to be reversed (i.e., if up goes down or left goes right), then I won't need the logcat in that case.. just let me know which directions need to be reversed.

USB IME Test (http://www.paulscode.com/source/Mupen64Plus-AE/31DEC2011/Mupen64Plus-debug-high-scancodes.apk)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 01, 2012, 08:00:26 AM
If it does work but either axis needs to be reversed (i.e., if up goes down or left goes right), then I won't need the logcat in that case.. just let me know which directions need to be reversed.

Analog control is amazing :-) Pure fun!

Ok, its working fine. Only up/down are reversed and it didnt recognize the key up event (Mario walks slow and dont stop his move). Ah, and from time to time while Im setting the analog key in the mapping section, the key scancode is 81 and not 21 (but this was only 2 times of 8 trys).
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 08:39:44 AM
it didnt recognize the key up event (Mario walks slow and dont stop his move). Ah, and from time to time while Im setting the analog key in the mapping section, the key scancode is 81 and not 21 (but this was only 2 times of 8 trys).

Ok, we'll have to do a little debugging to figure out what's wrong.  Please install this version and provide a logcat after experiencing the two problems:

1) Calculating SDL scancode 81 instead of Android keycode 21
2) Not recognizing key up

For the first problem, does your IME ever return the base keycode 21 instead of the high keycode 21## (for example if the strength were 0 or 64, or if it were a key up event?)  If so, could you change it to always return the high keycodes for analog keys (otherwise I have no way of distinguishing an analog key event by your IME from a normal key event which must have the Android key code converted to a standard SDL scancode to pass to SDL).  This is the only scenario I can think of off hand that would produce an 81 instead of the expected 21 (although I'll know more after you post the logcat)

Analog Key Problems Test (http://www.paulscode.com/source/Mupen64Plus-AE/01JAN2012/Mupen64Plus-debug-analog-problems.apk)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 01, 2012, 01:20:38 PM
Thanks for the new version.

Here is the Logcat:

01-01 20:03:57.654: V/SDLSurface(32670): onKey, received keyCode: 1914
01-01 20:03:57.654: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:03:57.654: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:03:57.654: V/SDLSurface(32670):     Key strength: 14.0
01-01 20:03:57.654: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:03:57.654: V/SDLSurface(32670): Old axisX: 28
01-01 20:03:57.654: V/SDLSurface(32670): Old axisY: 22
01-01 20:03:57.654: V/SDLSurface(32670): New axisX: 28
01-01 20:03:57.654: V/SDLSurface(32670): New axisY: 17


It seems that's correct.

Quote
For the first problem, does your IME ever return the base keycode 21 instead of the high keycode 21

My IME sends never <255 Keycodes for the analog sticks. It sends everytime "keyXX" codes (21 = 21xx).
But that does not matter. If the analog stick crossed the deadzone point (>) it will send a KeyDown and a KeyUp if the analog stick fall under the deadzone point (<). So you have to take a look at KeyDown and KeyUp only.

It seems that you never use KeyUps:

01-01 20:21:35.204: V/SDLSurface(32670): onKey, received keyCode: 1929
01-01 20:21:35.204: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.204: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:21:35.204: V/SDLSurface(32670):     Key strength: 29.0
01-01 20:21:35.204: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:21:35.204: V/SDLSurface(32670): Old axisX: -12
01-01 20:21:35.204: V/SDLSurface(32670): Old axisY: 33
01-01 20:21:35.204: V/SDLSurface(32670): New axisX: -12
01-01 20:21:35.204: V/SDLSurface(32670): New axisY: 36
01-01 20:21:35.224: V/SDLSurface(32670): onKey, received keyCode: 1932
01-01 20:21:35.224: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.224: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:21:35.224: V/SDLSurface(32670):     Key strength: 32.0
01-01 20:21:35.224: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:21:35.224: V/SDLSurface(32670): Old axisX: -12
01-01 20:21:35.224: V/SDLSurface(32670): Old axisY: 36
01-01 20:21:35.224: V/SDLSurface(32670): New axisX: -12
01-01 20:21:35.224: V/SDLSurface(32670): New axisY: 40
01-01 20:21:35.814: V/SDLSurface(32670): onKey, received keyCode: 1924
01-01 20:21:35.814: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.814: V/SDLSurface(32670): High keyCode, converted to normal keyCode: 19
01-01 20:21:35.814: V/SDLSurface(32670):     Key strength: 24.0
01-01 20:21:35.814: V/SDLSurface(32670): Mapped to Controller #1
01-01 20:21:35.814: V/SDLSurface(32670): Old axisX: -12
01-01 20:21:35.814: V/SDLSurface(32670): Old axisY: 40
01-01 20:21:35.814: V/SDLSurface(32670): New axisX: -12
01-01 20:21:35.814: V/SDLSurface(32670): New axisY: 30
01-01 20:21:35.824: V/SDLSurface(32670): onKey, received keyCode: 19
01-01 20:21:35.824: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.824: V/SDL_androidkeyboard(32670): Converted Android KeyCode 19 into SDL ScanCode 82

Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 01:27:38 PM
That logcat was just from an example of a key event where there was no problem (i.e. the key strength was 14, so Mario should be moving, not stopped).

1) Please post the full logcat after experiencing the problem where Mario doesn't stop walking when you release the analog stick.

2) Please post the full logcat after experiencing the problem where the Key Listener dialog reports scancode 81 instead of 21.

--EDIT-- thanks for adding more logcat output.  I'll post another answer shortly
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 01:42:13 PM
OK, the messages about KEY_DOWN were just a typo in my code (gotta love copy/paste, haha)  Please do the same tests again with this version and post the logcat:

Analog Key Problems Test #2 (http://www.paulscode.com/source/Mupen64Plus-AE/01JAN2012/Mupen64Plus-debug-analog-problems2.apk)

Secondly, according to the logcat you posted, a keyCode of 19 was sent, instead of 19##, so that is why it was converted into SDL scancode 82:

Code: [Select]
01-01 20:21:35.824: V/SDLSurface(32670): onKey, received keyCode: 19
01-01 20:21:35.824: V/SDLSurface(32670):     KeyEvent.ACTION_DOWN
01-01 20:21:35.824: V/SDL_androidkeyboard(32670): Converted Android KeyCode 19 into SDL ScanCode 82

This must be coming from the IME, because these messages get printed out at the very top of onKey before any additional processing:

Code: [Select]
    public boolean onKey( View  v, int keyCode, KeyEvent event )
    {
        if( SDLActivity.mSingleton == null || SDLActivity.mSingleton.noInputPlugin )
            return false;

Log.v( "SDLSurface", "onKey, received keyCode: " + keyCode );
if( event.getAction() == KeyEvent.ACTION_DOWN )
    Log.v( "SDLSurface", "    KeyEvent.ACTION_DOWN" );
else if( event.getAction() == KeyEvent.ACTION_UP )
    Log.v( "SDLSurface", "    KeyEvent.ACTION_UP" );

...etc

This is the reason for the Key Listener code conversion problem and probably also the problem of Mario not stopping (if it is the ACTION_UP events that are getting the keyCodes < 255, which we'll see in the logcat now that I've fixed the typo).
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 01, 2012, 02:38:48 PM
01-01 21:34:54.160: V/SDLSurface(2783): onKey, received keyCode: 2012
01-01 21:34:54.160: V/SDLSurface(2783):     KeyEvent.ACTION_DOWN
01-01 21:34:54.160: V/SDLSurface(2783): High keyCode, converted to normal keyCode: 20
01-01 21:34:54.160: V/SDLSurface(2783):     Key strength: 12.0
01-01 21:34:54.160: V/SDLSurface(2783): Mapped to Controller #1
01-01 21:34:54.160: V/SDLSurface(2783): Old axisX: -13
01-01 21:34:54.160: V/SDLSurface(2783): Old axisY: -18
01-01 21:34:54.160: V/SDLSurface(2783): New axisX: -13
01-01 21:34:54.160: V/SDLSurface(2783): New axisY: -15
01-01 21:34:54.170: V/SDLSurface(2783): onKey, received keyCode: 20
01-01 21:34:54.170: V/SDLSurface(2783):     KeyEvent.ACTION_UP
01-01 21:34:54.170: V/SDL_androidkeyboard(2783): Converted Android KeyCode 20 into SDL ScanCode 81

Mario is walking fine... but after KeyUp ... Mario doesnt stop. Maybe you doesnt set the y speed to 0 after keyup? It seems the old y speed of 12 (Key strength: 12.0) is still there.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 02:46:31 PM
It looks like the keyCodes for the key up events are being sent as < 255.  Any chance you can update your code to send the high keycodes for key up events? (i.e 2000 instead of 20)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 01, 2012, 02:50:17 PM
It looks like the keyCodes for the key up events are being sent as < 255.  Any chance you can update your code to send the high keycodes for key up events? (i.e 2000 instead of 20)

I think yes, but the Key Strength of a KeyUp Event is always 0 :)  So... no 20xx is neccessary. Maybe you need the High KeyUp code to filter it hum? :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 02:57:32 PM
It is necessary in this case, because I need go know whether or not to convert it to an SDL scancode or not.  I expect any other project using the Android port of SDL would have this same issue.  I suppose alternately I could just do the conversion anyway after getting the base keycode (that would limit the possible base codes to like 110, because that is the maximum supported by the conversion function).  Which way would you prefer? (I don't want to make you change your code just to support this project)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 01, 2012, 03:14:58 PM
I suppose alternately I could just do the conversion anyway after getting the base keycode (that would limit the possible base codes to like 110, because that is the maximum supported by the conversion function).  Which way would you prefer? (I don't want to make you change your code just to support this project)

I've tried to change my code... but it doesnt help (confusing results). So, I would prefer to "the conversion anyway after getting the base keycode".
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 04:10:12 PM
Ok, done:

Analog Key Problems Test #3 (http://www.paulscode.com/source/Mupen64Plus-AE/01JAN2012/Mupen64Plus-debug-analog-problems3.apk)

If there is any other unexpected behavior, please post the full logcat after experiencing the problem.

Also, how likely is it to get base keycodes higher than 110?  I assume the user assigns them through the IME, so I should probably add a pop-up that explains why they cant use keycodes higher than 110 in my app.  Like I said, anyone else with an app using the Android port of SDL will have this same issue (in case it comes up again, you'll be able to help other developers out who might be in the same boat as I am).
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 01, 2012, 10:55:58 PM
If I mapped the stick to the "Analog Right/Left/Up/Down" then I see random codes R:79/22, L:80/21, U:82/19 and D:81/20.


First number of each line is the visible scancode Text in the settings after mapped a key

79 => 01-02 05:32:52.730: V/ScancodeDialog(2037): onKey, received keyCode: 22
80 => 01-02 05:33:01.090: V/ScancodeDialog(2037): onKey, received keyCode: 21
21 => 01-02 05:33:01.090: V/ScancodeDialog(2037): onKey, received keyCode: 2111
          01-02 05:33:01.090: V/ScancodeDialog(2037): High keyCode, converted to normal keyCode: 21
81 => 01-02 05:33:11.000: V/ScancodeDialog(2037): onKey, received keyCode: 20
20 => 01-02 05:33:11.000: V/ScancodeDialog(2037): onKey, received keyCode: 2012
           01-02 05:33:11.000: V/ScancodeDialog(2037): High keyCode, converted to normal keyCode: 20
82 =>  01-02 05:33:14.210: V/ScancodeDialog(2037): onKey, received keyCode: 19


So its very random to hit the right code. This problem is still there, because I think you dont use my "int[] getKeyData(int keyCode, KeyEvent event)" function after each onKey() Event. With my function you will get never High-KeyCodes... you will get everytime 19,20,21,22 ... and a strength value that you can use to move mario with different speeds (strength multiplicator).

Anyway... if I get the scancodes 79,80,81,82 ... then its working like a charm, and mario stop his walk  ;)

With the scancodes 19,20,21,22 mario can not move.

Title: Re: Beta Testing Has Begun!
Post by: Paul on January 01, 2012, 11:32:55 PM
I don't need your getKeyData method in the Key Listener dialog - the strength there is irrelevant.  I just need the base Android key code to convert to an SDL scancode.  I can get this by simply dividing by 100 if the code is >255 and running it through the SDL scancode conversion matrix.

Do you mean that it sometimes calculates 22 for Right, and other times it calculates 79?  If it is working correctly, it should always calculate 79 for Right (that is the SDL scancode for the "Right" arrow key on a standard keyboard).

I just want to make sure I understand what you are seeing.  79, 80, 82, and 81 are the correct values for the direction keys when converted to SDL scancodes, so those are the only values it should be calculating.  If it is randomly calculating 22, 21, 19, and 20, then there is a problem somewhere in my code.

--EDIT--
From your description, I can't tell if you mean the problem of random codes is happening in the Key Listener or in-game.  If the problem is happening in-game, could you please post the full logcat output produced by SDLSurface when the problem occurs, so I can track down the bug in my code?
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 02, 2012, 03:13:21 PM
I just want to make sure I understand what you are seeing.  79, 80, 82, and 81 are the correct values for the direction keys when converted to SDL scancodes, so those are the only values it should be calculating.  If it is randomly calculating 22, 21, 19, and 20, then there is a problem somewhere in my code.

--EDIT--
From your description, I can't tell if you mean the problem of random codes is happening in the Key Listener or in-game. 

No its not in the game... only in the KeyListener. If the KeyListener get the correct values (79,80,81,82) then it is working fine in the game. Maybe in your code only the High CodeKeys were converted to SDL codes and not the codes < 255.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 02, 2012, 03:47:00 PM
I found the problem (small typo).  Sorry about that, it should work fine now:

Analog Keys Test (http://www.paulscode.com/source/Mupen64Plus-AE/02JAN2012/Mupen64Plus-debug.apk)
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 02, 2012, 07:11:32 PM
I went ahead and uploaded the update here and the Android Market.  If it turns out there are still problems with input from the USB Joystick Center IME, I'll fix them (but I'm pretty sure this will be working fine now).

I will now start on the first in a series of optimizations.  I'm going to start with the "800 lb. gorilla in the room" as they say.. removing the SDL library.  Mupen64Plus only requires a very small piece of SDL, so it is a waste of resources to include the entire thing with this project.  Instead, I will create a tiny faux SDL library with only the functions that are used by Mupen64Plus (keyboard, audio, and joystick).  These functions will directly interface with Android/ Java through JNI.  The main thing this will do is chop the memory footprint way down (which should have a positive effect on games like Banjo Tooie).  Secondarily, it will make the code easier to navigate and profile for future optimizations.  And finally, by having a faux library in place, I will not have to touch the original Mupen64Plus code (making patches back to the original project much easier).  I'll keep everyone posted on the progress.
Title: Re: Beta Testing Has Begun!
Post by: maciek9971 on January 02, 2012, 07:30:49 PM
I wish that someday I will play on my Xperia X10 Mini pro games like Mario 64 or Zelda in at least 30 FPS.
Today Zelda Ocarina of Time is running for me like 2-7 FPS, and Mario 5-20 FPS in game.
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 03, 2012, 07:46:01 AM
I found the problem (small typo).  Sorry about that, it should work fine now:

Analog Keys Test (http://www.paulscode.com/source/Mupen64Plus-AE/02JAN2012/Mupen64Plus-debug.apk)

Thanks paul! its working fine now. Analog Control is very funny ;D  (I've tested it with my N64 -> USB Adapter and a real N64 controller)

KeyListener: only KeyCodes like KeyCode.KEYCODE_BUTTON_1 ... 16  are not working, because these codes are to high for SDL. But its not really a problem, because I can change the keys in my USB Joystick Center to lower keys like A-Z.

greetings
poke
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 03, 2012, 07:54:57 AM
Ah, now it would be fine... if I could play a 2 Player game :)

But this needs a 2nd Joystick config in the KeyListener site.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 03, 2012, 01:58:09 PM
I'll be adding support for the remaining 3 joysticks in the near future.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 03, 2012, 04:59:11 PM
I accidentally posted the wrong source code version yesterday.  If you are building from source, please re-download it (the links are the same, in the original post of this thread).
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 03, 2012, 05:59:44 PM
KeyListener: only KeyCodes like KeyCode.KEYCODE_BUTTON_1 ... 16  are not working, because these codes are to high for SDL. But its not really a problem, because I can change the keys in my USB Joystick Center to lower keys like A-Z.

Got my first low rating (https://market.android.com/details?id=paulscode.android.mupen64plus&reviewId=01130001090411804950) for this..  (sigh)  Sure would be nice if I could respond to rating comments..
Title: Re: Beta Testing Has Begun!
Post by: Brock on January 03, 2012, 08:39:25 PM
Hey Paul, I'm working on getting you that logcat right now, but I had a quick question about the current build. Did you add any performance tweaks to the the current build? I am getting way better performance in Super Mario 64, I'm thinking maybe the frame skip is working better because I'm getting the same frame rate but Mario seems to to be moving much better in 1.3. I'm using the same settings as well. Just wondering.

Thanks Paul!
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 03, 2012, 08:45:42 PM
I don't notice any performance difference on my phone, but I suppose it could be due to the TLB setting which I changed to fix the Zelda crash bug.  I haven't added any real optimizations to the code with this update (the next update will).
Title: Re: Beta Testing Has Begun!
Post by: Brock on January 03, 2012, 08:55:02 PM
I don't notice any performance difference on my phone, but I suppose it could be due to the TLB setting which I changed to fix the Zelda crash bug.  I haven't added any real optimizations to the code with this update (the next update will).

Thanks Paul for the response, I'll be looking forward to the next update.  :)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 03, 2012, 10:43:25 PM
Got my first low rating (https://market.android.com/details?id=paulscode.android.mupen64plus&reviewId=01130001090411804950) for this..  (sigh)  Sure would be nice if I could respond to rating comments..

Yes, thats normal... I got many stupid 1-star ratings for my apps, without a reply from the user. They can get help from me... but they doesnt and rate it with 1 star  8)
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 05, 2012, 04:58:03 PM
I'm going to start with the "800 lb. gorilla in the room" as they say.. removing the SDL library.  Mupen64Plus only requires a very small piece of SDL, so it is a waste of resources to include the entire thing with this project.  Instead, I will create a tiny faux SDL library with only the functions that are used by Mupen64Plus (keyboard, audio, and joystick).  These functions will directly interface with Android/ Java through JNI.  The main thing this will do is chop the memory footprint way down (which should have a positive effect on games like Banjo Tooie).  Secondarily, it will make the code easier to navigate and profile for future optimizations.  And finally, by having a faux library in place, I will not have to touch the original Mupen64Plus code (making patches back to the original project much easier).  I'll keep everyone posted on the progress.

Since this is likely to take some time to complete, and I'll want to test it thoroughly on a number of devices before I call it an "official" update, I've decided to do it as a separate branch for now, which will allow me to continue adding other smaller bug-fixes and whatnot to the main branch until it is ready to be incorporated.  Sounds like a smart idea, anyway (we'll see how it turns out, haha)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 06, 2012, 12:32:54 AM
Sounds good :)

I did the same with Frodo C64 USB and Mame4Droid USB
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 06, 2012, 12:13:25 PM
About the GUI... is this the finale state?

Maybe I can make a seperate GUI Activity for Mupen64Plus like the horizontally scrollbar in my apps.
Title: Re: Beta Testing Has Begun!
Post by: FuzzieBoy on January 06, 2012, 03:43:19 PM
Loving this emu so far, but one slight problem, I'm getting huge lag spikes on Mario Kart 64 on my Xperia play, making the game unplayable :/ I have yet to try a different rom (I get all my roms from one site that I've used for ages with no problems, unfortunately, they only have 1 rom per game, so if it is a bad dump, I have to search elsewhere).
If this is something that needs fixing (as in, rom is fine) I would love it to be fixed, being able to play Mario Kart 64 anywhere would be AMAZING!
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 06, 2012, 04:51:42 PM
About the GUI... is this the finale state?

Maybe I can make a seperate GUI Activity for Mupen64Plus like the horizontally scrollbar in my apps.

If you'd like to make a separate front-end, have a go at it.  I'll be happy to hook it up to the emulator, or you can make your own a separate branch or front-end to sell separately if you prefer, I certainly am not trying to corner the Android Market with the only working N64 emulator (N64 Arcade doesn't count, since it is a poorly-done ripoff of an early version of N64oid and doesn't even work on most phones, haha).  My only concern is if we try to get too graphics-intensive it might end up being incompatible or cause too much memory overhead and break things on some phones (we can definitely put it through trials first though to make sure it will do fine).  It might be good to just keep it simple graphics-wise, and instead focus on user-friendly and intuitive.  Anyone else have suggestions?
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 06, 2012, 04:58:58 PM
Loving this emu so far, but one slight problem, I'm getting huge lag spikes on Mario Kart 64 on my Xperia play, making the game unplayable :/ I have yet to try a different rom (I get all my roms from one site that I've used for ages with no problems, unfortunately, they only have 1 rom per game, so if it is a bad dump, I have to search elsewhere).
If this is something that needs fixing (as in, rom is fine) I would love it to be fixed, being able to play Mario Kart 64 anywhere would be AMAZING!

I doubt its a problem with the ROM if it loaded (you can look in the logcat to see if the check sum part is reporting any problems, just to be sure).  How often are the lag spikes?  If they are every half-second or less and have a predictable rhythm or coincide with graphics-intensive events, then it is probably just emulating the game too slowly.  If however, they are spread out randomly and don't seem to coincide with anything graphics-intensive or scene-changes, then it is probably a problem with some separate background process using up CPU power periodically and slowing things down.  Studying the logcat output can possibly help you identify where those spikes are occurring and what background process is the culprit.  Then you can just force-close that process before running the app.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on January 06, 2012, 06:35:15 PM
I know I have brought up the .emu emulators a lot in the past but they are a very good example of good user interface design. Download the free snes emulator and have a look, it might give you ideas for the UI on your emulator.

Link: http://www.explusalpha.com/home/snes9x-ex/downloads

Example of GUI while running a game in MD.emu:
(http://imgur.com/DUOoH.jpg)


Personally I would prefer ease of use and features over a pretty user interface. Theres not really anything wrong with the current interface imo. :)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 08, 2012, 02:41:07 PM
If you'd like to make a separate front-end, have a go at it. 

It would be a Menu-Activity only, that you can insert in your Emu. Then the user could switch between this GUI's

Title: Re: Beta Testing Has Begun!
Post by: Paul on January 08, 2012, 03:04:07 PM
It would be a Menu-Activity only, that you can insert in your Emu. Then the user could switch between this GUI's
Sounds good - I'd just need the layouts and art and what-not (I can hook up the functionality once I have all the pieces).  This is what I did with the virtual gamepad (roymustang16 did the artwork and layout, and I just plugged it in to the code)
Title: Re: Beta Testing Has Begun!
Post by: firstpoke on January 08, 2012, 07:45:28 PM
Sounds good - I'd just need the layouts and art and what-not (I can hook up the functionality once I have all the pieces).  This is what I did with the virtual gamepad (roymustang16 did the artwork and layout, and I just plugged it in to the code)

Ok, give me some days, maybe a week.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 08, 2012, 07:46:39 PM
Awesome, thanks for helping out the project!
Title: Re: Beta Testing Has Begun!
Post by: scloneh on January 11, 2012, 06:39:02 PM
sorry for my english.... OMG! analog on xperia play works awesome!! :D can't wait for final version! I prove it on Mario64 and mario cap looks like have a ghost when he runs, also I prove Zelda OOC but the game still laggy, I tried to play Turok but when the first level start only I can saw was black :P. But why Paul If both emulators are based on Mupen64?
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 12, 2012, 05:58:50 PM
sorry for my english.... OMG! analog on xperia play works awesome!! :D can't wait for final version! I prove it on Mario64 and mario cap looks like have a ghost when he runs, also I prove Zelda OOC but the game still laggy, I tried to play Turok but when the first level start only I can saw was black :P. But why Paul If both emulators are based on Mupen64?

I'm not sure I understand the question, sorry.

Could you post a photo or screenshot of the "mario cap"/ "ghost" problem?  I'm wondering if this is the vect4 optimization problem, but not sure from your description.

Zelda OOC will improve over time as the emulator is better optimized.  All you can really do at the moment is try overclocking your phone to make it run smoother.  You could play around with the frame-skip settings to try and improve performance a tiny bit.
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 16, 2012, 12:59:05 AM
heeey paul! :D thank you very much for this emulator!, I never thought that my cheap and inefficient optimus me could emulate nintendo 64! hehe but you've done a magnificent work!, I've seen a bug, I don't know if you're knowledgeable of this but... When I pause the game emulation for change some option on the menu like sound or any other thing when I try to resume the emulation the emulator suddenly minimize and desktop of android appears, notification bar shows the mupen64plus icon and when I try to open it again it takes me to the mupen64plus menu... if I try to resume It minimize again so I have to charge again the rom, In fact isn?t a big problem, but I hope this helps to you to make a better emulator ^o^, and I have two questions for you... why you've chose mupen64 for this project?,  why not with daedalus? or nineteen64? this is not a complaint is only a little doubt hehe and last question... this emu makes use of the dynarec optimization? or you're working on it?, hehe I?m sorry for my bad english I?m mexican and for my ignorance too, I?m just an ordinary user :S, anyway I'd like to help you notifying to you every bug I see
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on January 16, 2012, 08:54:28 AM
I am building an app to allow users to easily edit their paths and do the copy paste operations without having to delve into the command line or manually copy and paste each time. Its only going to work on the Mac for now sorry. :)
In the meantime I will share some of the bash script I have made so far:

To open and edit your path use this script:
Quote
cd
open -a "TextEdit" .bash_profile

These are the directories I added to the path to use the NDK and ANT. These will work assuming the android SDK and NDK are saved to you're home folder:

Quote
export PATH=${PATH}:~/android-sdk-macosx/platform-tools
export PATH=${PATH}:~/android-ndk-r7
export PATH=${PATH}:~/android-sdk-macosx/tools

Next you will need to run ndk-build on both projects.

Xperia play project:
Quote
cd ~/Desktop/mupen64plus-core-ARCHs
ndk-build
cp ~/Desktop/mupen64plus-SDL1.3-xperia-play
ndk-build

Normal project:
Quote
cd ~/Desktop/mupen64plus-core-ARCHs
ndk-build
cp ~/Desktop/mupen64plus-SDL1.3
ndk-build

These next two scripts automate the copy paste operations for you. The script will work assuming you save the mupen project to the desktop.

Xperia play project:
Quote
cd ~/Desktop/mupen64plus-core-ARCHs/libs/armeabi
cp libcore.so ~/Desktop/mupen64plus-SDL1.3-xperia-play/libs/armeabi/
cp libcore.so ~/Desktop/mupen64plus-SDL1.3-xperia-play/obj/local/armeabi/
cd ~/Desktop/mupen64plus-core-ARCHs/libs/armeabi-v7a/
cp libcore.so ~/Desktop/mupen64plus-SDL1.3-xperia-play/libs/armeabi-v7a/
cp libcore.so ~/Desktop/mupen64plus-SDL1.3-xperia-play/obj/local/armeabi-v7a/

Normal project:
Quote
cd ~/Desktop/mupen64plus-core-ARCHs/libs/armeabi
cp libcore.so ~/Desktop/mupen64plus-SDL1.3/libs/armeabi/
cp libcore.so ~/Desktop/mupen64plus-SDL1.3/obj/local/armeabi/
cd ~/Desktop/mupen64plus-core-ARCHs/libs/armeabi-v7a/
cp libcore.so ~/Desktop/mupen64plus-SDL1.3/libs/armeabi-v7a/
cp libcore.so ~/Desktop/mupen64plus-SDL1.3/obj/local/armeabi-v7a/

_______________________________________________________

To build the project, cd to the directory and use ant debug, if the project is saved to the desktop then this script will work:

Xperia play project:
Quote
cd ~/Desktop/mupen64plus-SDL1.3-xperia-play
ant debug

Normal project
Quote
cd ~/Desktop/mupen64plus-SDL1.3
ant debug

If building fails then make sure you install all the android api levels in the SDK manager and run this script:
 
Xperia play project:
Quote
rm ~/Desktop/mupen64plus-SDL1.3-xperia-play/build.xml

Normal project:
Quote
rm ~/Desktop/mupen64plus-SDL1.3/build.xml

Then run this:
(DONT forget to replace USERNAME with you're username)

Xperia play project
Quote
android update project --target 12 --path /Users/USERNAME/Desktop/mupen64plus-SDL1.3-xperia-play

Normal project:
Quote
android update project --target 12 --path /Users/USERNAME/Desktop/mupen64plus-SDL1.3
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on January 16, 2012, 11:47:22 AM
The first version of my Mac autobuild tools are released. Currently it is split up into 6 smaller applications and currently only works with the xperia mupen source code (unless you rename the project file of the regular source to mupen64plus-SDL1.3-xperia-play)

Run the tools in order from 0-5.

You must unzip to the desktop so the "mupen-xperia" folder is on the desktop otherwise fix permissions will not work.

Download: http://www.mediafire.com/?kl1d8qht829qj6w

Title: Re: Beta Testing Has Begun!
Post by: tgwaste on January 16, 2012, 12:43:46 PM
Android\data\paulscode.android.mupen64plus

thank you paul :)
Title: Re: Beta Testing Has Begun!
Post by: TFreestone on January 16, 2012, 03:42:07 PM
im going to post a video sometime of the emulator using the icontrolpad. There still isn't analog support, but the dpad works well if you can deal with having to run the whole time. anyway yea ill do that sometime..
heeey paul! :D thank you very much for this emulator!, I never thought that my cheap and inefficient optimus me could emulate nintendo 64! hehe but you've done a magnificent work!, I've seen a bug, I don't know if you're knowledgeable of this but... When I pause the game emulation for change some option on the menu like sound or any other thing when I try to resume the emulation the emulator suddenly minimize and desktop of android appears, notification bar shows the mupen64plus icon and when I try to open it again it takes me to the mupen64plus menu... if I try to resume It minimize again so I have to charge again the rom, In fact isn?t a big problem, but I hope this helps to you to make a better emulator ^o^, and I have two questions for you... why you've chose mupen64 for this project?,  why not with daedalus? or nineteen64? this is not a complaint is only a little doubt hehe and last question... this emu makes use of the dynarec optimization? or you're working on it?, hehe I?m sorry for my bad english I?m mexican and for my ignorance too, I?m just an ordinary user :S, anyway I'd like to help you notifying to you every bug I see
Mupen64 is made to be easily portable and it is open scourced and it has had a lot of work done on it already for ARM and other stuff like ari64's pandora port thingy.. in other words it was the best option. Granted on the PC Project64 and the like may be better or whatever but mupen64 takes the cake in portability, community-of-programmers, and support/masses of ports. So yea that's why i think, but like you i am just a user and not paul so i don't know for sure the precise reasons that he chose mupen64 but it makes sense (end of rant)
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 16, 2012, 05:05:25 PM
Yep, those are the reason I went with Mupen64Plus.  It is perfectly suited for porting to new systems, and the modular nature makes it easy to create custom plug-ins and cores (perfect for an open-source project, because it allows developers to contribute to specific components based on their own experiences and strengths)
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 16, 2012, 10:02:15 PM
im going to post a video sometime of the emulator using the icontrolpad. There still isn't analog support, but the dpad works well if you can deal with having to run the whole time. anyway yea ill do that sometime..
heeey paul! :D thank you very much for this emulator!, I never thought that my cheap and inefficient optimus me could emulate nintendo 64! hehe but you've done a magnificent work!, I've seen a bug, I don't know if you're knowledgeable of this but... When I pause the game emulation for change some option on the menu like sound or any other thing when I try to resume the emulation the emulator suddenly minimize and desktop of android appears, notification bar shows the mupen64plus icon and when I try to open it again it takes me to the mupen64plus menu... if I try to resume It minimize again so I have to charge again the rom, In fact isn?t a big problem, but I hope this helps to you to make a better emulator ^o^, and I have two questions for you... why you've chose mupen64 for this project?,  why not with daedalus? or nineteen64? this is not a complaint is only a little doubt hehe and last question... this emu makes use of the dynarec optimization? or you're working on it?, hehe I?m sorry for my bad english I?m mexican and for my ignorance too, I?m just an ordinary user :S, anyway I'd like to help you notifying to you every bug I see
Mupen64 is made to be easily portable and it is open scourced and it has had a lot of work done on it already for ARM and other stuff like ari64's pandora port thingy.. in other words it was the best option. Granted on the PC Project64 and the like may be better or whatever but mupen64 takes the cake in portability, community-of-programmers, and support/masses of ports. So yea that's why i think, but like you i am just a user and not paul so i don't know for sure the precise reasons that he chose mupen64 but it makes sense (end of rant)

O.o... are you sure you're a normal user?? O.o... hahaha no way! if you were a normal user... it makes me be a really donkey... xD well that explanation sounds so convincing... I'm the worst person when we're talking about programming xD so... I don't want to make it evident my ignorance, :D anyway I've understood the concept :D, I've playing mario 64 for a while with my new optimus one (cyanogenmod 7.2) overcloked 768mhz and it runs pretty well, but suddenly emulator closes when I try to push the red interruptor to get the wing cap?  ( , what do you think it could be?, maybe the rom (cyanogenmod)??? or the kernel?, anyone else have had this problem? it happened twice in the same point :/, there are various versions of this rom like mario 64 (E), mario 64 (U)(!), mario 64 1.2 (U), etc... the emulation could  change in each version?, thank you very much for the answer
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 17, 2012, 11:28:28 PM
I uploaded the v1.4 update today (see the first post in this thread for details).

There were some fairly extensive changes in the GUI, so if anyone runs into problems, please let me know, so I can fix them right away.
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 18, 2012, 01:39:07 PM
thank you paul! :D it look pretty good!, emulation is more faster than 1.3 but I?ve seen a bug, when I disable auto frame skip, mario 64 crashes,  in fact just shows a white screen after the face presentation "press start to play", it still emulating the sound but video is freeze, but it happens only in this game, because I've tried another games like super smash bros and they haven't problem with this, why you've removed "resume" option??? and like a suggestion I think it would be great if you could add minimize support, it would be possible?

edit: I have tried with mario kart 64 and it have a similar bug, in this game the screen gets stuck but it happens only when I put the max frameskip in 3 or 4 or 5
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 18, 2012, 01:56:01 PM
Did v1.3 or earlier crash Mario64 when auto frameskip was disabled (or did you have a chance to test it prior to 1.4?)  Just want to figure out if this is something new with version 1.4, or if it has been around a while.

The "Resume" option was not removed, it only appears in the menu if there is a session saved that it can resume (to prevent crashes and confusion from folks who don't have any idea what it is for).  Enable "Auto Save" if it is disabled, then from the in-game menu choose either "Close" or "Menu", or press "Home".  Then the "Resume" option will reappear in the menu, because there will be a game session saved.  If it doesn't reappear, let me know (that would be a bug).

Minimize support will be added after I fix the other bug I mentioned with the SDL Surface.  This is on my list of things to do.  I'll probably put this off until I remove the SDL linkage (coming soon)
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 19, 2012, 05:40:29 AM
heey paul!, well, I've tried in Mupen64plus 1.2, 1.3 and last version disabling auto frameskip and here are the results:

1.2: In this version game starts ok, but when I enter to the castle screen turns black, the sound still emulating and  I can hear mario steps if I use the analog stick, but screen not shows nothing.

1.3: In this version game screen freezes when I push start on the face presentation screen (screen turns white)

1.4: In this version occurs the same thing than 1.3 version

Well... I want to tell you something else, in 1.4 version resume option never shows, I've played mario kart, mario 64, star fox and all star tennis 99, I have the "auto save"  option enabled, I saved all the games even quick save in 0 slot, but option still without appear
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on January 19, 2012, 06:57:19 AM
I think implementing some sort of FAQ into the emulator would be a good idea, even if its just a button that links to the FAQ here it might help lower the amount of questions and confusion.

Maybe a message that appears the first time the app is launched which could have some important information might be a better idea.

Im just trying to think whats the best way to help new users since a lot of people using mupen have never used emulators before so they dont even understand what the term ROM means.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 19, 2012, 07:04:50 AM
heey paul!, well, I've tried in Mupen64plus 1.2, 1.3 and last version disabling auto frameskip and here are the results:

1.2: In this version game starts ok, but when I enter to the castle screen turns black, the sound still emulating and  I can hear mario steps if I use the analog stick, but screen not shows nothing.

1.3: In this version game screen freezes when I push start on the face presentation screen (screen turns white)

1.4: In this version occurs the same thing than 1.3 version

Well... I want to tell you something else, in 1.4 version resume option never shows, I've played mario kart, mario 64, star fox and all star tennis 99, I have the "auto save"  option enabled, I saved all the games even quick save in 0 slot, but option still without appear

Thanks, I'll look into the Auto Save/ Resume problem (could be a logic error that I overlooked).  For your other problem with the screen turning white and freezing, let me write a test for you to run.  This is on the Optimus One (cyanogenmod 7.2) overclocked to 768mhz?  (or a different device?)
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 19, 2012, 01:04:20 PM
Yep! I've tried in my optimus p500 cyanogenmod 7.2 overclocked to 729mhz And in a optimus p350 rom stock froyo 2.2.2 V10A TELCEL MEXICO overclocked to 768mhz and occurs the same issue on both devices
Title: Re: Beta Testing Has Begun!
Post by: Chaim on January 19, 2012, 01:28:01 PM
Just made the same thing(only tested in 1.4) and everything worked fine.(btw i have a lg optimus one running unnoficial cyanogenmod port overclocked to 729 mhz).
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 19, 2012, 03:09:12 PM
Yep! I've tried in my optimus p500 cyanogenmod 7.2 overclocked to 729mhz And in a optimus p350 rom stock froyo 2.2.2 V10A TELCEL MEXICO overclocked to 768mhz and occurs the same issue on both devices

Could you run a couple check for me (to maybe zero in on the problem a little closer).

1) Try with Auto Frameskip enabled and Max Frameskip set at 2 (if that's not already the setting you have it on)
2) Try with Auto Frameskip disabled and Max Frameskip set at 0
3) Try with gles2rice instead of gles2n64 to see if it freezes at the same place
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on January 19, 2012, 07:34:42 PM
[N64oid gles2n64 game specific fixes list]


#rom specific settings

rom name=SUPER MARIO 64
target FPS=25

rom name=Kirby64
target FPS=25

rom name=Banjo-Kazooie
framebuffer enable=1
update mode=4
target FPS=25

rom name=BANJO TOOIE
hack banjo tooie=1
ignore offscreen rendering=1
framebuffer enable=1
update mode=4

rom name=STARFOX64
window width=864
window height=520
target FPS=27

rom name=MARIOKART64
target FPS=27

rom name=THE LEGEND OF ZELDA
texture use IA=0
hack zelda=1
target FPS=17

rom name=ZELDA MAJORA'S MASK
texture use IA=0
hack zelda=1

rom name=F-ZERO X
window width=864
window height=520
target FPS=55

rom name=WAVE RACE 64
window width=864
window height=520
target FPS=27

rom name=SMASH BROTHERS
framebuffer enable=1
window width=864
window height=520
target FPS=27

rom name=1080 SNOWBOARDING
update mode=2
target FPS=27

rom name=PAPER MARIO
update mode=4

rom name=STAR WARS EP1 RACER
video force=1
video width=320
video height=480

rom name=JET FORCE GEMINI
framebuffer enable=1
update mode=2
ignore offscreen rendering=1
target FPS=27

rom name=RIDGE RACER 64
window width=864
window height=520
target FPS=27

rom name=Diddy Kong Racing
target FPS=27

rom name=MarioParty
update mode=4

rom name=MarioParty3
update mode=4

rom name=Beetle Adventure Rac
window width=864
window height=520
target FPS=27

rom name=EARTHWORM JIM 3D
rom name=LEGORacers

rom name=GOEMONS GREAT ADV
window width=864
window height=520

rom name=Buck Bumble
window width=864
window height=520

rom name=BOMBERMAN64U2
window width=864
window height=520

rom name=ROCKETROBOTONWHEELS
window width=864
window height=520

rom name=GOLDENEYE
force screen clear=1
framebuffer enable=1
window width=864
window height=520
target FPS=25

rom name=Mega Man 64
framebuffer enable=1
target FPS=25
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on January 20, 2012, 09:26:37 AM
Isn't that the same list that came with mupen64+ae, as gles2n64rom.conf ?
I thought if a known game is recognized, this settings were allready set and overwrites the defaults in gles2n64.conf ?

I've tested config files from n64oid and the maemo and pandora port on some ROMs, but always the same results.
Is it possible, that some options like "enable framebuffer" don't work ?
The Updatemodes 1,2,4 are all the same. only 3 caused heavy flickering screen.
The zelda and banjo-tooie hack does nothing ?
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 21, 2012, 12:04:03 AM
Yep! I've tried in my optimus p500 cyanogenmod 7.2 overclocked to 729mhz And in a optimus p350 rom stock froyo 2.2.2 V10A TELCEL MEXICO overclocked to 768mhz and occurs the same issue on both devices

Could you run a couple check for me (to maybe zero in on the problem a little closer).

1) Try with Auto Frameskip enabled and Max Frameskip set at 2 (if that's not already the setting you have it on)
2) Try with Auto Frameskip disabled and Max Frameskip set at 0
3) Try with gles2rice instead of gles2n64 to see if it freezes at the same place



sorry but, I was not be able to reply this, I've had a heavy day... well... here are the results:

1) Try with Auto Frameskip enabled and Max Frameskip set at 2 (if that's not already the setting you have it on)
-------This is default configuration, anyway I've put this configuration and everything is ok, it never freezes-----

2) Try with Auto Frameskip disabled and Max Frameskip set at 0
-------Here isn't problem too, everything is perfect except is too slow (obviously), but screen never freezes------

3) Try with gles2rice instead of gles2n64 to see if it freezes at the same place
--Emulation with this plugin is extremely slow, and it have a lot of graphical issues, however, screen never freezes--
Title: Re: Beta Testing Has Begun!
Post by: GhostlySnow on January 21, 2012, 12:05:38 AM
I had to register to say i have had a great experience with this emulator. There are some missing textures on super smash brothers, but i am sure that i could mess around with the settings to work correctly. I set up a six-axis through Bluetooth and it was a very nostalgic experience.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 21, 2012, 05:11:11 AM

1) Try with Auto Frameskip enabled and Max Frameskip set at 2 (if that's not already the setting you have it on)
-------This is default configuration, anyway I've put this configuration and everything is ok, it never freezes-----

2) Try with Auto Frameskip disabled and Max Frameskip set at 0
-------Here isn't problem too, everything is perfect except is too slow (obviously), but screen never freezes------

3) Try with gles2rice instead of gles2n64 to see if it freezes at the same place
--Emulation with this plugin is extremely slow, and it have a lot of graphical issues, however, screen never freezes--

Thanks.  So the problem is specifically gles2n64 when Auto Frameskip is disabled and Max frameskip is greater than zero, correct?
Title: Re: Beta Testing Has Begun!
Post by: FilipIlic on January 21, 2012, 09:20:45 AM
Really love your work :) But theres is one thing im kinda missing. Screen orientation. That would make it perfect. Tt runs quite nice. Having  a little problem with the fps, but going to overclock my phone to 1 ghz now and see. :)
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 21, 2012, 10:49:20 AM
Thanks.  So the problem is specifically gles2n64 when Auto Frameskip is disabled and Max frameskip is greater than zero, correct?

Exactly, this problem is only with this plugin when I set above 2 fps (3,4,5 fps)
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 21, 2012, 11:18:04 AM
Interesting.  I'll look at the code to see if I can figure out what might be causing this (at least it limits the search to only a few sections of code)
Title: Re: Beta Testing Has Begun!
Post by: tofi1106 on January 21, 2012, 01:00:03 PM
Interesting.  I'll look at the code to see if I can figure out what might be causing this (at least it limits the search to only a few sections of code)

perfect, thanks! I hope you find the problem, I'll be searching more bugs, greetings!
Title: Re: Beta Testing Has Begun!
Post by: SumoX on January 26, 2012, 12:39:35 PM
Hey Paul, I just wanted to say thanks for all of your hard work on the emulator. I'd gladly buy it on the marketplace if I could, but your app is blocked in China (for some reason).

Keep up the great work.
Title: Re: Beta Testing Has Begun!
Post by: marcus-pilgrim on January 30, 2012, 10:39:18 AM
Hey Paul! I just got mupen for my phone! Paid the Dollie and everything :D. And gotta say its pretty sweet. But I use the muve from cricket and so the games run kinda slow. I don't really want to use the speed hacks cuz they take away from the gameplay experience! So is there anything else I can do?
Waiting for updates! :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 30, 2012, 11:26:38 AM
Things you can do to improve speed without affecting the games are root and overclock your phone, disable the virtual gamepad and use an external joystick (or use one of the "Touch" layouts with the "Show FPS" and "Redraw All" options disabled), reboot your phone before starting the app, use a task manager to kill any unnecessary processes that are running, put the phone in Airplane mod, and make sure you are using the gles2n64 video plug-in if it works for the game you are playing.  I'll be adding more optimizations to the code in future updates.
Title: Re: Beta Testing Has Begun!
Post by: Samamama on February 01, 2012, 02:02:06 PM
Was just wondering if it is possible, or if it will become possible to use gameshark codes
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 01, 2012, 02:17:10 PM
I've never used cheats before, but as I recall someone said the PC version of Mupen64Plus does this through command-line arguments.  I'll see about adding a section to the menus where you can specify additional command-line arguments (unless someone has an idea for how it could be done better).
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 01, 2012, 02:22:11 PM
With n64oid is seems to have cheats for most games built in, when the menu button is pressed during a game there is a gameshark option that once pressed will show you a menu of cheats for the game you re playing. Im not sure how it detects what game you are playing though.
Title: Re: Beta Testing Has Begun!
Post by: Unlawful on February 02, 2012, 09:34:21 AM
Just registered to point out a tiny bug - main menu in Carmageddon 64 is almost completely black. Haven't tried opening a new game, but that is more or less impossible because of the menu.

Otherwise, the emulator runs fine on my tablet (have changed to Touch controls instead of analog though because the analog stick feels a bit less precise), a few hiccups with sound on but almost none without sound. Thanks for your great work!
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on February 02, 2012, 09:39:17 AM
@paul.

Are you interested in the ps3 sixaxes bluetooth control pad.
On implementing the api interface to mupen64 emu.
If so i ask the sixaxes developer to send me the necessory files
So u can inject them into mupen64 so us user with sixaxes pads
Can have true analog and rumble pack support.
Regards
Justin
Title: Re: Beta Testing Has Begun!
Post by: marcus-pilgrim on February 02, 2012, 02:08:10 PM
Hey Paul! Me Again, dude your tips helped out! The emu is still slow on my phone, but much better now. Only got a question thou, is there a way to share memory between the different mupen emulators for android?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 02, 2012, 03:18:33 PM
is there a way to share memory between the different mupen emulators for android?

Do you mean running two emulators at the same time?  Or are you talking about the configuration settings or save-state files or something?
Title: Re: Beta Testing Has Begun!
Post by: marcus-pilgrim on February 02, 2012, 04:33:59 PM
Well at first I downloaded mupen xperia, and after a while I downloaded mupen ae for normal touchscreen phones, but all my gaming memory is only in xperia, and I was woundeeing if there was a way to transfer my saved game data to the other mupen emu
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 02, 2012, 04:51:15 PM
Oh, sure.  Just grab everything out of the folder Android/data/paulscode.android.mupen64plus.xperiaplay/data/save on your Xperia Play's SD card, and copy it to your PC or something.  Then paste it from there into the folder Android.data/paulscode.android.mupen64plus/data/save on your other devices' SD cards.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 06, 2012, 07:10:07 PM
Its looking like I won't be able to release the update tonight (I'm very bad at predicting how long things take).  I'll try and get it out tomorrow.
Title: Re: Beta Testing Has Begun!
Post by: Mateorod on February 06, 2012, 09:07:35 PM
Good news about an update! I actually just came by and registered to thank you forthwith work! I am using Mupen64 on a nook color, and mainly paying OOT Master Quest, and it is running great! I could only use N64oid 1.14 and below on my device, and and Zelda would FC every five mind or so. I switched to Master Quest because I didn't have the patience to redo all the progress I had on thebother emus saves. I'll report any problems I have, and but outside not knowing how many rupees I have, and and the main map being scrambled, and I really haven't had any problems.

Great stuff, and thanks.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 07, 2012, 10:27:01 PM
Ok, I've pretty much added in everything I wanted to (a couple cosmetic things in the menus left).  I'll definitely have the update posted tomorrow after I get home from work.  In the mean time, since a lot of stuff has changed (especially with the video plug-ins), could I get some folks to test the latest build?

Test, RC 1 (http://www.paulscode.com/source/Mupen64Plus-AE/07FEB2012/Mupen64Plus-debug.apk)

Play around with the video configure menu, switching between gles2n64 and gles2rice, and checking/ unchecking the new options.  In particular I'm interested in seeing the results from someone with Tegra 2 or Yinlips playing Zelda OOT and Ditty Kong Racing (with the gles2n64, tribuffer opt setting off/ on), Conker's Bad Fur Day (with gles2rice, fast texture loading on/ off), and speed differences in gles2rice with skip frame on/ off.  Please report any unexpected results.
Title: Re: Beta Testing Has Begun!
Post by: marcus-pilgrim on February 08, 2012, 01:20:39 AM
Definitely faster! Still glitchy but that's expected on my phone, Samsung vitality.also the new options help out alot ! All in all works great
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 08, 2012, 02:37:36 AM
I tested it quickly before I go out and it seems to work fine, it didnt forget any of my settings. I will test it again later to see if I get any issues.

I also noticed theres no option for screen clear so it still has to be done manually to fix the 'junk graphics' on qualcomm chipsets.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2012, 04:50:52 AM
Definitely faster! Still glitchy but that's expected on my phone, Samsung vitality.also the new options help out alot ! All in all works great
That's good to hear.  The new optimization I added was the -O3 compiler option.  It didn't improve the speed any on my phone, but it may for other devices.  The other ones were in the code, but there was no interface to them in the menu.  The tribuffer opt used to be a compiler option, but I turned it into a config option so it can be turned on/ off.  BTW, for best optimization, enable Tribuffer Opt and disable Force Screen Clear (in gles2n64), or enable both Skip Frame and Fast Texture Loading (in gles2rice).

I also noticed theres no option for screen clear so it still has to be done manually to fix the 'junk graphics' on qualcomm chipsets.

Oops, I forgot about that one.  Give this version a try:

Test, RC 2 (http://www.paulscode.com/source/Mupen64Plus-AE/08FEB2012/Mupen64Plus-debug.apk)
Title: Re: Beta Testing Has Begun!
Post by: MaXiMu on February 08, 2012, 07:37:03 AM

Frameskip on Rice plugin poor  FPS :

Super Mario 64 10-15fps Vs 22-30fps If Frameskip off Very Fast Fully playable.

Zelda OOT 8-10fps vs  13-20fps if frameskip off (Intro)

--------------

gles2n64/Rice Super mario 64 on Yinlips need Test Flicktering shadows/Carpets.

Gles2n64 Black ground problem on Zelda If you not know

Gles2n64 - Manual Frameskip 2 Problems Resume Only I hear sound but not graphics view Only Static logo nintendo (Similar problem Logo??) (Zelda OOT) Note : Frameskip 0 or autoframeskip working resume option.



Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 08, 2012, 10:05:07 AM
Hey the screen clear option works! :)

I found a tiny menu related bug, when I choose stretch screen the description text changes from (may scew aspect ratio) to (gles2n64 only) If I click on it any more the description text stays at (gles2n64 only).
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on February 08, 2012, 10:49:57 AM
Enable z-hack would be fine to fix the flickering backgrounds in some games. (Sgs 2)

Enable/disable tribuffer makes no difference in zelda - oot and mm. Both games didn't resume on each setting. (SGS 2/gles2n64)
But disable tribuffer caused the graphic errors, I discribed in another thread.

http://www.paulscode.com/forum/index.php?topic=139.30

So the option is working. But why is the resume bug gone ?

Mario Kart - all drivers are OK. (SGS 2/ TEGRA 2 tablet with Rice plugin)

On conkers - option " enable fast texture loading " on and off, no difference, but the circle spot is OK.

FS on Rice works for Tegra 2 (tested on Pilotwings)

No smearing textures on Mario on both devices with Rice.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2012, 02:15:34 PM
Enable z-hack would be fine to fix the flickering backgrounds in some games. (Sgs 2)
Sure, I'll add that one.

Enable/disable tribuffer makes no difference in zelda - oot and mm. Both games didn't resume on each setting. (SGS 2/gles2n64)
But disable tribuffer caused the graphic errors, I discribed in another thread.
Weird.  I did beef up the if-statement that is used in various places in the code, so maybe that was what was causing the crash.  Did you notice any speed differences between this version and the previous one?  It is having to execute an if-statement numerous times now, so I was worried this could slow performance a tiny bit (which is why I rearranged it so it gets defeated more quickly by the likely negative conditions first).  Anyway, I may just enable this setting by default if the bug has gone away.  I'd like to make sure it is gone for Yinlips Console as well first, though.

On conkers - option " enable fast texture loading " on and off, no difference, but the circle spot is OK.
Maybe because of the old cached version, this doesn't affect the latest version of the port.  Not sure.  I'll probably default this to enabled as well (faster is better, haha)

No smearing textures on Mario on both devices with Rice.
Anyone else getting the smeary textures in Mario?  Sounds like a device-specific problem.
Title: Re: Beta Testing Has Begun!
Post by: marcus-pilgrim on February 08, 2012, 02:26:43 PM
Hey Paul I don't want to sound like an idiot but, where do I find the (force screen clear) option I felt like I looked everywhere :\
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2012, 03:00:50 PM
Gles2n64 Black ground problem on Zelda If you not know
That's a new one.  Could you post a screenshot?

Gles2n64 - Manual Frameskip 2 Problems Resume Only I hear sound but not graphics view Only Static logo nintendo (Similar problem Logo??) (Zelda OOT) Note : Frameskip 0 or autoframeskip working resume option.
I think I understand what you are saying.  The app crashes or screen freezes if you manually set the frameskip to anything greater than zero.  Someone else recently reported this problem.  It is on my list of bugs to fix.

gles2n64/Rice Super mario 64 on Yinlips need Test Flicktering shadows/Carpets.
The flickering is happening for a lot of people in the Rice plug-in.  I haven't looked closely to see what is the cause (probably something similar to what was happening in gles2n64).  I'm assuming the Yinlips requires the same offset settings as the Tegra 2 (since it had the same tribuffer opt problem), so I used those.  Please run the latest version below, to see if it still has the flickering shadows with gles2n64.

Hey Paul I don't want to sound like an idiot but, where do I find the (force screen clear) option I felt like I looked everywhere :\
It is currently only an option for gles2n64, so make sure you select that video plug-in (it won't show up if gles2rice is selected).  Then go to Settings->Video->Configure, and it should be there.


Here is the latest release candidate, with the suggested changes:

Test, RC 3 (http://www.paulscode.com/source/Mupen64Plus-AE/08FEB2012/Mupen64Plus-debug2.apk)
Title: Re: Beta Testing Has Begun!
Post by: marcus-pilgrim on February 08, 2012, 03:23:53 PM
OK, the option didn't show up still, and I had the correct plug in, but the newer test version seems to have all options :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2012, 03:34:50 PM
Oh, right.  I didn't add it in the first version I posted yesterday.  It's in there now.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 08, 2012, 03:35:46 PM
I dont get the smearing textures either.
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 08, 2012, 03:41:57 PM
I played around with Paper Mario and the new settings. It is no longer playable in Rice. After Mario and Luigi take the pipe in the very beginning the screen completely gets taken over by the background, it used to flash but now its solid background. I'll keep testing and let you know what I find.
I do actually get a much better frame rate in that game with the new settings for Rice in the playable part.
I'm using the latest test build.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 08, 2012, 03:52:55 PM
I played around with Paper Mario and the new settings. It is no longer playable in Rice. After Mario and Luigi take the pipe in the very beginning the screen completely gets taken over by the background, it used to flash but now its solid background. I'll keep testing and let you know what I find.
I do actually get a much better frame rate in that game with the new settings for Rice in the playable part.
I'm using the latest test build.

That might be related to frame skip. If you disable that the game should look a bit better again but it will also be slower again.

The frame skip is what makes rice so much faster now.
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 08, 2012, 04:01:49 PM
I played around with Paper Mario and the new settings. It is no longer playable in Rice. After Mario and Luigi take the pipe in the very beginning the screen completely gets taken over by the background, it used to flash but now its solid background. I'll keep testing and let you know what I find.
I do actually get a much better frame rate in that game with the new settings for Rice in the playable part.
I'm using the latest test build.

That might be related to frame skip. If you disable that the game should look a bit better again but it will also be slower again.

The frame skip is what makes rice so much faster now.

Ya, that fixed it. I'm still excited to see that we are getting new features with the rice plugin. I hope it gets fixed, Paper Mario is my favorite game for the N64.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2012, 04:05:17 PM
Yes, this is definitely caused by the skip frame option (disabling it fixed the problem right away).  The flashing in gles2n64 is not related to frameskip, though (using manual frameskip 0 still flickers).  I'll play around with the other settings available in the config file to see if any of them will fix the problem.  Looks like Rice isn't going to be a good fit for Paper Mario until it is much better optimized to run at a good speed without skip frame.
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 08, 2012, 04:11:31 PM
Yes, this is definitely caused by the skip frame option (disabling it fixed the problem right away).  The flashing in gles2n64 is not related to frameskip, though (using manual frameskip 0 still flickers).  I'll play around with the other settings available in the config file to see if any of them will fix the problem.  Looks like Rice isn't going to be a good fit for Paper Mario until it is much better optimized to run at a good speed without skip frame.

Thanks Paul. :-)
Hopefully some day that flickering problem will be fixed in gles2n64 and Rice will be better optimized for games like Paper Mario. I have very high hopes for this emulator. Great work so far Paul keep it up! ;-)
Title: Re: Beta Testing Has Begun!
Post by: MaXiMu on February 08, 2012, 04:45:32 PM
Quote
Gles2n64 Black ground problem on Zelda

Solved in the new Option Z-Buffer fix Enabled                                                                                                                                                       

Quote
I think I understand what you are saying.  The app crashes or screen freezes if you manually set the frameskip to anything greater than zero.  Someone else recently reported this problem.  It is on my list of bugs to fix.

Yes I reference exactly this problem  ;)

Quote
The flickering is happening for a lot of people in the Rice plug-in.  I haven't looked closely to see what is the cause (probably something similar to what was happening in gles2n64).  I'm assuming the Yinlips requires the same offset settings as the Tegra 2 (since it had the same tribuffer opt problem), so I used those.  Please run the latest version below, to see if it still has the flickering shadows with gles2n64.

Fixed in RC3 no flickering shadows/carpets on mario64.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2012, 09:00:43 PM
I posted the update.  Android Market users may have to wait a few minutes for google to refresh the listings.

Next I will be focusing on adding multi-controller support and combining the source-code into a single project and setting up a git hub.  I'm hoping to have these done and post another small update this weekend or soon after.

Anyone who would like write access to the git hub once its in place, PM me to discuss it.  I will enforce some kind of quality control, so malicious people don't come along just to screw up the project (so don't feel like I'm discriminating if I don't grant you write access immediately upon requesting it).
Title: Re: Beta Testing Has Begun!
Post by: cuttler on February 09, 2012, 06:46:10 PM
Nice job making the emu, but i have a problem with Donkey Kong 64, when i go to load it up, you'll hear "OKAY" from Donkey and the N64 emblem wont pop up like it should and then it crashes. Any help?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 09, 2012, 07:11:26 PM
Yes, this is a known bug.  I'll get around to working on it soon.  I have a device-compatibility bug I want to fix first, as well as a big speed optimization.  Once those are done, I will begin working on game-specific bugs.  I'll take votes on which games to tackle first, but I expect Donkey Kong will end up pretty high on the list.
Title: Re: Beta Testing Has Begun!
Post by: cuttler on February 09, 2012, 07:23:39 PM
Thanks Paul, i was worried my Android Optimus wasn't gunna be able to play it, even though Zalda OOT worked, and Pokemon Stadium partly worked. Donkey Kong was my favorite game for the N64 and i'd like to be able to play it in school in my free time :)

just on a off side question, is there a way to get the keys to stay up after you move the joystick?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 09, 2012, 07:33:15 PM
That is another bug I'm going to look at soon (lots to do, haha).  For now there are a couple workarounds:

Option #1 (Easier, but slower on many devices)
- ENABLE Settings->Virtual Gamepad->Redraw All

Option #2 (Also easy, but a few extra steps.  Faster on many devices)
- DISABLE Settings->Virtual Gamepad->Redraw All
- DISABLE Settings->Virtual Gamepad->Display FPS
- Change Layout:  Settings->Virtual Gamepad->Change Layout->Mupen64Plus-AE-Touch
(if your device has a small or tiny screen resolution, choose the Touch layout for "Small" or "Tiny")

This bug came about because I created a workaround due to the Android API for redrawing graphics being uber-slow (redrawing the frame creates a noticeable lag on many devices).  Unfortunately the workaround doesn't work for every device (some devices it causes the rest of the frame to disappear, making the buttons invisible).  This problem will be fixed definitively when I implement the drawing in GLES2 rather than the Android API (been focused on other things, so haven't gotten around to this yet)
Title: Re: Beta Testing Has Begun!
Post by: cuttler on February 09, 2012, 07:38:48 PM
lol okay, and this leads me to another question, the Gles2n64, is that a download plugin or is it preset when you install it and just have to change the settings?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 09, 2012, 07:42:50 PM
Two video plugins come with the app, gles2n64 and gles2rice (the latter is Kris' port of Rice with a couple lines I threw in to make it run on Android).  The settings that come up when you go to Settings->Video->Configure depend in which of the two plugins you have selected.  To switch between them, go to Settings->Video->Change Plug-in.  The plugin import function doesn't work yet (nobody's written any other ones to import yet anyway).
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 10, 2012, 08:35:02 AM
I just had a small idea. :)

I know you have had a lot of trouble getting android market users to come to the website, how about trying to get them to come here through the app?

Maybe try and implement some sort of way for them to contact you even if it was just a link to the wap version of this site.

Title: Re: Beta Testing Has Begun!
Post by: Paul on February 10, 2012, 08:01:12 PM
I'll look at how to interface the browser.  SMF should automatically default to WAP if the browser doesn't support to full version.  I should be able to add a HELP! option to the main menu, which pops up the browser and loads the FAQ thread.
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 10, 2012, 10:17:34 PM
hey Paul there are a few problems with the grapics in goldeneye and mario party 1,2, and 3. first of all in the goldeneye opening at the point where it says "GOLDENEYE" the first few letters don't show up propely. and in the mission selesct the "start", "previous" and "next" options don'tshow up propely. the mario party 1,2, and 3 problems are worse. the spaces DON'T show up. and another thing, my start button has the same code as C-right. please fix these as soon as you can. other than that this n64 emulator is the best i've used
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 09:02:29 AM
What is that code for start and C-right?
Title: Re: Beta Testing Has Begun!
Post by: Caltazar on February 11, 2012, 11:12:20 AM
Hey im experiencing an issue on my Xperia. The app doesnt lock up or anything but when it opens i hit the "Choose Game" option ad when i select the game the screen just goes black. And it will stay that way until i close it out. I can hit the menu button and the "Menu, Save, Load ETC..." options will come up but it does nothing else. Is there something I myself can do to fix this? Am i doing something wrong?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 11:32:28 AM
Which games have this problem, and what format are they in?
Title: Re: Beta Testing Has Begun!
Post by: maciek9971 on February 11, 2012, 11:41:59 AM
Hey

On my Xperia X10 Mini Pro Mupen64Plus is running in 8 to 16 frames per second in Mario 64. Is there any small chance that in future i will play in full speed? Or perhaps my phone is just too slow for this emulator?
Title: Re: Beta Testing Has Begun!
Post by: Caltazar on February 11, 2012, 11:46:48 AM
Well i havent downloaded very many games yet, so far ive downloaded Zelda OOT, Zelda OOT Master quest, Zelda Majoras Mask and Smash Brothers. Im not exactly sure of there format either, in the files under type it says V64. Is there a certain place to download roms that would be the proper format for the app that you would recomend?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 11:49:55 AM
Those should all work.  If you give it a minute to load, does it stay at the black screen?
Title: Re: Beta Testing Has Begun!
Post by: Caltazar on February 11, 2012, 11:59:53 AM
No, it closes itself actually. It strange. And when i open it back up it says Choose Game, Resume Etc... But when i choose either one it does the same cycle, black screen for a minute then closes itself. Not even a force close
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 12:06:55 PM
 I'd say grab the ROMs from another place just to make sure they aren't corrupt.  If you have an emulator on your PC that would be a way to make sure the files are ok.  Anyway, if the ROMs from a different source don't work, could you post a logcat output (see How to Become a Tester in the Testers Corner board-- I'm on my phone now so can't easily post the link)
Title: Re: Beta Testing Has Begun!
Post by: Caltazar on February 11, 2012, 12:10:07 PM
Ok, i tried to wait for the Zelda OOT and it started to play but is pretty slow, and the sounds seems like its skipping. Any advice there? Or do you recommend the same solution?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 12:27:35 PM
I the General Discussion section I posted a thread with tips for tweaking performance.  Zelda OOT is particularly choppy in the cutscenes, forest, and open field, but should run without much skipping in the levels even without tweaks (I don't own an Xperia Play myself, but my phone has comparable specs). Occasional audio skips are less noticeable if you lower the volume (something to try if  you don't like disabling the audio entirely).  With overclocking it has virtually no problems (other than the cutscenes) without having to tweak the settings.
Title: Re: Beta Testing Has Begun!
Post by: Caltazar on February 11, 2012, 12:39:13 PM
Ok i will take a look at that thread. I know that many N64 emulators have had ALOT of issues with Zelda so i definately expected some issues. I was just looking for find the most optimized settings to play the games. As far as the audio goes, the skips are more than occasional, its constant. Every second it skips a few times like its also really laggy. I am just wondering if this is normal or is it something with the rom or emu in particular. I greatly appreciate your help. You do more than anyone else does for your programs and you have my respect as a devoted gamer.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 12:56:26 PM
I'm wondering if there are models of Xperia Play with lower specs than others?  Either way I'm determined to keep improving performance as development move forward, so hopefully these cases of extreme lag will become a thing of the past eventually.
Title: Re: Beta Testing Has Begun!
Post by: Caltazar on February 11, 2012, 01:03:36 PM
I suppose that could be very possible. I will still look for some Roms in other places to see if there is a specific format thats best for the emu and the phone. If i come up with anything i will let you know. Once again thank you for your help.
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 11, 2012, 02:35:53 PM
What is that code for start and C-right?
it's 108
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 11, 2012, 02:44:21 PM
And another thing the legend of zelda oot has a few graphic problems in certain indoor locations e.g link's house, the kokori house etc. It's that it appears in one color only.(not sure if mm had the same problems but it might.)
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 11, 2012, 02:53:21 PM
What is that code for start and C-right?
it's 108

That's strange.  The default code for Start is 13.  I assume your question is why one hardware button can be mapped to more than one controller button?  I'll look into changing this.  In the mean time, just map the Start button C-right button to something else (or unmap one of them if you don't need both mapped to physical keys).

The solid-color bug is on the Master Bug List (http://www.paulscode.com/forum/index.php?topic=196.msg3014#msg3014).  Hopefully I'll have time to look at this soon (there are a few other bugs higher on my priority list first).
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 10:26:27 AM
I posted a small update.  Let me know if there are any problems.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on February 12, 2012, 11:42:22 AM
Yes, I see a big problem.
All the copycat developers will have a hard time to remove the help link to your board.  ;D

btw
nice new icon.  :)
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 12, 2012, 12:33:01 PM
i like the new icon but could you make it so that the xperia play game launcher icon has a high resolution?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 12:40:31 PM
I thought it was?  Let me check the manifest.

--Edit-- Yes, it should be the hireslogo.  Which one is showing up, the app icon?
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 12, 2012, 12:51:39 PM
yes it looks like the app icon.
compare the screenshots of epic_bubble's launcher icon and yours.
(http://dl.dropbox.com/u/29967887/APKs/IMGs/shot_000005.png)
(http://dl.dropbox.com/u/29967887/APKs/IMGs/shot_000007.png)
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 12:55:55 PM
Man, I hate the Android SDK and it's stupid caching!  Guess I really better have someone with an Xperia Play test each update before I post it, since I don't have one to test on yet.  Here is a clean build, let me know if it still has the problem:

Xperia Play Test (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug.apk)
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 12, 2012, 01:00:50 PM
same thing.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 01:03:40 PM
Weird.  Did the previous version have the hires (red) logo, or was it also the app icon?
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 12, 2012, 01:07:27 PM
they have all been the app icon. epic_bubble's build is the only one i've seen with the correct hi res icon. even n64oid has the app icon in the launcher
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 01:17:20 PM
I don't get it.  My manifest looks identical to Epic_bubble's ???

Let me check if the problem is that the id's for the hires logo and the icon are swapped (like it did with the splash screen and the status bar icon a while back).  Let me know if this fixes it:

Xperia Play Test 2 (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug-2.apk)
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 12, 2012, 01:40:32 PM
same result  >:(
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 01:44:38 PM
Ok, version built with the updated SDK:

Xperia Play Test 3 (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug-3.apk)
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 12, 2012, 02:01:31 PM
I can't install it as if its not signed
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 02:05:27 PM
It may be a different debug signature, since I built it on a different computer.  Does it work if you uninstall the previous one?

If that still has the low-res icon, give this one a try (changed the android target to the Xperia Play specifically):

Xperia Play Test 4 (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug-4.apk)
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 02:16:48 PM
Ok, fixed the package name problem.  See if this one still has the low-res icon:

Xperia Play Test 5 (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug-5.apk)
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 12, 2012, 02:19:15 PM
Ok, fixed the package name problem.  See if this one still has the low-res icon:

Xperia Play Test 5 (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug-5.apk)

Still low res. What I did was put the high res logo in both drawable and drawable-hdpi. I know thats probably not the correct way to do it but it hasent caused any issues  on my xperia play and since all xperia play's have the same screen res there is nothing to worry about really. :P
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 02:20:06 PM
Ok, I'll give that a shot.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 02:28:56 PM
With the logo in hi dpi folder as well:
Xperia Play Test 6 (http://www.paulscode.com/source/Mupen64Plus-AE/12FEB2012/Mupen64Plus-debug-6.apk)
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 12, 2012, 03:25:28 PM
----------
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     Name: Android 2.2
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     Based on Android 2.3.3 (API level 10)
     Libraries:
      * com.android.future.usb.accessory (usb.jar)
          API for USB Accessories
      * com.google.android.maps (maps.jar)
          API for Google Maps
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     Based on Android 2.3.3 (API level 10)
     Libraries:
      * com.kyocera.dualscreen (dualscreen.jar)
          Dual Screen optional platform library
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          API for USB Accessories
      * com.google.android.maps (maps.jar)
          API for Google Maps
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          API for USB Accessories
      * com.google.android.maps (maps.jar)
          API for Google Maps
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Title: Re: Beta Testing Has Begun!
Post by: Paul on February 12, 2012, 09:28:54 PM
Anyone notice Mario 64 running worse since the update?  I changed the compiler options which provided a very small improvement on my phone, but could have had a negative impact on other devices.  If so, I can change it back.  I just noticed one comment from an Xperia Play user that said Mario was running poorly, so wanted to see if that is happening to everyone.

The other thing that is different since the last update is the Tribuffer Optimization, which is disabled by default (gles2n64 video settings).  I don't notice any difference on my phone with it enabled or disabled, but maybe it affects other devices.  Could I get some feedback on whether tribuffer optimization enabled/ disabled has a noticeable affect on anyone's device?

I'm trying to get a feel for which of these two changed (if not both of them) might have had a negative effect on the Xperia Play (and possibly other devices.
Title: Re: Beta Testing Has Begun!
Post by: Epic_bubble on February 13, 2012, 05:09:50 AM
If there is a change in speed then it is very minimal. Changing the tribuffer option doesn't seem to do very much either.

It might be a good idea to get xperia64 to test this too since the US model is slightly different to the UK model. The US one uses stock gingerbread while the UK one uses sony erricsons custom interface.
Title: Re: Beta Testing Has Begun!
Post by: redx1423 on February 15, 2012, 09:54:47 AM
The newer update force Closes on my Samsung admire when i Start a Game
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 15, 2012, 06:22:32 PM
Anyone notice Mario 64 running worse since the update?  I changed the compiler options which provided a very small improvement on my phone, but could have had a negative impact on other devices.  If so, I can change it back.  I just noticed one comment from an Xperia Play user that said Mario was running poorly, so wanted to see if that is happening to everyone.

The other thing that is different since the last update is the Tribuffer Optimization, which is disabled by default (gles2n64 video settings).  I don't notice any difference on my phone with it enabled or disabled, but maybe it affects other devices.  Could I get some feedback on whether tribuffer optimization enabled/ disabled has a noticeable affect on anyone's device?

I'm trying to get a feel for which of these two changed (if not both of them) might have had a negative effect on the Xperia Play (and possibly other devices.

I have noticed that on my phone, it runs way slower since the recent updates.
LG Optimus One/T
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 15, 2012, 06:29:27 PM
I believe I've tracked down the cause for the slowdown.  I'll have an update available shortly (just need to do a little testing first to make sure I didn't break anything)
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 15, 2012, 06:36:12 PM
I believe I've tracked down the cause for the slowdown.  I'll have an update available shortly (just need to do a little testing first to make sure I didn't break anything)

Cool, thanks Paul! :-D
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on February 17, 2012, 06:02:45 AM
Looking forward to getting this. I'm switching to Android as soon a check arrives. :D This emulator seems to have the best reviews out of the available n64s for Android.

Silly question for now xD... I have seen that other n64 emulators offer a rumble feature with the device vibrating.. Does this one offer that?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 17, 2012, 01:40:25 PM
No Rumble yet.  This will be added soon (should be fairly easy, just have to make the connection through JNI).
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on February 17, 2012, 03:02:12 PM
Awesome. Thanks for the reply. :D

No Rumble yet.  This will be added soon (should be fairly easy, just have to make the connection through JNI).
Title: Re: Beta Testing Has Begun!
Post by: dshugox on February 18, 2012, 08:53:00 AM
los juegos estan super lentos en mi galaxy ace tube q volver a la 1.6 que es mas rapida
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 18, 2012, 09:11:05 AM
Unfortunately, more people experienced the app to be slower when the components without assembly are built in ARM mode instead of THUMB mode.  It seems there isn't a "cookie-cutter" approach to this.  I'll just keep building in THUMB mode, and if it runs better in ARM mode for some devices, then the source code is available and can be rebuilt in ARM mode instead.
Title: Re: Beta Testing Has Begun!
Post by: dshugox on February 18, 2012, 09:41:37 AM
cual es la mejor configuracion paul

para el emulador
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 18, 2012, 09:52:43 AM
http://www.paulscode.com/forum/index.php?topic=179.msg2854#msg2854
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 18, 2012, 07:08:45 PM
Hey Paul,
I'm still having the problem with the slow down after recent updates. I'm using 1.7. I was getting 11-13FPS when I was on 1.5 I believe now it hovers around 8-9FPS after the 1.6 update, the 1.7 update didn't seem to help.
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 18, 2012, 07:24:13 PM
Hey Paul there's no video for rayman 2
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 18, 2012, 08:34:10 PM
@Brock, Try the Xperia Play branch (v1.7.2) and see if it runs better.  I can't really go back to the old gles2n64 code in the main branch, because it causes games like Zelda to crash on Tegra 2 devices and on the Yinlips Console.  I'll probably just have to find other places to optimize.  Maybe once Rice is running well enough to be set as the default video plug-in, I can go back to the old code.

@ghshan, Rayman 2 has a very similar problem to the one that Majora's Mask has (only it happens immediately), where the emulation continues with audio playing, but video and input are frozen.  Hopefully when I fix Majora's Mask, it will fix this one too.
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 18, 2012, 08:57:30 PM
@Brock, Try the Xperia Play branch (v1.7.2) and see if it runs better.  I can't really go back to the old gles2n64 code in the main branch, because it causes games like Zelda to crash on Tegra 2 devices and on the Yinlips Console.  I'll probably just have to find other places to optimize.  Maybe once Rice is running well enough to be set as the default video plug-in, I can go back to the old code.

I do see a small increase in FPS.
I did a little testing here's what I found.
I get 5-6 FPS while moving in SM64 when I switched to the Xperia Play version it's 6-7 FPS with occasional 8 FPS spikes. I noticed that the Xperia Play version produces better performance in most areas of the game but it's very erratic with weird spikes and dips in the framerate but I'm guessing because it's optimized for the Xperia Play.
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 18, 2012, 08:59:28 PM
@Brock, Try the Xperia Play branch (v1.7.2) and see if it runs better.  I can't really go back to the old gles2n64 code in the main branch, because it causes games like Zelda to crash on Tegra 2 devices and on the Yinlips Console.  I'll probably just have to find other places to optimize.  Maybe once Rice is running well enough to be set as the default video plug-in, I can go back to the old code.

@ghshan, Rayman 2 has a very similar problem to the one that Majora's Mask has (only it happens immediately), where the emulation continues with audio playing, but video and input are frozen.  Hopefully when I fix Majora's Mask, it will fix this one too.
good luck with that. Mario tennis and paper Mario have similar problems. The video is rather
glitchey.

P.S if you find the time could you make a mobile version of your site?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 18, 2012, 09:22:58 PM
You can click the WAP2 link at the bottom of the page if you're having trouble navigating the website on your phone.
Title: Re: Beta Testing Has Begun!
Post by: leo_fre on February 19, 2012, 03:14:57 PM
Hi Paul!

I tested version 1.7 and start your emulator on my Optimus One P500, but slow, even at 806 MHz have problems with sound cutting and have arranged the unemployed in the actions of the buttons A and B in a way that not noticed.

I want to give an opinion and I hope you'll be pleasantly: Many people who use your emulator will be those with mid-range devices and low and ARMv6 processors so my suggestion is:

You could improve your emulator so that the speed of emulation is regular at least 740 or 720 MHz in my Optimus One?

I know I can be asking a lot but www.chileandroid.com forum are thankful that you have created this emulator, since the bulk of smartphone users use this and other mid-range, and everyone would be grateful that your emulator is released pulling at a good speed.

I hope you answer me. Thank you  ;D.

PS: I tried your recommendations for better emulation and did not fix the problem much I can say that makes it worse.
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 24, 2012, 09:19:52 PM
Hey Paul I'm abit weirded out here. I have the xperia play version of your app but my phone says I have purchased your other app. What can you tell me about this.(I don't have a credit card just so u know)
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 24, 2012, 09:28:12 PM
The system google has set up is a bit finicky at times.  I wouldn't be too worried about it (it is probably just confused because the apps I have posted here use the same digital signature as the ones on the Market).
Title: Re: Beta Testing Has Begun!
Post by: ghshan on February 25, 2012, 06:29:36 PM
No audio in 007- the world is not enough
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on February 26, 2012, 05:35:39 AM
Hey Paul, Remember me?
I have a lot problems with the emu, aka it's extremely laggy, and i saw the fact that you changed the gles2n64 code, i have an idea: can't you put the old and new gles plugins in the plugin selector? so who can would select the old and faster version! (and i could finally play loz somewhere, searching so bad for oot (i have a n64)). Mario was going at 50-55 fps in the old version with audio, now it's extremely lagging with no audio and any frameskip, please solve this :(, i'll wait for an answer ;)
also: will you make something like a touch controls position changer? would be nice for people that can't use buttons and are forced to touchscreen (i hate that z button's position, i'm using volume key for it anyway)
Title: Re: Beta Testing Has Begun!
Post by: androidian on February 26, 2012, 06:06:36 AM
Hey Paul, Remember me?
I have a lot problems with the emu, aka it's extremely laggy, and i saw the fact that you changed the gles2n64 code, i have an idea: can't you put the old and new gles plugins in the plugin selector? so who can would select the old and faster version! (and i could finally play loz somewhere, searching so bad for oot (i have a n64)). Mario was going at 50-55 fps in the old version with audio, now it's extremely lagging with no audio and any frameskip, please solve this :(, i'll wait for an answer ;)
also: will you make something like a touch controls position changer? would be nice for people that can't use buttons and are forced to touchscreen (i hate that z button's position, i'm using volume key for it anyway)
50-55fps on 600mhz proccesor?Is this true how to do that?
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on February 26, 2012, 02:09:49 PM
You're kidding me... 50-55 fps!? We have almost same specs and maximum FPS I get is about 20...
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 26, 2012, 04:15:01 PM
I take it that was just an exageration to make a point that it used to run faster.  Mario 64 runs 30 FPS at full speed, even if the hardware is capable of running it faster.  If it were running much faster than that, it would indicate a problem in the code.
Title: Re: Beta Testing Has Begun!
Post by: Brock on February 26, 2012, 04:21:50 PM
Hey Paul, Remember me?
I have a lot problems with the emu, aka it's extremely laggy, and i saw the fact that you changed the gles2n64 code, i have an idea: can't you put the old and new gles plugins in the plugin selector? so who can would select the old and faster version! (and i could finally play loz somewhere, searching so bad for oot (i have a n64)). Mario was going at 50-55 fps in the old version with audio, now it's extremely lagging with no audio and any frameskip, please solve this :(, i'll wait for an answer ;)
also: will you make something like a touch controls position changer? would be nice for people that can't use buttons and are forced to touchscreen (i hate that z button's position, i'm using volume key for it anyway)
50-55fps on 600mhz proccesor?Is this true how to do that?

Were you really getting 50-55FPS? I have an 600MHz ARMv6 processor overclocked to 729MHz and I'm not getting playable speeds even with the latest build. I wasn't around for the alpha builds so I can't really go back and test with the old plugin. I trust Paul's decision when he updates plugins and adds new features so I'm thinking 50-55FPS is very unlikely on a 600MHz processor. I think Paul is right.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on February 27, 2012, 12:27:27 AM
http://www.youtube.com/watch?v=mIEhRlM1a_A&feature=youtube_gdata_player in fact in my old video castle could be compared to my n64 even if it had some slowdowns in the levels obviously, if at that time i had root, a frameskip 1 would be perfect, anyway i'm using the xperia version which made oot playable
Title: Re: Beta Testing Has Begun!
Post by: dshugox on February 27, 2012, 09:25:01 AM
hi paul

my question is

para q sirve esto

Debug Build  (26 Feb 2012)

es un mejora algo?
Title: Re: Beta Testing Has Begun!
Post by: dshugox on February 27, 2012, 09:28:54 AM
hi paul

my question is

para que sirve esto

Debug Build  (26 Feb 2012)

es un mejora algo?
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on February 27, 2012, 02:26:43 PM
Hey Paul, Remember me?
I have a lot problems with the emu, aka it's extremely laggy, and i saw the fact that you changed the gles2n64 code, i have an idea: can't you put the old and new gles plugins in the plugin selector? so who can would select the old and faster version! (and i could finally play loz somewhere, searching so bad for oot (i have a n64)). Mario was going at 50-55 fps in the old version with audio, now it's extremely lagging with no audio and any frameskip, please solve this :(, i'll wait for an answer ;)
also: will you make something like a touch controls position changer? would be nice for people that can't use buttons and are forced to touchscreen (i hate that z button's position, i'm using volume key for it anyway)
50-55fps on 600mhz proccesor?Is this true how to do that?

Were you really getting 50-55FPS? I have an 600MHz ARMv6 processor overclocked to 729MHz and I'm not getting playable speeds even with the latest build. I wasn't around for the alpha builds so I can't really go back and test with the old plugin. I trust Paul's decision when he updates plugins and adds new features so I'm thinking 50-55FPS is very unlikely on a 600MHz processor. I think Paul is right.

Some other games in general have 60 FPS, and I mostly like it when it's more smooth, and I still think that it should be possible to be that fast, at least make it configurable. Still, on low FPS... low sound quality, it's worse quality no matter what.
Title: Re: Beta Testing Has Begun!
Post by: MattyGlen on February 27, 2012, 06:31:11 PM

Some other games in general have 60 FPS, and I mostly like it when it's more smooth, and I still think that it should be possible to be that fast, at least make it configurable. Still, on low FPS... low sound quality, it's worse quality no matter what.

Please correct me if i'm wrong but there is no need for higher then 30FPS (on any region), in fact anything over 30FPS will not make games appear any more smoother graphically.
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on February 27, 2012, 06:33:45 PM
I have noticed that to be true as well.
Title: Re: Beta Testing Has Begun!
Post by: shuy3n on February 27, 2012, 08:15:38 PM
 ;) http://www.giantbomb.com/60-fps-on-consoles/92-3223/games/ (http://www.giantbomb.com/60-fps-on-consoles/92-3223/games/) here's a list
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on February 28, 2012, 04:34:56 AM

Some other games in general have 60 FPS, and I mostly like it when it's more smooth, and I still think that it should be possible to be that fast, at least make it configurable. Still, on low FPS... low sound quality, it's worse quality no matter what.

Please correct me if i'm wrong but there is no need for higher then 30FPS (on any region), in fact anything over 30FPS will not make games appear any more smoother graphically.

For me it's wrong still... 30 fps for me just isn't smooth for me... Maybe it's something else, never mind.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 28, 2012, 10:05:46 PM
Here is the latest build, with hires texture (gles2rice) and multi-controller interfaces.  There are still a few small odds and ends I want to add in tomorrow before I post the official update.  Please let me know if you notice any bugs, so I can take care of those tomorrow evening as well:

Update, RC1 (http://www.paulscode.com/source/Mupen64Plus-AE/28FEB2012/Mupen64Plus-debug.apk)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on February 28, 2012, 11:37:23 PM
The import texture pack option isn't complete, right ?
Because I can only browse in the folder tree of the pack. It's impossible to select the main folder.

I can't select the option to enable hires packs.
After resetting the settings and restore data, the enable pack option is preselected, but impossible to unselect.
To select a pack is still impossible.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 29, 2012, 04:45:07 AM
The texture pack must be in .zip format currently (since I haven't written a folder-select capability into the file browser yet).  I fixed the problem with the Enable HiRes Textures option not responding (small typo in the code).

Update, RC2 (http://www.paulscode.com/source/Mupen64Plus-AE/29FEB2012/Mupen64Plus-debug.apk)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on February 29, 2012, 05:48:54 AM
Yes, now it works.  :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 29, 2012, 10:31:52 PM
I added a few more odds-and-ends, and removed the cheats stuff (I need to rethink how to write the interface for them, since there are a lot of entries in the cheats file, and the cheat descriptions are too long to fit on a normal option list.. probably need something with a dialog box).  Anyway, Brock started a thread about that, so I won't go into it too much here.  I haven't built the Xpria Play branch yet, but it should only take a few minutes now that the project is arranged more nicely.  If there is anything I forgot to add to this update that I said I was going to, please let me know and I'll take care of it.

Update, RC3 (http://www.paulscode.com/source/Mupen64Plus-AE/29FEB2012/Mupen64Plus-debug-2.apk)
Title: Re: Beta Testing Has Begun!
Post by: Tripod on February 29, 2012, 11:18:20 PM
also: will you make something like a touch controls position changer? would be nice for people that can't use buttons and are forced to touchscreen (i hate that z button's position, i'm using volume key for it anyway)

Changing button positions straight from a menu option (something like FPse) would be a nice feature, but there is currently a method to change the position of your controls.

You can customise a particular gamepad by editing the pad.ini file inside the appropriately named gamepad folder in the (sdcard\)Android\data\paulscode.android.mupen64plus\skins\gamepads directory.
This thread details the process of customising: http://www.paulscode.com/forum/index.php?topic=95.0

Or if you're lucky there might be a custom gamepad that you want to use somewhere in this thread: http://www.paulscode.com/forum/index.php?topic=221.0

(A bit late, I know, but hopefully it helps)
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 01, 2012, 03:55:16 PM
If anyone in the credits wants your full name rather than your nickname, let me know, and I'll update them.  Also, there are a LOT of people who have contributed to this project, so if I left your name out of the credits and you think you should be in there, please let me know and I'll add you.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 01, 2012, 09:47:24 PM
I posted the update.  Might take a few minutes for it to show up in the Android Market.  There have been a lot of changes, so if anyone has problems, let me know and I'll fix them right away.  In particular, I'd like to make sure the Xpria Play branch is working (launcher icon, button mappings, and Restore Default Settings mainly)
Title: Re: Beta Testing Has Begun!
Post by: Tripod on March 01, 2012, 10:33:06 PM
Nice work on the latest update Paul, I haven't noticed anything unusual yet (main branch).

I was wondering if you were eventually going to add default gamepads that are more compatible with the Galaxy Nexus's screen in the initial/default app set-up.  I think some Galaxy Nexus owners might be a little deterred from using the emulator because the default buttons are so tiny on the device.  I enlarged the default gamepads and posted them here (http://www.paulscode.com/forum/index.php?topic=221.msg3666#msg3666) if you wanted to include them.

..Unless there is a setting for the Galaxy Nexus and I'm just missing it lol :s
Title: Re: Beta Testing Has Begun!
Post by: MattyGlen on March 02, 2012, 03:44:08 AM
we should actually start a thread dedicated to gameplay design for individual devices. First post can hold a list of devices which users can select (click on) their device and view and download gameplay styles for their particular device.

hmmm, could be helpful. Give me 24 hours and I'll give an example ( I'll post my example in this thread an let everyone vote before I start anything official)
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 02, 2012, 04:31:14 AM
Thanks, MattyGlen.  Tripod, I have gotten complaints the other way too (that there are too many layouts shipped with the app, and it should be customized through settings/ checkboxes instead).  I might still inclide one more layout, though since a lot of new devices have really high resllutions for their size (making the controlls very tiny)
Title: Re: Beta Testing Has Begun!
Post by: Tripod on March 02, 2012, 05:08:48 AM
we should actually start a thread dedicated to gameplay design for individual devices. First post can hold a list of devices which users can select (click on) their device and view and download gameplay styles for their particular device.

hmmm, could be helpful. Give me 24 hours and I'll give an example ( I'll post my example in this thread an let everyone vote before I start anything official)
Sounds great.  Would this also include optimal settings for certain plugins for particular devices too or just gamepad layouts?  Everyone could find what settings seem the most efficient on their particular device and contribute to the thread.

I have gotten complaints the other way too (that there are too many layouts shipped with the app, and it should be customized through settings/ checkboxes instead).  I might still inclide one more layout, though since a lot of new devices have really high resllutions for their size (making the controlls very tiny)
I thought that may have been the case as I also agree with the complaints.  I assumed it would take a bit of time to implement and that optimisations and such would be a higher priority than this function for the app.  I was merely suggesting a temporary fix for phones with higher resolutions, but it would be great to be able to select the screen resolution or device name in settings which would automatically select the correct gamepads and possibly hide/delete the rest.
Title: Re: Beta Testing Has Begun!
Post by: MattyGlen on March 02, 2012, 07:54:29 AM
wow! I should read back my posts before contributing...... ( I blame my Xperia Play stock Rom) please insert "gamepad" instead of "gameplay" in my previous post.
Starting development now, it's 11:50pm now, I'll work till 12:30-1:00 then I'll finish off tomorrow morning. how's that for minute to minute updating..... hmmmm, no one cares Matt. Hahahaa
Title: Re: Beta Testing Has Begun!
Post by: MattyGlen on March 02, 2012, 08:45:26 AM
[quote authorty} Would this also include optimal settings for certain plugins for particular devices too or just gamepad layouts?  Everyone could find what settings seem the most efficient on their particular device and contribute to the thread.

This would more focus on gamepad layouts, optimized for in-particular devises. Optimal settings would be more pointed to the compatibility thread avenue sinse i have a very few games on N64 that i own
Title: Re: Beta Testing Has Begun!
Post by: androidian on March 02, 2012, 03:29:01 PM
Thanks for update!The 1.8 seems to work significaly better in 1.7  super mario 64 get 6 fps on that mario face at starup on this version get 8 fps.Using xperia edition phone samsung galaxy 5 i5500
Title: Re: Beta Testing Has Begun!
Post by: Hacker Gotzila. on March 02, 2012, 05:00:09 PM
Well done Paul :) only that there is an error in the King Kong rom 64 :( jejeje  hope you can fix the error  ;D  long you want to play.
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 05, 2012, 01:27:39 PM
hey, im having some problems. everytime i go to open a rom it goes to the screen with the buttons on the screen, but its all black, and then just kicks me out to my homescreen. my roms are in a .v64 file type. anyone have any suggestions?
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on March 05, 2012, 01:49:02 PM
hey, im having some problems. everytime i go to open a rom it goes to the screen with the buttons on the screen, but its all black, and then just kicks me out to my homescreen. my roms are in a .v64 file type. anyone have any suggestions?

Which ROM? It's possible that ROM is not yet compatible, or emulator closes itself as it doesn't have enough memory.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 05, 2012, 02:42:49 PM
everytime i go to open a rom it goes to the screen with the buttons on the screen, but its all black, and then just kicks me out to my homescreen. my roms are in a .v64 file type. anyone have any suggestions?

Please test with Mario 64 if you own it.  Also, let me know what device you are running the app on.
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 05, 2012, 02:59:36 PM
thats the game that ive been trying to play, Mario 64. I'm using an HTC EVO.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 05, 2012, 03:05:23 PM
That phone has decent specs, so it should be able to handle the app.  Please try enabling/ disabling Tribuffer Opt in Settings->Video->Configure.  Also try changing the plugin to gles2rice to see if it works.  If neither of those work, let me know, and I'll write a verbose test for you to run to try and track down the problem.
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 05, 2012, 04:48:57 PM
i tried those suggestions and im still getting the same problem. just kicks me back out to my home screen everytime. it goes to the screen where it looks like its about to start with the buttons on the screen but just all black.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 05, 2012, 04:53:40 PM
Could you post a logcat after the problem occurs?  If you aren't familiar with accessing the logs, I posted instructions here (http://www.paulscode.com/forum/index.php?topic=93.msg2221#msg2221).  The log probably won't have anything useful, but I'll give that a look before I do a debug build.
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 05, 2012, 06:07:08 PM
Alright i followed the instructions and assuming i did it right. Will I have to access that saved text file through my computer to post on here?
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 05, 2012, 06:30:14 PM
Maybe.  You might be able to attach it from the Android browser if you want to do it from your phone (I haven't tried this before)
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 05, 2012, 06:45:16 PM
Ok so it looks like i cant do it from my phone, ill have to wait to post the logcat til i get home.
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 06, 2012, 02:51:58 AM

D/dalvikvm(20292): Trying to load lib /mnt/asec/paulscode.android.mupen64plus-1/lib/libinput-sdl.so 0x4051daa8
D/dalvikvm(20292): Added shared lib /mnt/asec/paulscode.android.mupen64plus-1/lib/libinput-sdl.so 0x4051daa8
D/dalvikvm(20292): No JNI_OnLoad found in /mnt/asec/paulscode.android.mupen64plus-1/lib/libinput-sdl.so 0x4051daa8, skipping init
D/dalvikvm(20292): Trying to load lib /mnt/asec/paulscode.android.mupen64plus-1/lib/librsp-hle.so 0x4051daa8
D/dalvikvm(20292): Added shared lib /mnt/asec/paulscode.android.mupen64plus-1/lib/librsp-hle.so 0x4051daa8
D/dalvikvm(20292): No JNI_OnLoad found in /mnt/asec/paulscode.android.mupen64plus-1/lib/librsp-hle.so 0x4051daa8, skipping init
V/SDLActivity.java(20292): CPU info available from file /proc/cpuinfo:
V/SDLActivity.java(20292): Processor   : ARMv7 Processor rev 2 (v7l)
V/SDLActivity.java(20292): BogoMIPS   : 662.40
V/SDLActivity.java(20292): Features   : swp half thumb fastmult vfp edsp thumbee neon vfpv3
V/SDLActivity.java(20292): CPU implementer   : 0x51
V/SDLActivity.java(20292): CPU architecture: 7
V/SDLActivity.java(20292): CPU variant   : 0x0
V/SDLActivity.java(20292): CPU part   : 0x00f
V/SDLActivity.java(20292): CPU revision   : 2
V/SDLActivity.java(20292):
V/SDLActivity.java(20292): Hardware   : supersonic
V/SDLActivity.java(20292): Revision   : 0004
V/SDLActivity.java(20292): Serial      : 0000000000000000
V/SDLActivity.java(20292): ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
D/dalvikvm(20292): GC_EXTERNAL_ALLOC freed 176K, 42% free 3307K/5639K, external 650K/662K, paused 55ms
D/dalvikvm(20292): GC_EXTERNAL_ALLOC freed 74K, 41% free 3343K/5639K, external 1107K/1178K, paused 50ms
D/dalvikvm(20292): GC_EXTERNAL_ALLOC freed 7K, 41% free 3346K/5639K, external 1805K/1815K, paused 34ms
D/SensorGUI(  116): SensorChannel(): mSendFd = 256, mReceiveFd = 253
D/SensorGUI(20292): SensorChannel(const Parcel& data): mSendFd = -1, mReceiveFd = 50
D/SensorService(  116): enable: connection.get() = 0x10c7e08, (2.3.3-1)
D/SensorService(  116): enable: get sensor name = BMA150 3-axis Accelerometer
D/SensorService(  116): SensorDevice::activate: handle = 0x0, enabled = 0x1
D/Sensors (  116): Enable akm: en = 1
D/SensorService(  116): noteStartSensor: uid = 0x275c, handle = 0x0
D/SensorService(  116): pid=20292, uid=10076
D/SensorService(  116): Active sensors:
D/SensorService(  116): BMA150 3-axis Accelerometer (handle=0x00000000, connections=2)
D/SensorService(  116): CM3602 Light sensor (handle=0x00000004, connections=1)
V/SDLSurface(20292): SDLSurface changed
I/SDL     (20292): SDL_Android_Init()
V/front_end(20292):  __  __                         __   _  _   ____  _             
V/front_end(20292): |  \/  |_   _ _ __   ___ _ __  / /_ | || | |  _ \| |_   _ ___
V/front_end(20292): | |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __| 
V/front_end(20292): | |  | | |_| | |_) |  __/ | | | (_) |__   _|  __/| | |_| \__ \ 
V/front_end(20292): |_|  |_|\__,_| .__/ \___|_| |_|\___/   |_| |_|   |_|\__,_|___/ 
V/front_end(20292):              |_|         http://code.google.com/p/mupen64plus/ 
V/front_end(20292): Mupen64Plus Console User-Interface Version 1.99.4
V/front_end(20292):
V/core_interface(20292): UI-console: attached to core library 'Mupen64Plus Core' version 1.99.4
V/core_interface(20292):             Includes support for Dynamic Recompiler.
I/ActivityManager(  116): Displayed paulscode.android.mupen64plus/.SDLActivity: +893ms
E/front-end(20292): Core Error: open_rom(): not a valid ROM image
E/front-end(20292): Error: core failed to open ROM image file '/mnt/sdcard/n64 rom/Super Mario 64.v64'.
D/skia    ( 9541): purging 304K from font cache [36 entries]
D/SensorService(  116): SensorDevice::activate: handle = 0x0, enabled = 0x0
D/SensorGUI(  116): ~SensorChannel: mSendFd = 256, mReceiveFd = -1
I/ActivityManager(  116): Process paulscode.android.mupen64plus (pid 20292) has died.
I/WindowManager(  116): WIN DEATH: Window{40c26fe8 paulscode.android.mupen64plus/paulscode.android.mupen64plus.SDLActivity paused=false}
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 06, 2012, 05:02:45 AM
It looks like there is a problem with your ROM:

Code: [Select]
E/front-end(20292): Core Error: open_rom(): not a valid ROM image
E/front-end(20292): Error: core failed to open ROM image file '/mnt/sdcard/n64 rom/Super Mario 64.v64'

I recommend you rip it again (or get it from another source).  If you have an N64 emulator installed on your PC, I find that to be a good way to test ROMs to see if they are ok, or if there is a bug in the app.
Title: Re: Beta Testing Has Begun!
Post by: iThi3f on March 06, 2012, 12:38:48 PM
that fixed it, its running now. thanks! is there anyway to not make it so laggy though?
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 06, 2012, 03:16:07 PM
I posted some tweaks to try in this thread (http://www.paulscode.com/forum/index.php?topic=179.msg2854#msg2854).  You could also try using gles2rice which is a lot faster now on some devices with SkipFrame enabled.  Another thing you could try is the Xperia Play branch instead of the main one (it has a slightly different build of gles2n64 which runs a tad faster on a few devices).  I will be working to optimize the app moving forward, but currently there really aren't a lot of things to make it run faster.
Title: Re: Beta Testing Has Begun!
Post by: cuttler on March 08, 2012, 10:26:19 AM
Hey Paul,  you think you could add in a key pad that has the joystick and dpad together? Some games require both.
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on March 08, 2012, 01:44:45 PM
This thread has some nice gamepads with both: http://www.paulscode.com/forum/index.php?topic=221.0
Title: Re: Beta Testing Has Begun!
Post by: lolzDRAGON97 on March 09, 2012, 04:40:14 PM
Anybody have a fix for the galaxy ace lagg?
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 09, 2012, 07:35:50 PM
Galaxy Ace is one of the ARM6 devices, which unfortunately do not run the emulator very well.  You can try the suggestions in this thread (http://www.paulscode.com/forum/index.php?topic=179.msg2854#msg2854) for tweaking performance.  Probably your best improvement would be to root the phone and overclock.  You should be able to get lower-end games like Mario64 up to a playable speed, but games like Zelda OOT or higher-end may not be playable on your device.
Title: Re: Beta Testing Has Begun!
Post by: lolzDRAGON97 on March 10, 2012, 08:06:32 AM
They dont start up anymore and how much can i overclock my ace up to? Because im on a 3 year plan and dont really want to break my phone
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 10, 2012, 08:51:03 AM
If you've been playing around with the settings and things stop working, I recommend rebooting your phone (or alternately doing a "force stop" from the phones application settings menu), then running "Restore App Data" from the Mupen64Plus AE settings menu.

Every device is different when it comes to overclocking, so I recommend asking people who own the Ace, on other forums like http://forum.xda-developers.com/ or http://www.androidforums.com/
Title: Re: Beta Testing Has Begun!
Post by: lolzDRAGON97 on March 10, 2012, 11:12:23 AM
Ya still not working oh well. Hopefully a future update will help with lag thanks anyways!
Title: Re: Beta Testing Has Begun!
Post by: koekje on March 12, 2012, 03:35:11 AM
Hey paul just found this

https://play.google.com/store/apps/details?id=com.emudev.n64&feature=trending-apps#?t=W251bGwsMSwyLDEwNSwiY29tLmVtdWRldi5uNjQiXQ..
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on March 12, 2012, 03:49:01 AM
Already mentioned here: http://www.paulscode.com/forum/index.php?topic=303.0
Title: Re: Beta Testing Has Begun!
Post by: aspeywaspey on March 24, 2012, 01:34:51 AM
A small suggestion.(:
     I use the xperia play version (and I LOVE it!) but I realized there's no c-controls. I think that would be a good use for the direction keys or other analog touchpad thing (sorry for my oh-so-technical language).
Anyways, it's been pretty great so far, I haven't played too much, but I thought I'd suggest that.

(I was also a little confused with the input settings, if this is possible already I'd really love to know how)

Thanks!
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 24, 2012, 08:38:07 AM
The right side of the touchpad should have the c-buttons mapped to it already.  If not, then there is probably a bug in the code.  If you own Mario64, try it in that game (just to rule out any game-specific problems)
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on March 26, 2012, 12:50:31 AM
Hey Paul, you should try making a shooter plugin for the games like goldeneye, swiping like in most fps games, that can work since they made a working one for project64
P.s: i wonder if it's possible to make a port for mac ppc of the ansroid version since it's still powerpc
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 26, 2012, 04:19:56 AM
I don't really play a lot of fps games.  How does "swiping" work?
Title: Re: Beta Testing Has Begun!
Post by: OurFriendIrony on March 26, 2012, 06:55:34 AM
hey Paul, any news on the next version of Mupen AE?
i.e, when its going to be released, changes, etc
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on March 26, 2012, 02:46:53 PM
I don't really play a lot of fps games.  How does "swiping" work?

even if a bit laggy i got this video, http://www.youtube.com/watch?v=Wsi1IHbbAoE skip to 1:47 and ignore spanish, i just got it randomly by searching the android port of portal, obviously if this is gonna happen there should be something letting you swipe while you hold a button until you lift finger up.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 26, 2012, 03:30:33 PM
hey Paul, any news on the next version of Mupen AE?
i.e, when its going to be released, changes, etc
The next update will be in 1-2 weeks (I'm shooting for this coming weekend, but I always underestimate time, so stay tuned).  The reason for the long time on this one, is I am updating the core (and I need to make sure it is worth putting out before I do.  If not, I will have to stick with 1.99.4 core until 1.99.5 is ready).  Besides the core update, other changes will be multilingual support (and a few languages added), reintegrated gles2n64 video plug-in (hopefully), auto backup/restore of save files when running Restore App Data, fixed plug-in importing, and rumble-pack support.  If I do publish the core update, other changes will include improvements in a couple games (including Perfect Dark, Ogre 64, and Pokemon Stadium) and working core speed options (may make more games playable).  Things I will consider adding if I have enough time (if I'm under that 2-week deadline) will be cheats, dynamic audio pitch (to eliminate skipping in mild cases), swipe analog input (for first-person shooters, Zelda horseback archery, etc), and turbo/ toggle button behavior options.  If I can get ahold of the Sixaxis Controller IME developer, I will add support for it as well.



I don't really play a lot of fps games.  How does "swiping" work?

I see.  The logic behind it might be a bit tricky (namely with mapping out the desired behavior in cases where you have swipe + analog (and which was pressed first), and/or swipe + buttons).  I'll play around with the idea to see what I can come up with.
Title: Re: Beta Testing Has Begun!
Post by: enzofz8 on March 29, 2012, 10:34:23 PM
Hi paul  first i want to  tell  your work is amazing, and  sorry for my bad english,  well and have 2 things to  share,  first is when im playing and i get a call or go home to check a sms when i return to the  emulator this restart the game and lose  what i was doing, the second  is a question  can be posible that some day be a  multiplayer option via local wifi?? with 2,3 or 4 phones?? like in psp or dsi
Title: Re: Beta Testing Has Begun!
Post by: EGOvoruhk on March 30, 2012, 01:17:22 AM
I know you were looking into getting true full screen/taking over the status bar for 3.X/4.X devices, just wondering if by chance that would be making it into the next version?
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 30, 2012, 04:34:20 AM
Hi paul  first i want to  tell  your work is amazing, and  sorry for my bad english,  well and have 2 things to  share,  first is when im playing and i get a call or go home to check a sms when i return to the  emulator this restart the game and lose  what i was doing
This will be fixed once I remove the SDL layer in the near future (the way the Android SDL port is written, you lose the rendering context when it leaves, and to recreate it you must also recreate the entire SDL main thread, which restarts the game).  When I'm using a normal GL surface view, you can pause and resume more easily (and I've seen several open-source examples, so it shouldn't be too hard for me to figure out).

can be posible that some day be a  multiplayer option via local wifi?? with 2,3 or 4 phones?? like in psp or dsi
This is on my "wish list" for when the emulator is out of Beta testing in a year or two.  In the mean time, you could use an IME like "BT Controller" to link in other phones as separate controllers (although the video would only be running on one of the phones).[/quote]

I know you were looking into getting true full screen/taking over the status bar for 3.X/4.X devices, just wondering if by chance that would be making it into the next version?
Yes this is one of the things I hope to have in place before I release the next update.  I'll have a test for you to run in a couple days.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on April 01, 2012, 06:10:06 PM
NOE I'M STARTING TO GET ANGRY, N64 4 DROiD IS STILL ON THE MARKET AND IT'S NOT EVEN FREE, GOOGLE WHY YOU SUCK AT MODERATING APPS, ANYWAY I REPORTED IT, GUY SELLING N64 4 DROiD IS EVEN GIVING CREDITS BUT THAT ISN'T AN EXCUSE TO SELL A FREE APP WITHOUT PERMISSION.
Title: Re: Beta Testing Has Begun!
Post by: OurFriendIrony on April 02, 2012, 06:51:49 AM
NOE I'M STARTING TO GET ANGRY, N64 4 DROiD IS STILL ON THE MARKET AND IT'S NOT EVEN FREE, GOOGLE WHY YOU SUCK AT MODERATING APPS, ANYWAY I REPORTED IT, GUY SELLING N64 4 DROiD IS EVEN GIVING CREDITS BUT THAT ISN'T AN EXCUSE TO SELL A FREE APP WITHOUT PERMISSION.

STOP SHOUTING AT ME   :'(
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 02, 2012, 02:04:44 PM
lol
Title: Re: Beta Testing Has Begun!
Post by: neozed on April 03, 2012, 12:35:07 AM
Anybody have a fix for the galaxy ace lagg?

Thanks.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 03, 2012, 12:45:28 AM
Anybody have a fix for the galaxy ace lagg?

Unfortuntately, the Ace is one of the slower ARM6 devices (there is a big performance difference between ARM7 and pre-ARM7, even between devices clocked at the same processor speed).  You can try some of the tweaks I outlined in this thread (http://www.paulscode.com/forum/index.php?topic=179.msg2854#msg2854), but chances are you aren't going to be able to get most games up to a playable speed.  I'm working to optimize the code, so it should improve over time, but will likely take quite a while before things run well on ARM6 phones.
Title: Re: Beta Testing Has Begun!
Post by: cuttler on April 04, 2012, 12:15:29 AM
Hey paul, there are some people posting earlier builds of your app on the market.

N64 emulator pro (https://play.google.com/store/apps/details?id=com.n64.pro.emulation&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5uNjQucHJvLmVtdWxhdGlvbiJd)
This one as well. (https://play.google.com/store/apps/details?id=com.emudev.n64player&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5lbXVkZXYubjY0cGxheWVyIl0.)

I'm pretty sure there are more jack@sses that are doing it too.

BTW, any clue on the next release?
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 04, 2012, 04:40:44 AM
Yeh, I know about those, designed to make money from ads.  That was the main reason I ended up publishing a free version on the Market, because nobody was reading the description to see that it was available for free here already, without the annoying ads.

Next update will probably be on Saturday or Sunday. There are a few more small things left to add to it.
Title: Re: Beta Testing Has Begun!
Post by: OurFriendIrony on April 04, 2012, 06:57:59 AM
looking forward to it :D
Title: Re: Beta Testing Has Begun!
Post by: Miq on April 04, 2012, 01:15:35 PM
Quote
The next update will be in 1-2 weeks (I'm shooting for this coming weekend, but I always underestimate time, so stay tuned).  The reason for the long time on this one, is I am updating the core (and I need to make sure it is worth putting out before I do.  If not, I will have to stick with 1.99.4 core until 1.99.5 is ready).  Besides the core update, other changes will be multilingual support (and a few languages added), reintegrated gles2n64 video plug-in (hopefully), auto backup/restore of save files when running Restore App Data, fixed plug-in importing, and rumble-pack support.  If I do publish the core update, other changes will include improvements in a couple games (including Perfect Dark, Ogre 64, and Pokemon Stadium) and working core speed options (may make more games playable).  Things I will consider adding if I have enough time (if I'm under that 2-week deadline) will be cheats, dynamic audio pitch (to eliminate skipping in mild cases), swipe analog input (for first-person shooters, Zelda horseback archery, etc), and turbo/ toggle button behavior options.  If I can get ahold of the Sixaxis Controller IME developer, I will add support for it as well.

Sounds awesome! Especially if you manage to do the sixaxis support :) keep it up man!!!!
Title: Re: Beta Testing Has Begun!
Post by: Bas on April 06, 2012, 08:33:14 AM
Paul good sir you are a bit of a legend, Zelda OoT on my phone, really? Amazing. But how do i make it run at optimum speed/smoothness? I have a HTC Desire S - my SD card is almost full up with music videos etc, does that affect the speed of the thing? I have no idea what im doing with technology tbh, i just saw your app on the trend list and didnt think it would actually be real, but it is! Anyway any help/tips would be appreciated alot. Thanks
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 06, 2012, 03:46:43 PM
The good news is that the HTC Desire S has similar specs to my Droid X, which is my target device.  Zelda should have some problems in the cutscenes, Kokiri forest with all the sprytes and bugs flying around, and in the open field, but should run pretty smooth in most of the dungeons, towns, etc.  There are some tweaks you can try in this thread (http://www.paulscode.com/forum/index.php?topic=179.msg2854#msg2854) for improving performance a bit (play around to pick out the settings that you can live with without destroying the gaming experience).  Also, in the areas with a lot of audio skipping, even just turning the volume down can help make the game more enjoyable.

The next update will have some speed options you can play with to improve the audio.  An update in the near future will remove the SDL layer which should also improve performance.  I'm also working on an adaptive audio plug-in that should eliminate mild cases of audio skipping.  And I'm also working on adding the ability to link with N64oid video plug-ins, which seem to be a bit faster than the 2 current ones.  In the next couple months I expect Zelda will run smoothly in virtually every part of the game, with maybe some lag in just the cutsceens and scene-changes where a lot of textures have to load on the fly.
Title: Re: Beta Testing Has Begun!
Post by: XxReApErxX on April 06, 2012, 10:09:24 PM
Hello Paul, thank you very much for letting us try your emulator.

I have a problem with a StarCraft game, it's a .z64 file:

(http://img406.imageshack.us/img406/9807/20120406213455.png)

It's just the grafics, no lags, the gamepad is working.
Mario64.z64 is working fine. I've tried with both video plug-ins.
I'm using a Motorola Photon 4g.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 07, 2012, 07:11:37 AM
Thanks for the report, XxReApErxX.  I've added this to my "to-do" list, I appreciate the explanation and screenshot.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on April 08, 2012, 12:11:46 PM
Paul.

N64oid been updated to 1.99.5
With Xperia play pad support
And a fadeout effect.
For tablet or phones running in tablet mode.
Eg
The bottom left software buttons and bottom right notification bar
Fades to dots so less distraction for the user.
And also while running through HDMI out.
No more buttons just dots.

Can u take on this fadeout patch for mupen64 ae please.

Catch ya later..
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 08, 2012, 12:34:53 PM
I was planning to hide the soft menu, but maybe will look into something like this (lower priority than other things that need to be fixed)
Title: Re: Beta Testing Has Begun!
Post by: wolfreak_99 on April 08, 2012, 03:54:14 PM
Hey Paul. This is wolfreak_99 from Reddit. Just wanted to show some support and say that, dealing with N64 Player, Reddit has your back. Over 150+ one star votes have been posted on N64 Player since 3AM this morning (Eastern USA time), followed by many reports against this app. If you want to take a look at what Redditors are talking about with your app, here's the thread:

http://www.reddit.com/r/Android/comments/ryzjk/n64_player_ripped_off_mupen64plus_ae_put/ (http://www.reddit.com/r/Android/comments/ryzjk/n64_player_ripped_off_mupen64plus_ae_put/)

Cheers!
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 08, 2012, 11:38:07 PM
Next update will probably be on Saturday or Sunday. There are a few more small things left to add to it.

Sorry for taking longer than I promised.  I actually forgot that this weekend was Easter, and we have family from out of town.  As a result, I didn't get any coding in this weekend.  We're going on a road trip later this week, so development might be slow for a few days (I'll still have my netbook with me, and I'll try and get this update out the door this week, or at least ready for everyone here to test and work out any kinks)
Title: Re: Beta Testing Has Begun!
Post by: magicmaniaks on April 09, 2012, 07:13:25 AM
I think  extremely important to  create armv6 already that the vast majority of today are phone armv6 I'm using this  xt531 will be presenting many legs. that will improve the speed of armv6?
thxs paul his work and very important for all
ps: sorry for english I'm Brazilian XD
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 09, 2012, 02:20:06 PM
I absolutely agree.  Getting most games to run well on ARM6 devices is my ultimate goal with this project.  The next update probably won't help a lot (there will be some speed options to play with that could help a little).  The next couple updates after that should have some tangible improvements.
Title: Re: Beta Testing Has Begun!
Post by: magicmaniaks on April 09, 2012, 03:20:27 PM
I'm programming for Android if you want to help the project I am available to help although I am familiar with system programming
thxs paul
Title: Re: Beta Testing Has Begun!
Post by: SeanCoffey on April 11, 2012, 05:15:26 PM
Not trying to bother you paul, but is their any possible way of fixing the majoras mask crash sometime? I am not trying to rush you, its just sort of important.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 11, 2012, 06:39:33 PM
Yes, this is at the top of my priority list.  Knowing that the latest version of Ari64's Pandora port has the same problem and that it used to work in prior versions, that at least gives me a starting place to look.  Still don't have a clear idea of the cause yet.   I'm going to play around with RDRAM next, since that's one of the big changes.
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on April 11, 2012, 07:42:45 PM
Speaking of RDRAM, apparently to fix a lot of gfx issues, copying the framebuffer to it is the solution (at least in pj64) so if you can try to look at that ;?
Title: Re: Beta Testing Has Begun!
Post by: Dream_Works on April 13, 2012, 10:43:21 PM
How can I get The latest version ?

The application is not available in the android market !!!
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 14, 2012, 12:46:09 AM
Original post of this thread.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on April 21, 2012, 10:12:57 PM
Hey paul I was wondering do you have an estimated  release date of the next update will be available the  suspense is crazy I'm on your site 24/7 while at school waiting for a update :o 8) :o :o :o
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 21, 2012, 10:40:02 PM
Haha, sorry about that.  I'll have a release candidate posted tomorrow.  Official update will be a few more days, just to mke sure any bugs are worked out.
Title: Re: Beta Testing Has Begun!
Post by: paed808 on April 21, 2012, 10:55:40 PM
Just wanted to say I'm looking forward to it.  :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 22, 2012, 05:03:45 PM
I hate to do this again, but I'm going to have to delay the release candidate for a couple days.  Some family stuff going on today, so I haven't been on the computer for most of the day.  I need to fix the rumble pack code before I can post a working APK (the code is a bit torn apart at the moment).  I'll try my best to have it ready tomorrow or the day after.  Sorry to everyone who is waiting (I know, I am a really slow developer compared to some others).
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on April 23, 2012, 02:23:15 AM
I hate to do this again, but I'm going to have to delay the release candidate for a couple days.  Some family stuff going on today, so I haven't been on the computer for most of the day.  I need to fix the rumble pack code before I can post a working APK (the code is a bit torn apart at the moment).  I'll try my best to have it ready tomorrow or the day after.  Sorry to everyone who is waiting (I know, I am a really slow developer compared to some others).
I have seen even slower developers, this is still fast comparing to others.
Title: Re: Beta Testing Has Begun!
Post by: breadwinka on April 23, 2012, 12:02:31 PM
You're probably one of the fastest n64 emu developers since the scene is dead updates for PC emus are very far and few between. Your doing a fine job keep up the great work
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on April 26, 2012, 05:18:58 PM
lol paul there was another copy of your emu in market, and i found a forum topic on androidworld (ita( talking about it, thry really think it was a beta remake, I'm gonna register there just to tell them this
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 26, 2012, 08:56:17 PM
Progress update:

I got plugin importing to work finally!  Just one last thing to fix, which is the vibrater spamming.  Could be a problem where it is getting stuck "down", but I'm not sure yet.  It's late here (time does fly when I'm programming!), so I think I'll try and get that last piece fixed tomorrow.  Hopefully it won't be too difficult to track down.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 28, 2012, 07:51:21 PM
Ok, I've been spinning my wheels on this vibrater bug for too long.  For now, I've just disabled Rumble Pak, until I get the bug fixed, so folks can start testing other things.  Currently I've only added the Japanese translation, but I'll be adding the other ones in soon (pretty simple, I just forgot to do it before I hit build):

Signed APK, RC 1 (http://www.paulscode.com/source/Mupen64Plus-AE/28APR2012/Mupen64Plus.apk)

I am posting this as a signed APK rather than a test build, because part of the thing is making sure upgrading from an earlier version works (changes are quite significant in this update, so if the updater fails, things will go badly).

The main things I'd like to have tested with this build:

1) Performance on ARM6 compared to previous builds
2) Game compatibility differences
3) Core speed functions
4) Restore App Data auto backup/ restore of game saves and savestates
5) Cheats
6) Controller 1 button mapping
7) Device locale changes
8) In-app Language changes
9) Honeycomb soft menu minimization
10) ICS soft menu hiding
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on April 28, 2012, 11:30:27 PM
I can't figure out how to open the menu on HC devices without a hardware menu-button, like my tablet.

On my tablet, I had a resume to home on my tablet for all games on both plugins. Even reset/restore the emu and reboot the device didn't help.
After deleting the app and a new install, it's OK for now.

Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 02:24:30 AM
There seems to be a problem with the Honeycomb code for minimizing the soft menu (it is getting rid of it entirely instead).  I'll try and fix this.

For the crash back to home, I suspect a config problem, but very strange that Restore App Settings didn't fix it.  I'll have to do more extensive tests of upgrading from previous versions I guess to try and reproduce the problem.

BTW, if anyone else has this same issue, could you grab the logcat output, so I can see what is causing the crash?  For anyone new who isn't familiar with accessing the logs, I've posted instructions here (http://www.paulscode.com/forum/index.php?topic=93.msg2221#msg2221).  Hopefully I'll be able to reproduce the problem myself to see what is going wrong.
Title: Re: Beta Testing Has Begun!
Post by: Tripod on April 29, 2012, 09:16:29 AM
Thanks for the release candidate Paul!

Signed APK, RC 1
10) ICS soft menu hiding
The on screen menu key has completely vanished all together on my Galaxy Nexus (stock 4.0.4) and I recall it being persistent before this build.

Also the gamepad, except for the analogue stick, hides itself after a gamepad button is pressed.  Enabling 'Redraw All' fixes the issuse, just found it odd considering this was never an issue before.

I'm assuming landscape is now the default orientation on startup (makes sense) because when I run the app the main menu is landscape regardless of the phone be held in a portrait fashion or auto-rotate being turned off.  This is only for an instant though, upon starting the app with either of the two mentioned conditions the display immediately changes from landscape to portrait.  Just mentioning in case it is a 'bug', I'm pretty sure it's not though.  I don't recall this feature being in previous builds (I haven't used the app in a while) so forgive me if this is nothing new.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 09:35:55 AM
The on screen menu key has completely vanished all together on my Galaxy Nexus (stock 4.0.4) and I recall it being persistent before this build.
Is it gone completely, or does interaction with the device make it visible again?  This sounds like the same problem that Honeycomb is having.  I'll do some research to see what I am doing wrong with these.  I may have just used the wrong API that would require me to manually make the menu visible again on some condition (this may be a good feature for the future, but for now, I just want to make the menu less intrusive somehow).  Wish I had a Honeycomb or ICS device to test this on (I think I'll get me a Galaxy Nexus, since my Droid X contract should be up this month)

Also the gamepad, except for the analogue stick, hides itself after a gamepad button is pressed.  Enabling 'Redraw All' fixes the issuse, just found it odd considering this was never an issue before.
While this is an old bug, it is definitely strange that it just started happening when it wasn't before.  I think I'm just going to make the "Touch" layouts with FPS disabled by default, which will fix this problem for everyone.  Anyone who likes the "Analog" layout better or wants the FPS indicator can simply change the settings.

I'm assuming landscape is now the default orientation on startup (makes sense) because when I run the app the main menu is landscape regardless of the phone be held in a portrait fashion or auto-rotate being turned off.  This is only for an instant though, upon starting the app with either of the two mentioned conditions the display immediately changes from landscape to portrait.  Just mentioning in case it is a 'bug', I'm pretty sure it's not though.  I don't recall this feature being in previous builds (I haven't used the app in a while) so forgive me if this is nothing new.
This behavior started when I fixed a different bug where components of the main menu were being accessed by the DataDownloader too soon after unpacking the app data (a thread synchronization problem).  To fix the problem, I put a 1-second Thread sleep, which fixed the problem, but had the side effect of making the main menu pause in landscape mode temporarily, even if the user had changed the device orientation while the DataDownloader was still active.  It's a minor aesthetic bug, that I'll probably look at once I've removed the SDL layer and allow the app to be run in any orientation.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 10:00:29 AM
Ok, I think I solved the missing menu problem.  As I suspected, I was using the wrong API.  The way I was doing it completely disables the soft menu, and must be re-enabled problematically if its needed by the app (this could be a good feature for the future if I were to add a button to the virtual gamepad for enabling/disabling the soft menu).  For now, though, see if this works.  It should put the soft menu into "low profile" mode, rather than completely disabling it:

Signed APK, RC 2 (http://www.paulscode.com/source/Mupen64Plus-AE/29APR2012/Mupen64Plus.apk)

I'll work on trying to recreate and solve the crash back to home problem next.
Title: Re: Beta Testing Has Begun!
Post by: paed808 on April 29, 2012, 10:27:42 AM
Ok, I think I solved the missing menu problem.  As I suspected, I was using the wrong API.  The way I was doing it completely disables the soft menu, and must be re-enabled problematically if its needed by the app (this could be a good feature for the future if I were to add a button to the virtual gamepad for enabling/disabling the soft menu).  For now, though, see if this works.  It should put the soft menu into "low profile" mode, rather than completely disabling it:

Signed APK, RC 2 (http://www.paulscode.com/source/Mupen64Plus-AE/29APR2012/Mupen64Plus.apk)

I'll work on trying to recreate and solve the crash back to home problem next.
Unfortunately, the soft menu is still missing for me. :/
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on April 29, 2012, 11:08:52 AM
Yes, menu isn't there on HC @RC2
Title: Re: Beta Testing Has Begun!
Post by: Deadrabbtz on April 29, 2012, 11:24:32 AM
Great work Paul. I was just wondering if Zelda majors mask will ever be playable the speed is awesome on my ATRIX 2 but freezes after tunnel cut scene. Even with ur current update. Everyth ;Ding else I tried with this update has improved. Thanks for the awesome work.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 11:43:30 AM
Attempt #3:

Signed APK, RC 3 (http://www.paulscode.com/source/Mupen64Plus-AE/29APR2012/Mupen64Plus_2.apk)

(This multi-API-depending-on-target-and-min-SDK-versions thing is killing me!)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on April 29, 2012, 11:51:20 AM
get a forced close after selecting a game. restore/reset and new install doesn't change it.

http://db.tt/RyVnDeDi
Title: Re: Beta Testing Has Begun!
Post by: paed808 on April 29, 2012, 11:52:08 AM
Same issue as scorpio16v.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 12:22:11 PM
Hmm.. Seems like it wasn't able to look up the view by its id.  I'll tinker with this some more when I get home.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 03:03:19 PM
Attempt #4:

Signed APK, RC 4 (http://www.paulscode.com/source/Mupen64Plus-AE/29APR2012/Mupen64Plus_3.apk)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on April 29, 2012, 03:24:33 PM
No menu, but you've doted out the other buttons on status bar.

http://db.tt/2CdoUae9
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 05:00:54 PM
Yes, the dots are what I'm after (except I want to have the menu button on there too..)  I may just have to end up using that new API they decided to replace the menu button with. I would have thought targeting Honecomb would allow the menu button to stay, since it wasn't officially removed until ICS.
Title: Re: Beta Testing Has Begun!
Post by: quho on April 29, 2012, 05:41:21 PM
great work, keep doing this Paul! :)

This is the only n64 emu i have found for arm6. So far it has worked great, i haven't yet played else than ocarina of time and it was surprising how little bugs there are (using gles plugin, with rice textures look bad and a few other small graphic bugs). Only bug in whole game has been some rooms(shops) missing textures (which only happens with gles), but when pressing start, the picture of room loads nicely to the background of start-menu.

Latest RC4 works fine on my phone, zte blade running android 2.3.7(cm7). Maybe it did give some 10% performance boost too :)

Title: Re: Beta Testing Has Begun!
Post by: Tripod on April 29, 2012, 08:52:27 PM
Is it gone completely, or does interaction with the device make it visible again?
The menu button is completely gone even with interaction.  Seems to be 'fixed' in RC 4 however the app instantly crashes upon interaction during emulation.

It's a minor aesthetic bug, that I'll probably look at once I've removed the SDL layer and allow the app to be run in any orientation.
I'm sure we could all live with it being a low priority.  It doesn't seem to be that annoying and no-one else seems to have mentioned it.

Signed APK, RC 4
No menu, but you've doted out the other buttons on status bar. http://db.tt/2CdoUae9
Same here.  All the software buttons are now hidden during emulation, the app stretches the 'game screen' over the software button row and takes up the whole screen.  When the screen is touched the screen goes black and the app display goes back to usual (game screen + software buttons with the menu button included) however this is only for a instant as the app crashes immediately after.

Also the app lost its ICS main menu background from RC 1, it's black again.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 09:24:38 PM
Thanks, Tripod.  Does the crash happen from any interaction with the screen at all, or only interaction with the area where the soft buttons were hidden?

Are you able to get a logcat after the crash happens?  In case you aren't familiar with accessing the logs, I posted instructions in this thread (http://www.paulscode.com/forum/index.php?topic=93.msg2221#msg2221).

I'm thinking this would be easier debug if I had both a device with Honeycomb and one with ICS.  If google ever un-suspends my apps, I'll spend some of the donation money getting a tablet too (already plan to get a Galaxy Nexus in the near future for my own personal phone, and it has ICS).
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 09:44:06 PM
Just so folks can test the language stuff a little more thoroughly, I went ahead and put in all the translations I got, even though the other bugs aren't fixed yet.  If I left anybody out who gave me a translation, let me know.  I plugged them in rather quickly, so there may be some errors.  I also saw that some folks weren't sure on some of the technical translations, but I didn't write those down as I was rushing through the xml files.  It will probably be easier for me to keep track of translation questions if they are asked here on the forum (and someone else might have the answer if I'm at work or something and don't get to it right away).  Next, I'm looking into setting up a shared dropbox to put all the current translations in, so folks can update and edit as they like or add new translations.

Signed APK, RC 5 (http://www.paulscode.com/source/Mupen64Plus-AE/29APR2012/Mupen64Plus_4.apk)
Title: Re: Beta Testing Has Begun!
Post by: Deadrabbtz on April 29, 2012, 10:14:01 PM
Is Zelda majoras mask going to be fixed I am really anxious to play it. If not is there any work around to it. I don't mean to be disrespectful in any way ur an awesome developer. I am very anxious to play it on my phone that's all.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2012, 10:26:10 PM
The Majora's Mask problem will not be fixed on this update, just because it seems to be a problem with Ari64's dynarec (or, more likely, how I am linking with it from the core).  I am waiting for my Pandora to arrive (it is in the mail finally!) I'll put a more concerted effort into solving this bug then, because the Pandora port of Mupen64Plus has the same problem.  Users on the Pandora forums have mentioned the bug not happening with certain builds, but happening with others (no specifics, though, and nobody can really say if it is related to config settings or to the dynarec version).  If I can set up some good and bad tests on Pandora I might be able to spot where the differences are.  A couple places I plan to look are at the RDRAM size, and seeing if an older version of the DYNAREC doesn't have the problem.  I may have to hit up Ari64 to help out on this one (I'm pretty useless when it comes to debugging dynarecs, unfortunately).
Title: Re: Beta Testing Has Begun!
Post by: Tripod on April 30, 2012, 01:19:38 AM
Thanks, Tripod.  Does the crash happen from any interaction with the screen at all, or only interaction with the area where the soft buttons were hidden?
Any interaction, doesn't even need to be a gamepad button.  Touching the screen anywhere = crash.

Are you able to get a logcat after the crash happens?
Sure, I sent you the logcat in a PM entitled "RC 5 ICS Crash Logcat".

If google ever un-suspends my apps, I'll spend some of the donation money getting a tablet too (already plan to get a Galaxy Nexus in the near future for my own personal phone, and it has ICS).
Sounds like a great idea, hopefully Google gets their act together soon.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on April 30, 2012, 02:16:49 PM
to the Actionbar problem:
The Menu should be in the upper right corner on HC and ICS Tablets, if the app is optimized for these OS versions.
If not optimized, the menu is on the bottom-bar.
For example on N64oid the Back,Home and Running Tasks softbuttons are dotted out. The upper actionbar is hidden.
Pressing Back unhides the actionbar and you can access the menu-icon and some other, emulator related option-icons for safe, speed up.   
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2012, 06:13:40 PM
Yes, I'm going to have to go with a similar strategy, it looks like, because I can't target HC or ICS without the back button disappearing (and I need to be able to target at least HC to hide the menu and allow access to the USB API for future updates)
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on April 30, 2012, 06:47:35 PM
Hey paul, after we do trandlations, what we have to do? give it to you on dropbox or put it in the mupen64 translationss shared folder?
also do we have to put our name in the translations credit part or you will?
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2012, 08:03:20 PM
Hey paul, after we do trandlations, what we have to do? give it to you on dropbox or put it in the mupen64 translationss shared folder?
also do we have to put our name in the translations credit part or you will?

If you have write access to the dropbox, just save the translations in there.  If it is for a language that doesn't exist yet, just create a new folder for it (the readme.txt file has a link to look up the 2-letter locale codes if you want to name the folder correctly, otherwise I will rename it when I see it).  Alternately, you can just send me the translations and I'll plug them in when I have the time.

To add yourself to the credits, please do so in the English translation file, under values/strings.xml (the credits string is near the bottom).  I will filter down all new additions in the credits to each of the language strings.xml, so if you are doing a translation, don't forget to check the credits string periodically to see if it has changed (as people add more language translations to the folder).
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2012, 09:00:40 PM
I found a good tutorial on how to use the top action bar in HC/ ICS.  It looks like I'll need to move the in-game menu options into there using the new API.  I'll have to do checks though, because that code will crash on earlier Android versions if it runs.  Anyway, I think I'll work on this tomorrow, since it's getting late.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 01, 2012, 01:38:38 AM
Don't expect to much from the USB API. Even on ICS, my SGS 2 needs a custom kernel to make input devices like mouse and external keyboard running.
Gamepads are not supported, it seemds.
I even don't know, if all HC/ICS tablets supports gamepads on stock kernel. Some tablets needs a special plug for their dock connector to have USB-Host. Others even didn't have a Host/OTG port.

ICS is nice, since it melts tablet and phone OS together, but nothing more.  :(
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 01, 2012, 06:12:43 PM
every time i try to open the open it force close
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 01, 2012, 06:22:56 PM
every time i try to open the open it force close
When you start the app, or when you launch a game?  Try uninstalling and reinstalling it to see if that helps.  If not, could you post the logcat output after the crash happens?  If you aren't familiar with accessing the logs, I posted instructions in this thread (http://www.paulscode.com/forum/index.php?topic=93.msg2221#msg2221).
Title: Re: Beta Testing Has Begun!
Post by: paed808 on May 01, 2012, 06:46:18 PM
every time i try to open the open it force close
Are you using 1.8.2 or 1.99.5? If you are using 1.99.5, are you using the latest Release Candidate
There was a bug with one of them where when you open a game it would force clpse, but that was fixed in the latest RC.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 01, 2012, 07:01:28 PM
every time i try to open the open it force close
Are you using 1.8.2 or 1.99.5? If you are using 1.99.5, are you using the latest Release Candidate
There was a bug with one of them where when you open a game it would force clpse, but that was fixed in the latest RC.

I tried all the lastest rc but I was given the same result and its when I launch the app its force close them I will try them all again but I have the logcat
 I notice media player in the log ,it probably my music in the background

Edit : I attach the .txt but I dont see it in my post I can copy n paste it here or email it to u which ever one u perfer
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 01, 2012, 07:23:51 PM
Code: [Select]
--------- beginning of /dev/log/main
D/dalvikvm( 3469): GC_FOR_MALLOC freed 5140 objects / 512672 bytes in 94ms
--------- beginning of /dev/log/system
W/InputManagerService(  110): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@45c072a0
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
D/StatusBar(  110): DISABLE_EXPAND: yes
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 2008
D/WindowManager(  110): Home Key Test : false : false
I/ActivityManager(  110): Starting activity: Intent { act=android.intent.action.MAIN flg=0x10100000 cmp=paulscode.android.mupen64plus/.MainActivity }
I/ActivityManager(  110): Start proc paulscode.android.mupen64plus for activity paulscode.android.mupen64plus/.MainActivity: pid=3515 uid=10089 gids={3003, 1015}
W/InputManagerService(  110): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@45bf61a8
I/WindowManager(  110): Setting rotation to 1, animFlags=1
I/ActivityManager(  110): Config changed: { scale=1.0 imsi=310/120 loc=en_US touch=3 keys=1/1/2 nav=1/1 orien=2 layout=18 uiMode=17 seq=42}
D/PhoneApp(  209): updateProximitySensorMode: state = IDLE
D/PhoneApp(  209): updateProximitySensorMode: lock already released.
I/dalvikvm( 3135): Jit: resizing JitTable from 512 to 1024
I/MainActivity( 3515): libSDL: Starting data downloader
I/MainActivity( 3515): libSDL: Starting downloader
I/dalvikvm( 3515): Could not find method java.lang.String.isEmpty, referenced from method paulscode.android.mupen64plus.DataDownloader.<init>
W/dalvikvm( 3515): VFY: unable to resolve virtual method 208: Ljava/lang/String;.isEmpty ()Z
D/dalvikvm( 3515): VFY: replacing opcode 0x6e at 0x001a
D/dalvikvm( 3515): VFY: dead code 0x001d-0023 in Lpaulscode/android/mupen64plus/DataDownloader;.<init> (Lpaulscode/android/mupen64plus/MainActivity;Landroid/widget/TextView;)V
D/AndroidRuntime( 3515): Shutting down VM
W/dalvikvm( 3515): threadid=1: thread exiting with uncaught exception (group=0x40020950)
E/AndroidRuntime( 3515): FATAL EXCEPTION: main
E/AndroidRuntime( 3515): java.lang.NoSuchMethodError: java.lang.String.isEmpty
E/AndroidRuntime( 3515): at paulscode.android.mupen64plus.DataDownloader.<init>(DataDownloader.java:166)
E/AndroidRuntime( 3515): at paulscode.android.mupen64plus.MainActivity$3Callback.run(MainActivity.java:174)
E/AndroidRuntime( 3515): at android.os.Handler.handleCallback(Handler.java:587)
E/AndroidRuntime( 3515): at android.os.Handler.dispatchMessage(Handler.java:92)
E/AndroidRuntime( 3515): at android.os.Looper.loop(Looper.java:123)
E/AndroidRuntime( 3515): at android.app.ActivityThread.main(ActivityThread.java:4627)
E/AndroidRuntime( 3515): at java.lang.reflect.Method.invokeNative(Native Method)
E/AndroidRuntime( 3515): at java.lang.reflect.Method.invoke(Method.java:521)
E/AndroidRuntime( 3515): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:893)
E/AndroidRuntime( 3515): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:651)
E/AndroidRuntime( 3515): at dalvik.system.NativeStart.main(Native Method)
W/ActivityManager(  110):   Force finishing activity paulscode.android.mupen64plus/.MainActivity
I/WindowManager(  110): Setting rotation to 0, animFlags=1
I/ActivityManager(  110): Config changed: { scale=1.0 imsi=310/120 loc=en_US touch=3 keys=1/1/2 nav=1/1 orien=1 layout=18 uiMode=17 seq=43}
D/PhoneApp(  209): updateProximitySensorMode: state = IDLE
D/PhoneApp(  209): updateProximitySensorMode: lock already released.
I/dalvikvm( 3387): Jit: resizing JitTable from 1024 to 2048
I/ActivityManager(  110): Start proc com.kiboweb.android.desiresoundunlocktrial for service com.kiboweb.android.desiresoundunlocktrial/.myApp$HeadsetService: pid=3522 uid=10111 gids={3003}
W/ActivityManager(  110): Activity pause timeout for HistoryRecord{45c34a20 paulscode.android.mupen64plus/.MainActivity}
E/AudioManager( 3522): [BTUI] isBluetoothA2dpOn(false) = DEVICE_STATE_UNAVAILABLE
D/AudioHardwareInterface(   72): setMode(IN_CALL)
I/AudioHardwareMSM72XX(   72): Routing audio to Wired Headset to conversation
I/AudioHardwareMSM72XX(   72): [doRouting]sndDevice=2,mCurSndDevice=-1
I/AudioHardwareMSM72XX(   72): SET DEVICE - 2
I/AudioHardwareMSM72XX(   72): SET DEVICE - SND_DEVICE_HEADSET device_id=2 .
I/AudioHardwareMSM72XX(   72): msm72xx_enable_audpp: 0x0000
D/AudioHardwareMSM72XX(   72): setVoiceVolume(1.000000)
I/AudioHardwareMSM72XX(   72): Setting in-call volume to 6 (available range is 0 to 7)
D/VolumePanel(  110): onVolumeChanged(streamType: 0, flags: 16)
W/Service ( 3522): setForeground: ignoring old API call on com.kiboweb.android.desiresoundunlocktrial.myApp$HeadsetService
I/System.out( 3522): Receive intent= Intent { act=android.intent.action.HEADSET_PLUG flg=0x40000000 (has extras) }
I/System.out( 3522): Received android.intent.action.HEADSET_PLUG
E/AudioManager( 3522): [BTUI] isBluetoothA2dpOn(false) = DEVICE_STATE_UNAVAILABLE
D/VolumePanel(  110): onVolumeChanged(streamType: 0, flags: 16)
D/dalvikvm(  110): GC_EXPLICIT freed 9779 objects / 490528 bytes in 201ms
W/InputManagerService(  110): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@45e38008
I/Process ( 3515): Sending signal. PID: 3515 SIG: 9
I/ActivityManager(  110): Process paulscode.android.mupen64plus (pid 3515) has died.
I/WindowManager(  110): WIN DEATH: Window{45cc62a8 paulscode.android.mupen64plus/paulscode.android.mupen64plus.MainActivity paused=false}
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 01, 2012, 07:28:37 PM
Interesting.. that error means Android's Dalvik VM does not meet the Java 2 standard on some phones.  Easy fix, but I wasn't expecting that to be a problem!
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 01, 2012, 07:44:54 PM
K looking forward to see how the lastest version compare to 1.99.5 after this bug gets fix
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 01, 2012, 08:05:27 PM
Ok, see if this one works for you:

Signed APK, RC 6 (http://www.paulscode.com/source/Mupen64Plus-AE/01MAY2012/Mupen64Plus.apk)
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 01, 2012, 08:23:58 PM
Awsome runs great
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 01, 2012, 08:34:17 PM
Ok, here's my first attempt at moving the in-game menu to the action bar on HC/ ICS (not sure how well this will work while the soft menu is in "low-profile" mode..)

Signed APK, RC 7 (http://www.paulscode.com/source/Mupen64Plus-AE/01MAY2012/Mupen64Plus_2.apk)
Title: Re: Beta Testing Has Begun!
Post by: paed808 on May 01, 2012, 08:50:20 PM
Ok, here's my first attempt at moving the in-game menu to the action bar on HC/ ICS (not sure how well this will work while the soft menu is in "low-profile" mode..)

Signed APK, RC 7 (http://www.paulscode.com/source/Mupen64Plus-AE/01MAY2012/Mupen64Plus_2.apk)
No change. Here is a screenshot: http://www.imgur.com/lGY6Q.jpg
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 01, 2012, 09:40:38 PM
Attempt #2:

Signed APK, RC 8 (http://www.paulscode.com/source/Mupen64Plus-AE/01MAY2012/Mupen64Plus_3.apk)
Title: Re: Beta Testing Has Begun!
Post by: apm963 on May 01, 2012, 10:04:44 PM
RC 8 hides soft-menu during game without problem. Unfortunatly the app crashes when it receives any touch interation. I have links for screenshots below. The first and third time I attempted this, it crashed and my phone did a soft reset. The second time I tried, the app simply crashed and returned me to my launcher screen. I'll try to post a logcat tomorrow.

https://picasaweb.google.com/lh/photo/6bJGVmbIDFgfBw0RqFNTp8E9AAQsnxNqSFckxtzeLm0?feat=email (https://picasaweb.google.com/lh/photo/6bJGVmbIDFgfBw0RqFNTp8E9AAQsnxNqSFckxtzeLm0?feat=email)
https://picasaweb.google.com/lh/photo/RTs1I45TMuCBu6ObKQIxXcE9AAQsnxNqSFckxtzeLm0?feat=email (https://picasaweb.google.com/lh/photo/RTs1I45TMuCBu6ObKQIxXcE9AAQsnxNqSFckxtzeLm0?feat=email)
 https://picasaweb.google.com/lh/photo/vHfJEqfufnosuX09STjbwcE9AAQsnxNqSFckxtzeLm0?feat=email (https://picasaweb.google.com/lh/photo/vHfJEqfufnosuX09STjbwcE9AAQsnxNqSFckxtzeLm0?feat=email)
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 01, 2012, 10:14:40 PM
Yeh, it's weird that the menu and action bar are gone entirely (I thought it was supposed to put them in "low profile" mode, which would look like dots).  I expect the reason it crashes is because it is trying to make the menu visible when you interact with the device, which changes the drawable surface like an orientation change does (the logcat should confirm this).  I guess I still don't understand the API well enough on this.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 01, 2012, 11:45:53 PM
I've tested only rc8 on hc.
lower statur bar are dot out. pushing the bar, the buttons are fading in. the only way to hide the buttons again is to press on the clock and then bach in an empty area of the bar. still no menu.
german translation insinde rc8. I'll controll if all translated parts are shown correctly. if yes, I'll translate more parts of the dialogues later today.
Title: Re: Beta Testing Has Begun!
Post by: Tripod on May 02, 2012, 12:46:59 AM
I expect the reason it crashes is because it is trying to make the menu visible when you interact with the device, which changes the drawable surface like an orientation change does (the logcat should confirm this).
I sent you a PM with the logcat for RC 8 producing the error just in case you needed it: "RC 8 ICS Crash Logcat"

Differences I noticed in RC 8:
The gamepad (analogue included) is now hidden straight away with 'Redraw All' disabled.  Since RC 1 onwards the gamepad (except the analogue) would only hide upon interaction with the screen.  Enabling 'Redraw All' fixes the problem however I'm mentioning this issue again as it has gotten worse.

The app has the ICS main menu background again.  RC 1 had this background and RC 4/5 didn't (I didn't try RC 2, 3, 6 and  7).  I'm not sure if this has any relevance to anything but I figured I might as well mention it.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 02, 2012, 04:49:09 AM
Yes, it is crashing because it tries to create a new instance of the emulator (this happens when there is an "orientation change").  So I have to figure out how to keep the menu from doing this, and also figure out how to get the action bar working.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 02, 2012, 09:21:36 PM
Let's try this one   ;D

Signed APK, RC 9 (http://www.paulscode.com/source/Mupen64Plus-AE/02MAY2012/Mupen64Plus.apk)
Title: Re: Beta Testing Has Begun!
Post by: devinator12 on May 02, 2012, 09:41:35 PM
Hay Paul, got an Xperia play on me. if you want to hit me up with some tests let me know. also getting the new Asus transformer pad TF300 with the Android 4.0 (Of coarse when it arrives at the damn store!)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 03, 2012, 12:04:01 AM
good news is, the menu option is visible on hc.
bad news is, the lower bar cuts off some part of the emulator input.
fade in and out is still very unresponsive. it takes several tries to unhide the lower bar again
the action bar is newer doted out, the menu icon is visible every time.
(http://dl.dropbox.com/u/17774073/screen_20120503_0644.jpg)
and a status bar on top of my ICS SGS2
(http://dl.dropbox.com/u/17774073/screen_20120503_1231.jpg)
damned new dropbox. links, created with the mobile app can't inserted as picture on forums anymore. pic is loading only on drpbox website. why things are always become worse. :(

edit: some minor bug on german translation. will change it after coming home from work.  :)

Done  ;)
Title: Re: Beta Testing Has Begun!
Post by: apm963 on May 03, 2012, 08:12:30 AM
RC 9 works on my Galaxy Nexus! The top menu bar displays correctly and the soft-buttons are dotted out. Emulation runs just like before. No more crashing! :D
Title: Re: Beta Testing Has Begun!
Post by: Tripod on May 03, 2012, 08:40:35 AM
Great work Paul, the menu is working fine in RC 9:
(http://db.tt/bPEEkooA)
(http://db.tt/pQyOrhlH)

It looks nice, only complaint is the screen room compared to 1.8.2:
(http://db.tt/Z7qxrPHB)

Also the gamepad doesn't behave as it did in RC 8 and has gone back to its behaviour in RC 1 which is another step forward.
[Edit: In RC 8: ]The gamepad (analogue included) is now hidden straight away with 'Redraw All' disabled.  Since RC 1 onwards the gamepad (except the analogue) would only hide upon interaction with the screen.  Enabling 'Redraw All' fixes the problem however I'm mentioning this issue again as it has gotten worse.
Title: Re: Beta Testing Has Begun!
Post by: Deadrabbtz on May 03, 2012, 12:17:08 PM
I don't know if u know this already but Zelda majoras mask works passed the glitch in n64oid but its not as fast as it is on your emulator.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 03, 2012, 12:23:11 PM
Yes, Yongzh fixed something in the core, as far as I can tell (but none of the source code he posted has anything useful, so I suspect he is keeping that fix to himself, like the non-neon bugs in gles2n64 when it was still part of N64oid).  I'll figure it out eventually (having my Pandora now should help)
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 03, 2012, 06:52:56 PM
Ok, here's my latest attempt, after delving into the Action Bar documentation for a few hours today (hopefully I'm getting closer!)

Signed APK, RC 10 (http://www.paulscode.com/source/Mupen64Plus-AE/03MAY2012/Mupen64Plus.apk)


--EDIT-- forgot to mention, pressing "Back" in-game should show/ hide the ActionBar now, so it won't eat up the screen when it isn't needed (I think the soft-menu covering up part of the game surface is because the height was set to what it would be without the action bar.. so this should fix that problem as well).  It should also overlay over the game surface rather than resizing it (which should prevent the app from crashing, hopefully!)  I'm not sure what to do about the unresponsiveness yet, though.  I'll keep looking.
Title: Re: Beta Testing Has Begun!
Post by: paed808 on May 03, 2012, 07:52:54 PM
Thanks Paul, RC 10 is working really well. I like the new soft menu and the wiimote controller is working again.  :)
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 03, 2012, 10:24:33 PM
Loving RC 10. Updated the emulation core I see :D very nice. Less sluggish in all games even with the Rice plugin. I was playing Ready To Rumble Boxing 2 and it froze and wanted to force close after a few matches (default settings apart from Rice plugin and the touchpad instead of analog stick) not sure if its an isolated incident but I figured it noteworthy nonetheless. Just wanted to add, is there any way to fix Aidyn Chronicles without the massive slowdown? The character sprites have no graphical skinning, apart from their heads, during certain game events using the Rice plugin and there are other odd graphical glitches everywhere. GL plugin fixes it but makes the game painfully slow. Just wanted to add, atleast in my experience, Mupen64 AE is far better than n64oid. Keep up the good work! Looking forward to dual core implementations.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 04, 2012, 09:27:34 AM
RC 10 semms OK on my both devices now.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 04, 2012, 10:06:08 AM
RC 10 semms OK on my both devices now.

Hurray!  I just need to tweak the button mapping screen for HC/ ICS, since I am currently using "Menu" to unmap buttons.  I think I'll add an "unmap" button to the Dialog (devices that still have "menu" will be able to use either).

That just leaves the Rumblepak bug and moving the  Xperia Play stuff into an option that can be turned on in the settings.  Now that I've had a break from looking at Rumblepak, I'll see if a fresh perspective will help.  If not, I'll finish the Xperia Play merger first, so I can have folks start testing (I expect a few bugs, since like the HC/ ICS stuff, I don't have an Xperia Play to test on yet.. been planning to order one, but haven't gotten around to it).
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on May 04, 2012, 10:20:15 AM
RC 10 semms OK on my both devices now.

Hurray!  I just need to tweak the button mapping screen for HC/ ICS, since I am currently using "Menu" to unmap buttons.  I think I'll add an "unmap" button to the Dialog (devices that still have "menu" will be able to use either).

That just leaves the Rumblepak bug and moving the  Xperia Play stuff into an option that can be turned on in the settings.  Now that I've had a break from looking at Rumblepak, I'll see if a fresh perspective will help.  If not, I'll finish the Xperia Play merger first, so I can have folks start testing (I expect a few bugs, since like the HC/ ICS stuff, I don't have an Xperia Play to test on yet.. been planning to order one, but haven't gotten around to it).

You can loan from Sony for 30 days. They offer for US/Canada without shipping fee I think.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 04, 2012, 10:22:59 AM
Oh, there is a small bug, I see.
Most times the lower bar and the action bar dotted out. sometimes there is a change. If the lower bar is dotted, the action bar is visible and if the lower bar is visible, the action bar is dotted.  ???
http://www.youtube.com/v/ZVkw_8r8bXo
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 04, 2012, 10:28:11 AM
sometimes there is a change. If the lower bar is dotted, the action bar is visible and if the lower bar is visible, the action bar is dotted.  ???
Weird..  I'll see if anyone on stack overflow knows about that behavior.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 04, 2012, 11:44:23 PM
I finished merging the Xperia Play branch back into the Main branch:

Signed APK, RC 11 (http://www.paulscode.com/source/Mupen64Plus-AE/04MAY2012/Mupen64Plus.apk)

There is now an option under Settings, called "Xperia Play Optimized".  Enabling that will give you the menu for configuring the touchpad, and will link with the NativeActivity and native touchpad library.  The option should only appear in the Settings menu if the Android version is 2.3 (Gingerbread) or higher.

The main thing I'm looking for:

1) Performance or compatibility differences compared to RC 10

2) Any crashes or bugs in-game.  SDLActivity has been gutted to consolidate code and prepare for the upcoming removal of the SDL layer.  Because of this, everything in-game needs to be re-tested.

3) Test on devices with Android versions prior to 2.3.  The 2.3 specific stuff should not be loaded, but I need to make sure.

4) Test on devices with HC and ICS (doesn't have to be an Xperia Play).  I'm looking for differences with the in-game UI, whether the Xperia Play Optimized option is enabled or not (two different code paths, but both should hopefully behave the same)

Also, there are a couple more things added to the GUI related to the touchpad, so there are a few new things to translate (I've added the new lines to the language xml files, but they are still in English)
Title: Re: Beta Testing Has Begun!
Post by: paed808 on May 05, 2012, 12:18:16 AM
Tested RC 11 on Samsung Galaxy Tab 10.1
Everything working good.
No changes in the UI
Xperia Play option is disabled by default.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 05, 2012, 01:30:59 AM
Testing RC 11 and all is well on all the games I've tested. Are there alternate video plugins that can be used for Mupen? I really want to solve my Aidyn Chronicles issue.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 05, 2012, 07:25:24 AM
Are there alternate video plugins that can be used for Mupen?

Not yet, just the two video plug-ins for now.  I'm hoping once I get a public source repository up and running and start recruiting new developers, we might see some new ports of other video plug-ins, such as glide, and of course bug-fixes for the current two.  The fact that the OpenPandora's are back in production could spark some interest in that community for more GLES2 video plug-ins as more people are using the devices, and those could be then ported to Android fairly easily.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 05, 2012, 09:51:43 AM
I made it so checking/ unchecking "Xperia Play Optimized" has the opposite effect on the Virtual Gamepad "enabled" setting, but not the other way around (enabling/ disabling the Virtual Gamepad has no effect on the "Xperia Play Optimized" settings.) This means the app will automatically enable/ disable the virtual gamepad based on whether the user checks Xperia Play Optimized, while still allowing them to manually enable the virtual gamepad for the few Xperia Play users who might want to have both.
Title: Re: Beta Testing Has Begun!
Post by: jpstar on May 05, 2012, 11:31:39 AM
Thanks for your working paul,
The rc11 is working quite good on my xperia play. Even if its quite slow compared to the last versiOn of n64 oid, the graphics seem to be more accurate on the tested game conker s bad fur day, can t wait until speedness is improved for rice plugin
Title: Re: Beta Testing Has Begun!
Post by: jpstar on May 05, 2012, 11:32:51 AM
I ve noticed that many times the controls for xperia play didn t work without going in the menu one time after having started a game. Is it also possible to enable only c controls on touchpad, and d pad working with the play d pad?
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on May 05, 2012, 11:36:12 AM
Special button mappings under settings->input-Special Mappings only has disable volume buttons in it
Also, selecting a game in cheats causes a force close
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 05, 2012, 04:42:45 PM
I ve noticed that many times the controls for xperia play didn t work without going in the menu one time after having started a game. Is it also possible to enable only c controls on touchpad, and d pad working with the play d pad?

Which menu, the in-game one, or the main menu?  If the main menu, is there any particular one you have to go to (such as Settings->Touchpad)?

Special button mappings under settings->input-Special Mappings only has disable volume buttons in it
Also, selecting a game in cheats causes a force close

Thanks, I'll check those out now.
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on May 05, 2012, 05:10:04 PM
I ve noticed that many times the controls for xperia play didn t work without going in the menu one time after having started a game. Is it also possible to enable only c controls on touchpad, and d pad working with the play d pad?
to get it working in this version i had to go to settings->touchpad->touchpad layout and choose the 1st one. Now it works fine
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 05, 2012, 06:03:25 PM
to get it working in this version i had to go to settings->touchpad->touchpad layout and choose the 1st one. Now it works fine

Fixed it.  Thanks!
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 05, 2012, 08:29:37 PM
Ok, here is the latest build (fixed the reported bugs).  This build may require the previous one to be removed first, if there are any issues with the gamepad or touchpad.  I also made it default to the "Touch" layouts instead of the "Analog" layouts, since the redraw problem seems to have become more common.  I probably should work on getting the virtual gamepad rendered through GLES instead of the Android API (to many other things to work on!)

Signed APK, RC 12 (http://www.paulscode.com/source/Mupen64Plus-AE/05MAY2012/Mupen64Plus.apk)

I also set up a github (https://github.com/paulscode/mupen64plus-ae) for the project (finally!)  I'm new to git, so I had to google around a bit to get things up and going (and had to do some tweaking with the gitignore file to exclude temporary, irrelevant, and built stuff, while leaving libSDL.so so core-debug can still be build).  Anyway, if anyone wants write access to the repository, PM me.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 05, 2012, 09:51:26 PM
RC 12 is nice. About the same as the others in terms of speed overall but some speed up in some games. Crashing on Tony Hawks Pro Skater in the intro where the cpu plays. Not exactly sure what to call that area lol. Some of the characters have no faces on Super Smash Bros. with the opengl plugin. Mario Kart has a significant speed boost over previous builds. Majoras Mask crashes when Link is about to fall down and meet the skull kid with Majoras Mask, but up til that point, VERY noticable speed up from prior builds. Ocarina of Time, no difference that Ive seen. Ready to Rumble Boxing Round 2, faster and better emulated. Everything is rendered correctly. Still crashes after a few fights.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 05, 2012, 10:10:16 PM
Thanks!  I just noticed the missing buttons bug even with a Touch gamepad layout enabled, so this may be something I need to fix in this update, since it has gotten worse in recent builds.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 05, 2012, 10:30:26 PM
I apprieciate your hard work. You have released 3 builds in 3 days. Incredible. With each build Ive seen the speed increase, a few more bugs with every new build but I guess thats the price of a new core and updated components. But the sound is amazing. I had my headphones in playing Mario 64, it plays like it does on a console. Ive never seen a bug in it on any build. Anyway, I was standing by the waterfall by the castle and turned and I noticed that the sound shifted from ear piece to ear piece. Like it was in complete stereo. That was incredible to me. n64oid doesnt do that and it is bug ridden. No idea why its praise is so high. It may be slightly faster but now Mupen64 AE is DEFINITELY catching up, quick. The sound is by far better in Mupen. The graphical accuracy of the sprites is better in Mupen. The controls are better in Mupen. Its just a better experience. And the environment here for support is by far better. Android could use more devs like you man. Kudos. I plan on staying with it til it reaches its maturity. You have my full support.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 05, 2012, 11:33:08 PM
Thanks!  I just noticed the missing buttons bug even with a Touch gamepad layout enabled, so this may be something I need to fix in this update, since it has gotten worse in recent builds.
Im not getting that bug with RC 12. The Touch gamepad doesnt make the buttons disappear for me. Still does with the analog pad. But I dont have this error.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 06, 2012, 04:29:14 AM
Hey Paul, just by using the rc 8 loz's intro goes smoothly (even if like i usually do, it's overclocked to 700mhz), I will put cyanogenmod 7 on my optimus, quadrant results say it's more powerful than the GALAXY S, NEXUS ONE and does better performance than your droid x! this way i can make some gameplay videos and put them on yt. I think oot will run just fine, that touchscreen problem lg partially fixed in 2.3 sucks
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 06, 2012, 05:32:26 AM
Just an idea, if you can't fix the bug with the both status bars.
Is it possible th set a time interval that let the status bars fade out automaticaly ?

BTW
Have you seen Yongzh's latest source from 8th.April ?
http://sourceforge.net/projects/n64oid/files/
Title: Re: Beta Testing Has Begun!
Post by: MattyGlen on May 06, 2012, 06:51:29 AM


BTW
Have you seen Yongzh's latest source from 8th.April ?
http://sourceforge.net/projects/n64oid/files/


wow Really? is that the full source of 2.7?
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 06, 2012, 07:00:07 AM
Are you serious ?  ;D
There are only a few changes related to the small piece of code, he relised.
No, my hopes are, he documented the dot out function of the status bars.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 06, 2012, 07:29:15 AM
wow Really? is that the full source of 2.7?
Haha, no.  Just the core and rsp plug-in, as usual.  I'll take a look at it though to see if Yongzh slipped up and put the Majora's Mask fix in there this time my accident (a guy can dream, right? ;D)

No, my hopes are, he documented the dot out function of the status bars.
That is done on the Java side, so nothing in the posted code to help there (unless he was nice and wrote a detailed comment in there somewhere to help me out :P)  Since it is Java, I could probably just decompile it to get this part of the code (but what would be the fun in that?)
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 06, 2012, 02:47:51 PM
Time for another Release Candidate (don't want to change too much all at once):

Signed APK, RC 13 (http://www.paulscode.com/source/Mupen64Plus-AE/06MAY2012/Mupen64Plus.apk)

Please uninstall the previous version before installing this one.  This will reset the settings so you'll be able to test the app with the new defaults.  This should hopefully fix the touchpad-settings problem (let me know if not, and I'll post a more verbose test to try and track down the cause)

I expect this build will run a bit slower for some folks (no noticeable difference on my phones), because I've enabled "Redraw All" by default.  I tweaked it a bit to redraw the virtual gamepad only 5 times per second so this should mitigate the lag (it makes the analog stick animation jerkier, but that doesn't matter much, IMO).  This is only a temporary fix.  I've decided to put off porting the virtual gamepad drawing to GLES, until I remove the SDL layer in the next major update.

So that I'm not spinning my wheels on this update, I've decided to put off the RumblePak feature until a future update, and focus on getting any problems worked out with what I have now so I can push this update to the Play Store.  I am currently about 2 weeks behind the schedule I set for myself for this update, so time to get serious and get this thing out the door.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 06, 2012, 03:00:58 PM
Ah, you're using the hc background theme now in menu screen. Looks better than the black one.  :)
Title: Re: Beta Testing Has Begun!
Post by: quho on May 06, 2012, 03:31:07 PM
Hey,

found few new bugs related to rc (11 and others)

1.With gles plugin you can't disable tribuffer opt, which causes graphical glitches and on rare occasions ocarina crashes.
If I try to disable it in settings, sure the x goes off and it looks like it is disabled, but ingame it is still there

screenshots: http://imgur.com/a/iMsuc (http://imgur.com/a/iMsuc)

2.The backgroundpictures in Ocarina of time don't load correctly, not in rice or gles.

this is how they look in rc11 (this is just an example, same thing inside every shop): (http://i.imgur.com/twNr1.png)


it loads correctly in v1.8.2: http://i.imgur.com/fzbee.png (http://i.imgur.com/fzbee.png)


3.GLES: Auto-frameskip doesnt work in every game & manually set frameskip doesnt work properly (not related to rc, just in general, they dont work in 1.8.2 either.).
I think autoframeskip worked with android 2.2, but now with gingerbread it doesn't. Autoframeskip in rice has always worked.

In ocarina of time:

Auto frameskip enabled: always 0 skip, renders every frame
manual 0: renders every frame.
manual 1: I guess this works, this is what i use.
manual 2: renders every frame (as slow as 0 frameskip)
manual 3: goes too fast already, but I guess this works.
manual 4: goes too fast already, but I guess this works.
manual 5: crashes, or sometimes it does work in some places, such as inside temple of time and if it does not crash, it seems to skip as much frames as frameskip 1.

In Super Mario 64 auto frameskip and manual 0, 2, 4 seem to work
Max frameskip set to 1, 3, 5 make the game crash after mario head in the beginning, when it should show the file selection screen

I have tried wiping all setting and app data, but this still exists.
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 06, 2012, 03:50:44 PM
Hey,

found few new bugs related to rc (11 and others)

1.With gles plugin you can't disable tribuffer opt, which causes graphical glitches and on rare occasions ocarina crashes.
If I try to disable it in settings, sure the x goes off and it looks like it is disabled, but ingame it is still there

screenshots: http://imgur.com/a/iMsuc

2.The backgroundpictures in Ocarina of time don't load correctly, not in rice or gles.

this is how they look in rc11 (this is just an example, same thing inside every shop): [large image]


it loads correctly in v1.8.2: http://i.imgur.com/fzbee.png (http://i.imgur.com/fzbee.png)


3.GLES: Auto-frameskip doesnt work in every game & manually set frameskip doesnt work properly (not related to rc, just in general, they dont work in 1.8.2 either.).
I think autoframeskip worked with android 2.2, but now with gingerbread it doesn't. Autoframeskip in rice has always worked.

In ocarina of time:

Auto frameskip enabled: always 0 skip, renders every frame
manual 0: renders every frame.
manual 1: I guess this works, this is what i use.
manual 2: renders every frame (as slow as 0 frameskip)
manual 3: goes too fast already, but I guess this works.
manual 4: goes too fast already, but I guess this works.
manual 5: crashes, or sometimes it does work in some places, such as inside temple of time and if it does not crash, it seems to skip as much frames as frameskip 1.

In Super Mario 64 auto frameskip and manual 0, 2, 4 seem to work
Max frameskip set to 1, 3, 5 make the game crash after mario head in the beginning, when it should show the file selection screen

I have tried wiping all setting and app data, but this still exists.

The background issues should be fixed in RC 13. I pushed a few updates from the main mupen64plus repo that addresses that.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 06, 2012, 04:08:28 PM
1.With gles plugin you can't disable tribuffer opt, which causes graphical glitches and on rare occasions ocarina crashes.

Tribuffer opt is no longer an option in gles2n64 (having it as a run-time option instead of hard-coded causes slowdowns on many devices).  Unfortunately, this was a decision between the lesser of two evils.  I'll release an alternate version of the video plug-in with tribuffer turned off, and folks can import it.

Auto-frameskip doesnt work in every game & manually set frameskip doesnt work properly (not related to rc, just in general, they dont work in 1.8.2 either.).
I think autoframeskip worked with android 2.2, but now with gingerbread it doesn't.

Frameskip seems to behave differently depending on the device.  This is definitely one area that will need work in the future.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 06, 2012, 10:35:30 PM
I've decided the app is at a good point to release an official update.

Mupen64Plus, AE v1.9 (http://www.paulscode.com/source/Mupen64Plus-AE/06MAY2012/Mupen64Plus-AE.apk) (6 May 2012)  (commit c24bee74fb (https://github.com/paulscode/mupen64plus-ae/commit/c24bee74fbf90476be0650cf85f083e54337ae28))

I also published it to the Play Store (hopefully no more crazies will try and take it down again).  I had to give it a new package name in the manifest (paulscode.android.mupen64plusae), since the original one is still suspended.  If you run into any problems, let me know and I'll correct them right away.
Title: Re: Beta Testing Has Begun!
Post by: rubejb on May 07, 2012, 09:02:59 AM
I've decided the app is at a good point to release an official update.

Mupen64Plus, AE v1.9 (http://www.paulscode.com/source/Mupen64Plus-AE/06MAY2012/Mupen64Plus-AE.apk) (6 May 2012)  (commit c24bee74fb (https://github.com/paulscode/mupen64plus-ae/commit/c24bee74fbf90476be0650cf85f083e54337ae28))

I also published it to the Play Store (hopefully no more crazies will try and take it down again).  I had to give it a new package name in the manifest (paulscode.android.mupen64plusae), since the original one is still suspended.  If you run into any problems, let me know and I'll correct them right away.

Very cool, glad to see it's back on the Play Store.  However, is there a free Play version available?  It's not that I'm complaining about a dollar, but I've already purchased the donate version before the Play Store mess occurred.  I also realize that you can get it for free from the site, but it's much easier to have it update through the Store.

Thanks for the awesome emulator!
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 07, 2012, 02:49:36 PM
I've decided not to post another free version, for a couple reasons.

The first reason is that I do not want to be a target for people like Brad Geng who see an ad-free app as an insurmountable competition for their ad revenues, causing them to take drastic measures to removed their competition, like the bogus DMCA claim.  I'm taking note of the fact that N64 4 Droid has remained unscathed through this whole mess, by simply publishing the app and not worrying about anyone else.

The second reason I'm not posting a free version to the Play Store is because if Brad does decide to submit another bogus DMCA claim (which seems highly likely to me from what I know about him), I'd rather have only one more app "in violation of Google policy" than two more of them.  The process appears to be completely automated, so there is no way to show a live person at Google with more common sense than a computer that I've not broken any rules, and that the DMCA complaint is not even legal in the first place.  I don't know how many strikes Google gives folks before banning their account (I already have 3), and I've heard that once you are banned, it is almost impossible to stay off Google's radar (they will keep banning all future accounts, not just the original one).  Since I plan to make a living off selling apps in the future, I'd rather not tempt fate any more than I already am by posting this app once again.

On that note, if the app is pulled from Google Play again, I will not be re-listing it or any other emulator in the future.  In that case, I'll switch to Slideme or another less popular alternative, and just use Google Play for my future commercial apps.  In the unlikely event that Google does somehow come to their senses and decides to unsuspend my original 3 apps, then I'll update the original free version and remove the other two that have now been merged into the current app.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 07, 2012, 06:02:21 PM
There are still some bugs I missed (bound to happen on a big update like this), so I'll get to fixing them ASAP.  The main one I want to fix is the Xperia Play touchpad issue.  This is a verbose test that should help me track it down:

Mupen64Plus, AE TEST (http://www.paulscode.com/source/Mupen64Plus-AE/07MAY2012/Mupen64Plus-test.apk)

I also fixed some issues caused by the new package name, and increased the analog stick redraw rate a tad since the jerkiness looked pretty bad on lower-density screens.

--EDIT-- Oops, small typo caused crashes in some menu screens.  Fixed now (same link above)
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 07, 2012, 07:53:56 PM
I released a minor update (posted to Google Play also), containing some important bug-fixes:

Mupen64Plus, AE v1.9.2 (http://www.paulscode.com/source/Mupen64Plus-AE/07MAY2012/Mupen64Plus-AE.apk) (7 May 2012) (commit fdbd52e8ec (https://github.com/paulscode/mupen64plus-ae/commit/fdbd52e8ec35365a50832cb42576afa84a0c3d2e))
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 08, 2012, 07:03:25 PM
Wow! Seeing about 2 fps higher on every game. Very nice. It plays all the games I really care about phenomenally! Whats in store for future builds? I hope Rumble Pak and dual core boost, not that I need either one, but it would be nice to see lol
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 08, 2012, 07:45:16 PM
Whats in store for future builds?

Hopefully a better rice plugin.

I've been working on it a lot. I just finished pushing changes I made to the github repo.

Adds more ucode for some games (Mario 64, Perfect Dark, Diddy Kong Racing, etc).
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 08, 2012, 08:42:52 PM
Here is a test for folks to run to see how rice does now with Lioncash's changes:

Mupen64Plus, AE TEST (http://www.paulscode.com/source/Mupen64Plus-AE/08MAY2012/Mupen64Plus-test.apk)
Title: Re: Beta Testing Has Begun!
Post by: Kris on May 08, 2012, 09:03:59 PM
I'll have to take a closer look I'm not sure what's new and what's just been moved around. The titles mentioned were already supported but there was some references to Star Wars SOTE which has problems but some have been playing it anyway.

It's nice have some of the code tidied up but I haven't made my mind up about all the changes. I'm interested to see what becomes of this update.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 08, 2012, 09:15:06 PM
I'm getting force closed
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 08, 2012, 09:40:39 PM
I'm getting force closed

That's really odd. I did a full rebuild of the library to see if it was something that snuck through the last build. But everything is still working for me.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 08, 2012, 09:42:16 PM
I'm getting force closed

That's really odd. I did a full rebuild of the library to see if it was something that snuck through the last build. But everything is still working for me.

I can post log
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 08, 2012, 09:50:22 PM
I'm getting force closed

That's really odd. I did a full rebuild of the library to see if it was something that snuck through the last build. But everything is still working for me.

I can post log

Sure, anything that helps is always nice.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 08, 2012, 09:52:32 PM
--------- beginning of /dev/log/system
W/InputManagerService(  110): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@45dc0a90
--------- beginning of /dev/log/main
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
D/dalvikvm(  110): GC_EXTERNAL_ALLOC freed 11734 objects / 621152 bytes in 186ms
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
I/WindowManager(  110): home key test1= 1
D/WindowManager(  110): Home Key Test : false : false
D/StatusBar(  110): DISABLE_EXPAND: yes
I/ActivityManager(  110): Starting activity: Intent { act=android.intent.action.MAIN flg=0x10100000 cmp=paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.MainActivity }
I/ActivityManager(  110): Start proc paulscode.android.mupen64plusae.test for activity paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.MainActivity: pid=8791 uid=10114 gids={3003, 1015}
I/ActivityManager(  110): Start proc com.mhuang.overclocking for service com.mhuang.overclocking/.ProfilesService: pid=8795 uid=10084 gids={1015}
W/InputManagerService(  110): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@45da3f20
I/WindowManager(  110): Setting rotation to 1, animFlags=1
I/ActivityManager(  110): Config changed: { scale=1.0 imsi=310/120 loc=en_US touch=3 keys=1/1/2 nav=1/1 orien=2 layout=18 uiMode=17 seq=50}
D/PhoneApp(  211): updateProximitySensorMode: state = IDLE
D/PhoneApp(  211): updateProximitySensorMode: lock already released.
I/MainActivity( 8791): libSDL: Starting data downloader
I/MainActivity( 8791): libSDL: Starting downloader
V/DataDir Check( 8791): Globals.PackageName set to 'paulscode.android.mupen64plusae.test'
V/DataDir Check( 8791): Globals.LibsDir set to '/data/data/paulscode.android.mupen64plusae.test'
V/DataDir Check( 8791): Globals.StorageDir set to '/mnt/sdcard'
V/DataDir Check( 8791): Globals.DataDir set to '/mnt/sdcard/Android/data/paulscode.android.mupen64plusae.test'
I/ActivityManager(  110): Displayed activity paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.MainActivity: 455 ms (total 455 ms)
I/global  ( 8791): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
W/dalvikvm( 8791): Unable to resolve superclass of Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay; (12)
W/dalvikvm( 8791): Link of class 'Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;' failed
E/dalvikvm( 8791): Could not find class 'paulscode.android.mupen64plusae.GameActivityXperiaPlay', referenced from method paulscode.android.mupen64plusae.MenuActivity.onListItemClick
W/dalvikvm( 8791): VFY: unable to resolve const-class 178 (Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;) in Lpaulscode/android/mupen64plusae/MenuActivity;
D/dalvikvm( 8791): VFY: replacing opcode 0x1c at 0x0091
D/dalvikvm( 8791): VFY: dead code 0x0093-0095 in Lpaulscode/android/mupen64plusae/MenuActivity;.onListItemClick (Landroid/widget/ListView;Landroid/view/View;IJ)V
I/global  ( 8791): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
E/su      ( 8809): sudb - Opening database
E/su      ( 8809): sudb - Database opened
E/su      ( 8809): sudb - Database closed
D/su      ( 8809): 10084 com.mhuang.overclocking executing 0 /system/bin/sh using shell /system/bin/sh : sh
I/ActivityManager(  110): Start proc com.noshufou.android.su for broadcast com.noshufou.android.su/.SuResultReceiver: pid=8811 uid=10075 gids={3003, 1015}
I/global  ( 8791): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
I/ActivityThread( 8811): Publishing provider com.noshufou.android.su.provider: com.noshufou.android.su.provider.PermissionsProvider
D/dalvikvm( 8791): GC_FOR_MALLOC freed 4268 objects / 303552 bytes in 173ms
I/global  ( 8791): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
I/global  ( 8791): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
I/global  ( 8791): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
I/ActivityManager(  110): Starting activity: Intent { flg=0x24000000 cmp=paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.MenuActivity }
I/WindowManager(  110): Setting rotation to 0, animFlags=1
I/ActivityManager(  110): Config changed: { scale=1.0 imsi=310/120 loc=en_US touch=3 keys=1/1/2 nav=1/1 orien=1 layout=18 uiMode=17 seq=51}
D/PhoneApp(  211): updateProximitySensorMode: state = IDLE
D/PhoneApp(  211): updateProximitySensorMode: lock already released.
W/IInputConnectionWrapper( 8756): showStatusIcon on inactive InputConnection
D/dalvikvm( 8795): Trying to load lib /data/data/com.mhuang.overclocking/lib/libsetcpu-native.so 0x45819328
I/ActivityManager(  110): Displayed activity paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.MenuActivity: 158 ms (total 158 ms)
D/dalvikvm( 8795): Added shared lib /data/data/com.mhuang.overclocking/lib/libsetcpu-native.so 0x45819328
D/dalvikvm( 8795): No JNI_OnLoad found in /data/data/com.mhuang.overclocking/lib/libsetcpu-native.so 0x45819328, skipping init
W/dalvikvm( 8791): Unable to resolve superclass of Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay; (12)
W/dalvikvm( 8791): Link of class 'Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;' failed
E/dalvikvm( 8791): Could not find class 'paulscode.android.mupen64plusae.GameActivityXperiaPlay', referenced from method paulscode.android.mupen64plusae.FileChooserActivity.onFileClick
W/dalvikvm( 8791): VFY: unable to resolve const-class 178 (Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;) in Lpaulscode/android/mupen64plusae/FileChooserActivity;
D/dalvikvm( 8791): VFY: replacing opcode 0x1c at 0x0065
D/dalvikvm( 8791): VFY: dead code 0x0067-0069 in Lpaulscode/android/mupen64plusae/FileChooserActivity;.onFileClick (Lpaulscode/android/mupen64plusae/MenuOption;)V
I/ActivityManager(  110): Starting activity: Intent { flg=0x24000000 cmp=paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.FileChooserActivity }
I/ActivityManager(  110): Displayed activity paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.FileChooserActivity: 132 ms (total 132 ms)
D/dalvikvm(  110): GC_EXPLICIT freed 8612 objects / 418968 bytes in 230ms
W/dalvikvm( 8791): Unable to resolve superclass of Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay; (12)
W/dalvikvm( 8791): Link of class 'Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;' failed
W/dalvikvm( 8791): Unable to resolve superclass of Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay; (12)
W/dalvikvm( 8791): Link of class 'Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;' failed
W/dalvikvm( 8791): Unable to resolve superclass of Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay; (12)
W/dalvikvm( 8791): Link of class 'Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;' failed
I/dalvikvm( 8791): Could not find method paulscode.android.mupen64plusae.GameActivityXperiaPlay.sendCommand, referenced from method paulscode.android.mupen64plusae.GameActivityCommon.setActivityTitle
W/dalvikvm( 8791): VFY: unable to resolve virtual method 491: Lpaulscode/android/mupen64plusae/GameActivityXperiaPlay;.sendCommand (ILjava/lang/Object;)V
D/dalvikvm( 8791): VFY: replacing opcode 0x6e at 0x0007
V/GameActivityCommon( 8791): Loading native library 'SDL'
D/dalvikvm( 8791): Trying to load lib /data/data/paulscode.android.mupen64plusae.test/lib/libSDL.so 0x458196c0
D/dalvikvm( 8791): Added shared lib /data/data/paulscode.android.mupen64plusae.test/lib/libSDL.so 0x458196c0
V/GameActivityCommon( 8791): Loading native library 'core'
D/dalvikvm( 8791): Trying to load lib /data/data/paulscode.android.mupen64plusae.test/lib/libcore.so 0x458196c0
D/dalvikvm( 8791): Added shared lib /data/data/paulscode.android.mupen64plusae.test/lib/libcore.so 0x458196c0
D/dalvikvm( 8791): No JNI_OnLoad found in /data/data/paulscode.android.mupen64plusae.test/lib/libcore.so 0x458196c0, skipping init
V/GameActivityCommon( 8791): Loading native library 'front-end'
D/dalvikvm( 8791): Trying to load lib /data/data/paulscode.android.mupen64plusae.test/lib/libfront-end.so 0x458196c0
D/dalvikvm( 8791): Added shared lib /data/data/paulscode.android.mupen64plusae.test/lib/libfront-end.so 0x458196c0
I/ActivityManager(  110): Starting activity: Intent { flg=0x24000000 cmp=paulscode.android.mupen64plusae.test/paulscode.android.mupen64plusae.GameActivity }
I/WindowManager(  110): Setting rotation to 1, animFlags=1
I/ActivityManager(  110): Config changed: { scale=1.0 imsi=310/120 loc=en_US touch=3 keys=1/1/2 nav=1/1 orien=2 layout=18 uiMode=17 seq=52}
D/PhoneApp(  211): updateProximitySensorMode: state = IDLE
D/PhoneApp(  211): updateProximitySensorMode: lock already released.
E/dalvikvm( 8791): Could not find class 'android.app.Notification$Builder', referenced from method paulscode.android.mupen64plusae.GameActivity.onCreate
W/dalvikvm( 8791): VFY: unable to resolve new-instance 13 (Landroid/app/Notification$Builder;) in Lpaulscode/android/mupen64plusae/GameActivity;
D/dalvikvm( 8791): VFY: replacing opcode 0x22 at 0x0051
D/dalvikvm( 8791): VFY: dead code 0x0053-0431 in Lpaulscode/android/mupen64plusae/GameActivity;.onCreate (Landroid/os/Bundle;)V
D/AndroidRuntime( 8791): Shutting down VM
W/dalvikvm( 8791): threadid=1: thread exiting with uncaught exception (group=0x40020950)
E/AndroidRuntime( 8791): FATAL EXCEPTION: main
E/AndroidRuntime( 8791): java.lang.NoClassDefF
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 08, 2012, 10:13:01 PM
[Log output]

Gah, this is why I hate Android OS below 3.0. Seems the newer notification system I put in isn't working below android 3.0

Try this build: Test Build (http://www.mediafire.com/?4usytual9kg1gxm)

see if that works.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 08, 2012, 11:23:48 PM
[Log output]

Gah, this is why I hate Android OS below 3.0. Seems the newer notification system I put in isn't working below android 3.0

Try this build: Test Build (http://www.mediafire.com/?4usytual9kg1gxm)

see if that works.
This version works fine for me. The other build did the same to me as well. Immediate FC.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 09, 2012, 05:18:34 AM
Lioncash great job it works and runs faster than the other plugin for me and Paul any chance in the future you will port this to windows or would this be too much time consuming
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 09, 2012, 06:16:43 AM
This version works fine for me. The other build did the same to me as well. Immediate FC.

Lioncash great job it works and runs faster than the other plugin for me and Paul any chance in the future you will port this to windows or would this be too much time consuming

I'm glad it works now :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 09, 2012, 06:25:24 AM
Lioncash great job it works and runs faster than the other plugin for me and Paul any chance in the future you will port this to windows or would this be too much time consuming

Yes, the plan in the next couple months, after removing the SDL layer, is to restructure the project to match the original Mupen64Plus and allow it to be built for all the original targets (Linux, Mac, Windows; x86 and x86_64) as well as Android and Pandora, ARM and ARM7, and new combinations like Linux ARM.  This is in preparation for hopefully merging it back into the official Mupen64Plus source at some point in the future.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 10, 2012, 12:47:10 AM

Yes, the plan in the next couple months, after removing the SDL layer, is to restructure the project to match the original Mupen64Plus and allow it to be built for all the original targets (Linux, Mac, Windows; x86 and x86_64) as well as Android and Pandora, ARM and ARM7, and new combinations like Linux ARM.  This is in preparation for hopefully merging it back into the official Mupen64Plus source at some point in the future.
with this you mean I could compile it for mac powerPc?
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 10, 2012, 03:56:10 AM
Probably, but there is no PPC dynarec so it would probably run poorly.

PPC is in the RISC family, like ARM and MIPS, so in theory if someone knew assembly language, they could probably port Ari64's dynarec.  I wouldn't be able to do it myself, though.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 11, 2012, 07:47:24 AM
Oh ok, I could try myself when I learn programming, anyway couldn't it use something like mupen64's dynarec?

Other question: Will you add close connection multiplayer?
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 11, 2012, 03:14:08 PM
netplay is on me "wish list" for when Mupen64Plus AE is out of beta testing.
Title: Re: Beta Testing Has Begun!
Post by: rds97 on May 11, 2012, 07:15:10 PM
Google play is working again with old app. I think it was released :)

I`m using cyanogenmod 7 on my Samsung Galaxy Spica (GT-i5700), which has ARM6, and it shows incompatible device msg in the store.

Even running android froyo it happened. I had to use my girlfriend`s phone with ARM7 to buy the app.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 11, 2012, 07:36:56 PM
Google play is working again with old app. I think it was released :)
What do you mean?  Can you see the other branches?  They are still showing as "Suspended" in my developer console, and don't appear on Google Play for me.

I`m using cyanogenmod 7 on my Samsung Galaxy Spica (GT-i5700), which has ARM6, and it shows incompatible device msg in the store.

I wonder if Google is having an issue.  The manifest has:
Code: [Select]
<uses-feature android:glEsVersion="0x00020000"/>
<uses-sdk android:minSdkVersion="4" android:targetSdkVersion="15"/>
So it should show as compatible on your device, since there aren't any restrictions other than those two.  Does the Spica have GLES2?  --EDIT-- Yes, looks like it does have GLES2 (http://pdadb.net/index.php?m=cpu&id=a6410&c=samsung_s3c6410).

Are you able to get the app to work if you install it from here from the website manually?  I'll do some googling to see if I can find anything about this.  Looks like you have all the requirements for the app to run (as long as you aren't running Android 1.5 on there), so not sure why Google Play would say it isn't compatible.  Maybe they are basing that on the device model, rather than actually checking to see what version of Android you are running ???
Title: Re: Beta Testing Has Begun!
Post by: rds97 on May 11, 2012, 09:28:24 PM
Oh sorry Paul, I was confusing about the app version between my phone and my girlfriend's phone and when the update appeared on market I thought was using the old one. Btw I check updates of incompatible apps through GoLauncher App Manager.

Yes, it does have gles2. But not implemented yet on port of cyanogenmod 7 https://github.com/tom3q/openfimg/wiki (https://github.com/tom3q/openfimg/wiki) Anyway, by froyo rom I can run the app properly.

There are 36 devices based on its cpu (S3C6410) maybe users from one of those different devices could access the store to try figure out the device model behavior.
Title: Re: Beta Testing Has Begun!
Post by: isac.eletro on May 11, 2012, 11:01:18 PM
Hey everyone...my name is Isac...im from Brasil and I recently bough an xperia play, and I have to say...this emulator is freking awesome, I discovered it in the 1.7 build...and the increase of speed and smoothness playing is outstanding...keep it up with the great job...and fell free to contact me  if some "test subjecs" are needed...greetings from Rio...Isac
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 12, 2012, 05:10:02 AM
hey paul, if someone wants to get the old data files for the older versions, how can we get them? I could try the extremely old alpha apk since it was going perfectly on my O1 and with overclock to 740 mhz oot should work totally fine.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 12, 2012, 05:54:11 AM
I should have the data files for the Alpha versions somewhere.  You'd need to do the whole renaming your ROMs to mario.n64  thing since the GUI didn't appear until the Beta versions.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 13, 2012, 04:07:22 AM
I should have the data files for the Alpha versions somewhere.  You'd need to do the whole renaming your ROMs to mario.n64  thing since the GUI didn't appear until the Beta versions.
I don't really care about that, I'm used to this because everytime I want to use flash player I have to copy a lib file
or another way: why don't make a version with gui+alpha plugins etc? Would be good for us armv6 :P
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 13, 2012, 09:13:45 AM
That's what Beta 1.0 is (last Alpha plus GUI).  Have you tried that one?
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 14, 2012, 12:50:11 AM
That's what Beta 1.0 is (last Alpha plus GUI).  Have you tried that one?
no, because any version downloads the last version so it goes like last, I need the data because of this.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 14, 2012, 05:13:43 AM
Oh, right, at some point I packaged the app data with the APK file, but maybe not Beta 1.0.  I'll have to check.
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on May 14, 2012, 09:58:13 AM
Aff. I just noticed the new Google Play link is down.. they nailed you again?
Title: Re: Beta Testing Has Begun!
Post by: cuttler on May 14, 2012, 02:30:48 PM
Kudos on the recent update paul. Any idea on when you'll focus on the games that don't work right now or the ones that have bugs in it?
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 14, 2012, 03:25:18 PM
Aff. I just noticed the new Google Play link is down.. they nailed you again?

In this case, "they" is an automated system that allowed one random guy in China to completely screw up my future livelihood by misusing a US copyright law while facing absolutely zero consequences.  All because Google is to cheap to hire a real person to deal with the developers who are helping them make billions of dollars.

Kudos on the recent update paul. Any idea on when you'll focus on the games that don't work right now or the ones that have bugs in it?

It will likely be a while.  I'm shifting focus from the emulators toward other ways I can make money from my programming skills, because I was hit by the DOS rollbacks and will be out of the AF looking for a job in the next few months.  I'm not abandoning the project, but it will be taking a back burner for a little while until things settle down.  I'll try and get some more developers involved in the project so it doesn't stagnate.
Title: Re: Beta Testing Has Begun!
Post by: Mofade103 on May 20, 2012, 02:15:46 PM
 any chances of seeing this on windows 7 phones and the near future only emulator available is snes and GB and the both of them could be alot better
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 20, 2012, 06:01:01 PM
hey paul when i press the back button (i use it as B) in emu with ics the bar with logo and Mupen64+ AE appears, and disappears if I press it agaim, THAT'S BORING
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 20, 2012, 06:18:07 PM
The back button is used to show/ hide the ActionBar in HC and ICS, for accessing the in-game menu options like "Save", "Load", etc.  This is necessary because the "Menu" button has been deprecated starting with HC.
Title: Re: Beta Testing Has Begun!
Post by: Vincentmrl on May 21, 2012, 12:34:18 AM
The back button is used to show/ hide the ActionBar in HC and ICS, for accessing the in-game menu options like "Save", "Load", etc.  This is necessary because the "Menu" button has been deprecated starting with HC.
Well, I can.access the menu with menu button, can.you put a setting to disable it, pleas?
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 21, 2012, 05:13:05 AM
Yeh, I can add another option to the Settings menu.  I'm definitely going to have to sit down at some point and put some serious thought into simplifying the menus, because they are getting quite complicated IMO.
Title: Re: Beta Testing Has Begun!
Post by: OurFriendIrony on May 21, 2012, 07:18:12 AM
maybe look through a ton of other apps/programs for inspiration
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on May 22, 2012, 05:11:58 AM
Since the Play Store is not an option anymore, would you consider using the Amazon app store?
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 22, 2012, 05:13:40 AM
Yes, I'll put it on Amazon store later this week.
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on May 22, 2012, 05:19:38 AM
Great news. :)

Man I can not wait to try this emu out on the Galaxy S III
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 22, 2012, 08:52:02 PM
Hey all, just wanted to post another test build of how I'm revamping the settings menu a little.

It should look like this on tablets on 4.0+ atleast:

Image (http://i.imgur.com/WyvwV.png)

Test Build (http://www.mediafire.com/download.php?eluvwco7jx3gq3e)

If any settings don't seem to work, just tell me in this thread and I'll try to fix them.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 23, 2012, 01:34:55 AM
I'd like to try it out but I can't use mediafire now for some reason. Any way you could upload it to http://sharemobile.ro or maybe rapidshare?
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 23, 2012, 05:23:01 AM
The mediafire link seems broken (only a white site, no download).
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 23, 2012, 06:03:22 AM
Odd, mediafire works fine for me in Chrome.

Anyhow, here's a rapidshare one: Test Build (https://rapidshare.com/files/695988381/Mupen64Plus-TestBuild.apk)
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 23, 2012, 09:27:11 AM
Ok, RS works.
Your menu is OK, but has a small disadvantage on my HC tablet. To access all options, you must scroll.
Can't realy say which is the better one. I like both versions.
If you find a fix for the hide/unhide bug with the 2 status bars, by pressing the back button, would be great.  :)

Is it possible, that you create your tests with a different package name ? So we can keep Pauls and you version for better comparison without the need to delete one of them first.
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 23, 2012, 11:41:56 AM
Ok, RS works.
Your menu is OK, but has a small disadvantage on my HC tablet. To access all options, you must scroll.
Can't realy say which is the better one. I like both versions.
If you find a fix for the hide/unhide bug with the 2 status bars, by pressing the back button, would be great.  :)

Is it possible, that you create your tests with a different package name ? So we can keep Pauls and you version for better comparison without the need to delete one of them first.

The scrolling is better in my option than one screen loaded with options from top to bottom. It makes it look a little nicer as well. Plus, the preference screen is now actually using the PreferenceActivity and PreferenceScreen classes for android instead of the one Paul has made.

I certainly don't mean that in a bad way though, just that if android's built in versions of the same thing are better in long term than reinventing the wheel so to say. If PreferenceActivity and PreferenceScreen at some point become deprecated, it'll be easier to move over to the new one. Not to mention it also reduces the amount of code that needs to be compiled for just the interface, reducing code size overall. There's still work to be done on it though (hence this test, but you already know this). So overall, this is purely done out of a way to have better code maintainability

Also, about using a different package name, I'll do that from now on :)

Now, about the two bars that interfere on tablet devices when using the emu, these cannot in any way be hidden, on mobile phone using Android 4.0+ it is possible (from what I've read, correct me if I'm wrong), but there is no method I know of for hiding them on tablets.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 23, 2012, 11:57:50 AM
Yes, to make the code more efficient, your way is the better solution.
About the status bars. I mean the problem, I described on post #378. See the YT video.
The goal os, that if you press back, the lower bar will be dotted out and the upper action bar should be hidden. Both at same time, not only one at the same time.
Yongzh did it on n64oid and the option is used in other programms to.
http://www.paulscode.com/forum/index.php?topic=96.msg4925#msg4925
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 23, 2012, 03:11:14 PM
Yes, to make the code more efficient, your way is the better solution.
About the status bars. I mean the problem, I described on post #378. See the YT video.
The goal os, that if you press back, the lower bar will be dotted out and the upper action bar should be hidden. Both at same time, not only one at the same time.
Yongzh did it on n64oid and the option is used in other programms to.
http://www.paulscode.com/forum/index.php?topic=96.msg4925#msg4925

Ahh, ok, I see what you mean. I'll try to look into solving this.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 23, 2012, 03:46:01 PM
The goal os, that if you press back, the lower bar will be dotted out and the upper action bar should be hidden. Both at same time, not only one at the same time.

It does this correctly on my Galaxy Nexus, which has ICS.. maybe the problem is specific to HC?
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 23, 2012, 04:16:54 PM
The goal os, that if you press back, the lower bar will be dotted out and the upper action bar should be hidden. Both at same time, not only one at the same time.

It does this correctly on my Galaxy Nexus, which has ICS.. maybe the problem is specific to HC?

This is also a possibility, considering the tablet I develop on also doesn't have this problem.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 23, 2012, 10:20:27 PM
Ok, than it's time to say goodbye to honeycomb.  ;D

edit: Yes, ICS fixes the bug.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 26, 2012, 01:40:03 PM
Odd, mediafire works fine for me in Chrome.

Anyhow, here's a rapidshare one: Test Build (https://rapidshare.com/files/695988381/Mupen64Plus-TestBuild.apk)
Nice! Love it! The smaller font takes more acclaimation to read and larger fonts for me are good as I have quite poor vision. Love the changes. Id love to see the entire emulator with a layout like that. Just tried it out on my new Pantech Element tablet and for some reason it runs slower than on my phone.
Title: Re: Beta Testing Has Begun!
Post by: Jimlarck on May 27, 2012, 12:43:31 PM
The goal os, that if you press back, the lower bar will be dotted out and the upper action bar should be hidden. Both at same time, not only one at the same time.

It does this correctly on my Galaxy Nexus, which has ICS.. maybe the problem is specific to HC?

It also works fine on HTC EVO 3D ICS 4.0.3 Rooted
Title: Re: Beta Testing Has Begun!
Post by: paed808 on May 27, 2012, 02:47:04 PM
Here's what the settings menu looks like in the test build on my Honeycomb 3.2 tablet

http://i.imgur.com/oUnsh.jpg (http://i.imgur.com/oUnsh.jpg)

Still looks pretty good.  :)
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 27, 2012, 08:54:59 PM
Nice! Love it! The smaller font takes more acclaimation to read and larger fonts for me are good as I have quite poor vision. Love the changes. Id love to see the entire emulator with a layout like that. Just tried it out on my new Pantech Element tablet and for some reason it runs slower than on my phone.

Glad you like the changes~

I plan to attempt to change the entire preference menu over to that at first. I do have a few design ideas for the main UI, but I'm trying to mainly think of ones that are able to be done without breaking compatibility for 2.x.x devices.

Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 27, 2012, 10:02:40 PM
Good stuff indeed. Have you given any thought to maybe, letting users have the ability to skin it to their preference? Like putting the ability to change the color of the fonts through html color codes and background changing? I remember on Picodrive 1.51 for Symbian there was options like that where you could edit an .ini file in a hex editor and change color values for fonts and you could skin the background with a .png of your choice as long as it was the correct screen resolution and had 24 bit coloring. That would be amazing. It would also show individuality and creativity.
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 27, 2012, 10:11:49 PM
Good stuff indeed. Have you given any thought to maybe, letting users have the ability to skin it to their preference? Like putting the ability to change the color of the fonts through html color codes and background changing? I remember on Picodrive 1.51 for Symbian there was options like that where you could edit an .ini file in a hex editor and change color values for fonts and you could skin the background with a .png of your choice as long as it was the correct screen resolution and had 24 bit coloring. That would be amazing. It would also show individuality and creativity.

This is a neat idea that's possible after everything is all refactored. I'll let Paul decide if this should be implemented at some point in the app's lifecycle though. Considering it would be a major feature,  I don't want to add a feature he may not think fits the design of the app.
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on May 29, 2012, 08:03:40 AM
I'm glad to see someone helping out on the project. :) I wish I had the slightest clue what I was doing so I could lend a hand too. xD
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 29, 2012, 03:02:30 PM
Hey, Lioncash, you have free reign to take the project wherever you like.  I've been trying to diffuse the idea that this is "my" project.. I really want it to be a community effort.  So anyone with programming experience that has an idea for the project and wants to run with it, let me know and I'll give you access.  Obviously there will need to be some type of coordination between everyone working on the project at once.  As for me, I'll be working almost exclusively on the natives for the foreseeable future (the next couple of "big updates" are removing the SDL layer and restructuring the project to match the original Mupen64Plus and make it buildable for multiple targets), so changes to the GUI front-end shouldn't interfere much with what I'm doing.

Like I mentioned before, I've been focussing on my commercial app for the past few weeks, but it is getting closer to completion (it's about 50% - 66% of the way complete), so I'll be getting back to focusing primarily on Mupen64Plus AE soon.
Title: Re: Beta Testing Has Begun!
Post by: Lioncash on May 29, 2012, 06:37:35 PM
Hey, Lioncash, you have free reign to take the project wherever you like.  I've been trying to diffuse the idea that this is "my" project.. I really want it to be a community effort.  So anyone with programming experience that has an idea for the project and wants to run with it, let me know and I'll give you access.  Obviously there will need to be some type of coordination between everyone working on the project at once.  As for me, I'll be working almost exclusively on the natives for the foreseeable future (the next couple of "big updates" are removing the SDL layer and restructuring the project to match the original Mupen64Plus and make it buildable for multiple targets), so changes to the GUI front-end shouldn't interfere much with what I'm doing.

Like I mentioned before, I've been focussing on my commercial app for the past few weeks, but it is getting closer to completion (it's about 50% - 66% of the way complete), so I'll be getting back to focusing primarily on Mupen64Plus AE soon.

Oh ok, I'll see if I can add that option at some point.


By the way, here's another test version for you all. If there's no bugs on people's devices from using the new preferences UI, then that's basically the final version.

Test Build 2 (https://rapidshare.com/files/4111249684/Mupen64Plus-TestBuild2.apk)

I decided not to change the package name for the test though. Had I done so, I'd have to rename a load of the JNI C files for the plugins which would take too long. Just a heads up.

I know the gamepad button mapping isn't moved over yet, but I'll finish that after the main UI is done and committed, since the class that manages that needs to be worked over.

Title: Re: Beta Testing Has Begun!
Post by: Paul on May 29, 2012, 06:43:31 PM
The easiest way to change the Android package name without having to change the Java package name anywhere, is to first make the Android package name in the manifest file the same as the Java package name (in this case paulscode.android.mupen64plusae).  Do an "ant clean" then "ant debug" (creates R).  Then change the Android package name in the manifest, and run "ant debug" again to generate an APK with the new Android package name (and can be installed alongside the original).

It's really hacky, I know.. that's why I went through and changed all the Java package names after the first Google Play suspension (before I got banned).
Title: Re: Beta Testing Has Begun!
Post by: mmxii on May 29, 2012, 07:14:54 PM
Hey, Lioncash, you have free reign to take the project wherever you like.  I've been trying to diffuse the idea that this is "my" project.. I really want it to be a community effort.  So anyone with programming experience that has an idea for the project and wants to run with it, let me know and I'll give you access.  Obviously there will need to be some type of coordination between everyone working on the project at once.  As for me, I'll be working almost exclusively on the natives for the foreseeable future (the next couple of "big updates" are removing the SDL layer and restructuring the project to match the original Mupen64Plus and make it buildable for multiple targets), so changes to the GUI front-end shouldn't interfere much with what I'm doing.

Like I mentioned before, I've been focussing on my commercial app for the past few weeks, but it is getting closer to completion (it's about 50% - 66% of the way complete), so I'll be getting back to focusing primarily on Mupen64Plus AE soon.

Oh ok, I'll see if I can add that option at some point.


By the way, here's another test version for you all. If there's no bugs on people's devices from using the new preferences UI, then that's basically the final version.

Test Build 2 (https://rapidshare.com/files/4111249684/Mupen64Plus-TestBuild2.apk)

I decided not to change the package name for the test though. Had I done so, I'd have to rename a load of the JNI C files for the plugins which would take too long. Just a heads up.

I know the gamepad button mapping isn't moved over yet, but I'll finish that after the main UI is done and committed, since the class that manages that needs to be worked over.
Nailed it! Looks nice. I really like it. No issues here whatsoever.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on May 30, 2012, 01:06:58 AM
Ah, looks nice.  :)
To have all options for graphic plugins in one window is even more handy like Pauls version.

One thing. The checkbox for FS on Rice plugin wasn't set, but at start, it semms that my  previous setting from Paul's version is activated.
After check and uncheck the option, frameskip is deactivated correctly.
If it isn't possible to read the old settings from previous version, it would be better to reset all settings after a new install.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 30, 2012, 04:48:57 PM
Ah, looks nice.  :)
To have all options for graphic plugins in one window is even more handy like Pauls version.

One thing. The checkbox for FS on Rice plugin wasn't set, but at start, it semms that my  previous setting from Paul's version is activated.
After check and uncheck the option, frameskip is deactivated correctly.
If it isn't possible to read the old settings from previous version, it would be better to reset all settings after a new install.

--EDIT-- As far as I can tell, the code for the menus doesn't ever get the values saved in the config file -- instead it gets them from the layout defaults.  This of course means once the app is shut down and restarted, all settings will be lost (of course whatever was saved to the config will still be saved, but none of what was saved be reflected accurately in the menus).  This will have to be changed.  I'm not sure which all files are affected (anything with a checkbox for sure).  I probably won't have time to do this for a couple days.  I'll try and sort it all out this weekend.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 04, 2012, 10:09:01 PM
Committed a fix for Xperia Play running ICS, where pressing "Back" crashed the app.  Still have to sort out the Action Bar issue though (touches on the action bar act like touches on the surface behind the action bar, so it is impossible to open the menu to save, load, etc).  I posted a question about this on Stack Overflow here (http://stackoverflow.com/questions/10890473/how-to-interact-with-actionbar-from-nativeactivity-with-java-side-window-content), so hopefully someone has a fix.  If not, I'll have to go with xperia64's suggestion of creating a 3rd pipeline specifically for Xperia Play running ICS, where I get touchpad input through the mouse input API (the way Yongzh is doing it in N64oid).

Since the Play does have a menu button, I'm wondering if pressing it will bring up the action bar menu in ICS, and if so, is it interactable?  If so, then this bug is relatively low-priority since there is a simple work-around.  I'll build a test tomorrow and post on xda developers for anyone running ICS on an Xperia Play to test and see.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on June 07, 2012, 02:41:39 PM
Just wanted to say thanks again for such a good emulator!
Title: Re: Beta Testing Has Begun!
Post by: shuy3n on June 15, 2012, 01:09:32 AM
should Lioncash's version be a full version or maybe ICS only? as video doesn't seem to work I just get a blank  screen

Logcat if this shouldn't happen

http://www.mediafire.com/?6tp9dntxxt497a6

Obviously ignore if it's normal and just a menu test :)

oh btw the new menu's (settings etc) get styled in the same vein as my current MIUI theme and change with them very cool :D any chance of doing the same for the main menu too

Device Info:
Code: [Select]
build.board: p990
build.bootloader: unknown
build.brand: lge
build.cpu_abi: armeabi-v7a
build.cpu_abi2: armeabi
build.device: p990
build.display: WIUI 2.5.25
build.fingerprint: lge/lge_star/p990_EUR-xx:2.3.4/GRJ22/lgp990-V20l.422C563E:user/release-keys
build.hardware: p990
build.host: sundaqing
build.id: WIUI
build.manufacturer: LGE
build.model: Optimus 2X
build.product: lge_star
build.radio: unknown
build.serial: 434064d702804004
build.tags: test-keys
build.time: 1309935002000
build.type: userdebug
build.user: builder
version.codename: REL
version.incremental: 2.5.25
version.release: 2.3.7
version.sdk_int: 10
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 15, 2012, 04:36:03 AM
Weird... that zip file doesn't seem to be compatible on my computer.  Could you attach or email me the logcat text file?
Title: Re: Beta Testing Has Begun!
Post by: shuy3n on June 15, 2012, 06:21:00 AM
Sure no problem i attached it to this reply :)

I have sound and the last release build works fine
Title: Re: Beta Testing Has Begun!
Post by: Deadrabbtz on June 15, 2012, 10:52:56 AM
Hi there. Any luck with majoras mask glitch yet?
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 15, 2012, 02:54:51 PM
Sure no problem i attached it to this reply :)

I have sound and the last release build works fine

The problem seems to be here:
Code: [Select]
06-14 22:05:05.136 E/libEGL  (4048): call to OpenGL ES API with no current context (logged once per thread)
However, I haven't seen that message in a while (not since I got the video plug-in working almost a year ago).  I'll have to look at the code to see what might be causing this.  I assume it affects both video plug-ins?

Hi there. Any luck with majoras mask glitch yet?
Sorry, I haven't had time to look at this in a while.
Title: Re: Beta Testing Has Begun!
Post by: shuy3n on June 15, 2012, 03:28:56 PM
Sure no problem i attached it to this reply :)

I have sound and the last release build works fine

The problem seems to be here:
Code: [Select]
06-14 22:05:05.136 E/libEGL  (4048): call to OpenGL ES API with no current context (logged once per thread)
However, I haven't seen that message in a while (not since I got the video plug-in working almost a year ago).  I'll have to look at the code to see what might be causing this.  I assume it affects both video plug-ins?

Hi there. Any luck with majoras mask glitch yet?
Sorry, I haven't had time to look at this in a while.

yeah both video plugins give me a black screen
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 18, 2012, 08:59:36 PM
gTan64 is back!!  He has already solved a bug that has been part of the project since before Alpha testing started - the "RAM full of zeros" bug requiring the core to be built in APP_OPTIM := debug mode.

With the fix in place, the emulator now runs noticeably faster.  Conker's Bad Fur Day is now playable with sound on my Galaxy Nexus (cutscenes are still laggy, but in-game the audio skipping is hardly noticable with the volume turned down (sort of like the forest in OOT was on my Droid X).

Anyway, this should hopefully help out the ARM6 folks.  Let me know how it does (better, worse, about the same) compared to the previous version:

TEST APK (http://www.paulscode.com/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)
Title: Re: Beta Testing Has Begun!
Post by: irv5567 on June 18, 2012, 10:14:26 PM
Paul I installed the Xperia Play app in my phone and when I load a game it just shuts.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 18, 2012, 10:42:14 PM
Which version, this one here?  Also which game has the problem (or is it before you get to choose a game?)
Title: Re: Beta Testing Has Begun!
Post by: goodboy735 on June 19, 2012, 01:52:05 AM
gTan64 is back!!  He has already solved a bug that has been part of the project since before Alpha testing started - the "RAM full of zeros" bug requiring the core to be built in APP_OPTIM := debug mode.

With the fix in place, the emulator now runs noticeably faster.  Conker's Bad Fur Day is now playable with sound on my Galaxy Nexus (cutscenes are still laggy, but in-game the audio skipping is hardly noticable with the volume turned down (sort of like the forest in OOT was on my Droid X).

Anyway, this should hopefully help out the ARM6 folks.  Let me know how it does (better, worse, about the same) compared to the previous version:

TEST APK (http://www.paulscode.com/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

Awesome!
There's a little bit of improvement I think.. still not very playable on ARMv6 though (curse you low-end phone :()
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on June 19, 2012, 02:23:39 AM
I've noticed that even if fast texture loading is unchecked, the spot in conker's intro is drawn correctly.
Z-hack on rice and stretch screen on gles2n64 didn't work too.
And yes, less stuttering sound on my both devices. Will test it later on the GB port for Pandora and N900.
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on June 19, 2012, 08:10:18 AM
Good to hear about fixed bug, but for me in-game performance hasn't changed. Though, frontend is very fast. And... my language translation isn't updated...?

Edit: Here's a bigger problem... FPS keeps getting on save selection screen 15-20 FPS in Mario64 while before I've managed to get 25-30 before some kind of configuration. I don't know what's wrong.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 19, 2012, 03:19:00 PM
And... my language translation isn't updated...?
Sorry, didn't drop in the current translations in that build (it isn't quite as simple as "dropping in", because at least one of them has to be converted to UTF-8 every time, so I tend to put it off).  I'll update the translations tonight though.

Quote
Edit: Here's a bigger problem... FPS keeps getting on save selection screen 15-20 FPS in Mario64 while before I've managed to get 25-30 before some kind of configuration. I don't know what's wrong.
If you run 1.9.2, does it still get 25-30 FPS?  I think I'll post two tests tonight that are identical except for that bug-fix, just so fair comparisons can be made on various devices.  One would expect -O3 to perform better than -O2, but that may not be the case in some instances (I also have to factor in -UNDEBUG now too which could affect performance negatively, although I wouldn't expect it to outweigh the -O3 advantage).
Title: Re: Beta Testing Has Begun!
Post by: Tom.K on June 19, 2012, 04:16:28 PM
Not sure why... but it seems that it's okay now on this test release, 25-30 FPS... It seems that some option causes it to go slower, but I don't know which is it. During gameplay, it's 15 FPS.

1.9.2 gave same results, though sound was more choppy. So it seems that optimized release managed to speed up sound, but not the game. I can't be still 100% sure.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 19, 2012, 04:20:47 PM
Sounds like the change is negligible on some devices.  As long as it isn't a negative impact though, I'll be happy (means I can rearrange the code into a much more developer-friendly layout, and eventually stage it for future incorporation back into Richard42's original project).
Title: Re: Beta Testing Has Begun!
Post by: mmxii on June 19, 2012, 08:34:01 PM
Good stuff! Made Aidyn Chronicles playable
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on June 20, 2012, 02:59:44 PM
Paper mario is now playable (WITHOUT flickering!) using gles2rice all options unchecked. Also the gles2n64 screen stretched setting is reversed
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 20, 2012, 03:15:38 PM
Here are a couple temporary links to that build, while I'm struggling with the domain name thing:

TEST APK (alt link #1) (http://67.227.195.63/paulscode/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

TEST APK (alt link #2) (http://www.paulknows.com/paulscode/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

At least one of these should be up if I happen to be messing with things (two different hosts).
Title: Re: Beta Testing Has Begun!
Post by: mmxii on June 20, 2012, 07:09:44 PM
Both links work :D about to test
Title: Re: Beta Testing Has Begun!
Post by: mmxii on June 20, 2012, 08:30:06 PM
Runs about the same as the previous test build and has no errors that I've encountered. Emulation seems to be more fluid in all games compared to official 1.9.2 and sound is in synch better. It feels more overall complete. Any idea when you are going to incorporate multi core support?
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 20, 2012, 09:13:39 PM
It actually is the same build as before, just different links (anything starting with paulscode.com is not working at the moment, until I get the domain name transferred to the new host).

For multi-core, any major improvements specific to multi-core are not on the near horizon, as it would require a new dynarec (I am not skilled enough to tackle that myself).  Small advantages for multi-core can be made by multi-threading any intensive processes (especially pieces of the video plug-in).
Title: Re: Beta Testing Has Begun!
Post by: Vega on June 21, 2012, 05:53:18 AM
Hi there,

Playing n64 on my galaxy S3 just breaks my hands. I've been testing
this emulator on my xperia Play until it got stolen about two months ago
and now I'm thinking about getting me a new one and selling the S3 since
emulators are the major thing I want a smartphone for.

So could somebody please tell me how good for example Ocarina of time
runs on the xperia Play with this emulator. Two months ago it was hardly
anywhere near playable. Turning of sound doesn't count to me :)
Title: Re: Beta Testing Has Begun!
Post by: OurFriendIrony on June 21, 2012, 07:03:11 AM
dude, if you all about throwing money at the wall, I'll give you my address and you can throw some my way.
SGS3 costs about 400quid in UK!
Title: Re: Beta Testing Has Begun!
Post by: rmean on June 21, 2012, 01:22:46 PM
hi all :)

just found this here and i must say, i am impressed :)

though i'm having some sound lag, is this a known issue?


regards ;)
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 21, 2012, 02:05:52 PM
Sound lag is known to happen when the emulator can't keep up with the speed the game is supposed to run.  This happens on low-end devices for all games, average devices for mid- to high-end games, and high-end devices for high-end games.  So in other words, it depends on the speed of your device and the particular game you are playing.
Title: Re: Beta Testing Has Begun!
Post by: rmean on June 21, 2012, 03:49:00 PM
maybe lag was the wrong word... the sound is delayed, e.g. when i punch in mario 64, the sound comes about 0,5 sec later. that is true for all sounds. the games themselves run fluid and almost lag-free.

i own the gnex, should be enough to handle this i think :)

maybe there is some setting that could help?

EDIT: out of sync... thats what i mean! :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 21, 2012, 04:47:45 PM
Yes, I have that on my Galaxy Nexus as well (generally referred to as "latency" by audio developers).  I think it has to do with the size of the audio buffer.  From Slokin's comments in SDLActivity.java:

Code: [Select]
        // Let the user pick a larger buffer if they really want -- but ye
        // gods they probably shouldn't, the minimums are horrifyingly high
        // latency already
        desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize);

In other words, the problem comes from AudioTrack.getMinBufferSize returning a huge buffer that takes about half a second to fill on the Galaxy Nexus.  This was less of a problem on my Droid X.  I'll ask on Stack Overflow to see if anyone has a way around this problem.
Title: Re: Beta Testing Has Begun!
Post by: rmean on June 21, 2012, 04:52:27 PM
thank you very much, i thought this is an app problem.

i heard about the issue but didn't think of it. they say this fixes it: http://forum.xda-developers.com/showthread.php?t=1674836

i'll try it and report back :)
Title: Re: Beta Testing Has Begun!
Post by: rmean on June 21, 2012, 05:15:55 PM
it works indeed! almost perfect i'd say :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 21, 2012, 05:27:17 PM
Sweet.  Thanks for the tip!
Title: Re: Beta Testing Has Begun!
Post by: FakePaulyD on June 23, 2012, 03:07:58 AM
is v1.9.2 still the latest version out?
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 23, 2012, 10:29:16 AM
It is the latest "official build", but there is a faster build I posted recently in this thread.  It still needs some work on the options menus before I give it an official version number, though.  If I have time, I'll clean it up and release it as version 1.10 later in the week.
Title: Re: Beta Testing Has Begun!
Post by: gowlwolfe on June 24, 2012, 08:51:13 PM
This is directly for Paul,  I don't know if you already said or not but will we be able to play majoras mask or DK64 with the next build?
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 25, 2012, 03:51:22 PM
No, haven't tracked down those problems yet, sorry.
Title: Re: Beta Testing Has Begun!
Post by: MARiN3 on June 25, 2012, 07:06:51 PM
Hello, I am new to this.
So i tryed to download with the links from the fist post but if i press on any of them it says:
"Sorry, tab not available!".

How does this work ?
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 25, 2012, 07:12:24 PM
Sorry, the domain is in the middle of a migration to a new host.  You can either try the links a few posts back to the most recent unofficial build, or if you want the official version 1.9.2:

Version 1.9.2 alt link (http://67.227.195.63/paulscode/source/Mupen64Plus-AE/07MAY2012/Mupen64Plus-AE.apk)
Title: Re: Beta Testing Has Begun!
Post by: Rotary Heart on June 26, 2012, 04:42:07 AM
gTan64 is back!!  He has already solved a bug that has been part of the project since before Alpha testing started - the "RAM full of zeros" bug requiring the core to be built in APP_OPTIM := debug mode.

With the fix in place, the emulator now runs noticeably faster.  Conker's Bad Fur Day is now playable with sound on my Galaxy Nexus (cutscenes are still laggy, but in-game the audio skipping is hardly noticable with the volume turned down (sort of like the forest in OOT was on my Droid X).

Anyway, this should hopefully help out the ARM6 folks.  Let me know how it does (better, worse, about the same) compared to the previous version:

TEST APK (http://www.paulscode.com/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

Link not working
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 26, 2012, 04:43:20 AM
Here are a couple temporary links to that build, while I'm struggling with the domain name thing:

TEST APK (alt link #1) (http://67.227.195.63/paulscode/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

TEST APK (alt link #2) (http://www.paulknows.com/paulscode/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

At least one of these should be up if I happen to be messing with things (two different hosts).
Title: Re: Beta Testing Has Begun!
Post by: Kleyon on June 26, 2012, 02:14:30 PM
Hi everyone, first many thanks to Paul for Mupen64Plus AE. It's about 3 days I'm testing N64droid and Mupen64Plus AE to have HD textures in game and I must admit Mupen64Plus AE is showing more textures than N64oid. So many thanks, it's not perfect yet but really appreciated !

I don't have suscribe to the forum for that, but for proposing to help if I can concerning beta tests. I think there's yet another people who helped Paul on testing but we don't all have the same smartphone.

So if Paul is interessted I can do tests on my SGSII that is a little different because it's a i9100G. Thant means :

Chipset    TI OMAP 4430
CPU    Dual-core 1.2 GHz Cortex-A9
GPU    PowerVR SGX540

Allways 1Gb RAM and resolution of 480*800.

So it's not like the original SGSII that using chipset from Samsung and Mali GPU. Again many thanks for Mupen64Plus AE, I hope compatibilty will be improved concerning HD Textures and if I can help in any way just let me know. :)

Edit : Oww I forgot, after testing Mupen64Plus AE latest build I saw that HD Textures doesn't seems to works. I was thinking path was faulty (because of test term on it) but testing normal path doesn't works too. Actually using v1.9.2 public with some textures working (not all but more than N64oid).
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 26, 2012, 02:26:09 PM
Thanks for reporting the problem with the textures.  I expect this is another problem with defaults and forgetting settings in the new menu system.  I'll try and look at it sometime this week, but I am behind schedule on my other project so I'll have to see how that goes first.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 26, 2012, 02:33:22 PM
Also, there isn't any official process to be a tester.   Just play around with the app and find problems, create/ update the compatibility wiki for your device (link is in the first post of this thread), and report problems like crashes and anything unique to your device.  From there I generally create verbose debug builds for folks to run to try and track down specific problems.
Title: Re: Beta Testing Has Begun!
Post by: Kleyon on June 26, 2012, 02:44:53 PM
Allright thanks for quick answer ! I will take a look to Mupen64Plus AE wiki for my device and report what I found.

No problem concerning last build of Mupen64Plus anyway I still use 1.9.2 public. It was just cool because french has been implemented but I can understand english too ^^

EDIT : Galaxy SII already exist on Mupen64Plus Compatibility wiki but there's differents SGSII like I told. If it's about original SII then it's a mali's GPU and Samsung's Chipset. Mine using TI's chipset and PowerVR's GPU. So it closed from a SGSI but better CPU and more RAM. Do I have to contribute on existing SGSII compatibility page or create another one specifing phone model ?
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 26, 2012, 03:56:12 PM
I'd create another one, since compatibility is likely to be different.
Title: Re: Beta Testing Has Begun!
Post by: Rotary Heart on June 26, 2012, 07:27:00 PM
Here are a couple temporary links to that build, while I'm struggling with the domain name thing:

TEST APK (alt link #1) (http://67.227.195.63/paulscode/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

TEST APK (alt link #2) (http://www.paulknows.com/paulscode/source/Mupen64Plus-AE/18JUN2012/Mupen64Plus.apk)

At least one of these should be up if I happen to be messing with things (two different hosts).

This one runs faster and it have a less lag on games. Actually I have an idea, is there anyway that you can make a file for the aaved games. That way if something happened we don't lose data. Just click load and chose file to load.

I don't know if this is plausible, but i just got to ask ;)
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 26, 2012, 07:52:15 PM
Sure manual save/ load is something I've been planning to add.  The think preventing it at this point is the fact that I loose the rendering context if I leave the SDLView for another one (in this case a "save as" view).  Once I've removed the SDL layer and use a more traditional view for the context, this will be possible (along with other useful things like perspective rotation, pause/ resume for incoming calls, etc).
Title: Re: Beta Testing Has Begun!
Post by: Kleyon on June 27, 2012, 08:47:50 AM
Just to confirm I will create another wiki page for my device and to tell like Rotary Heart said : latest build is really faster than 1.9.2 public one. Just the fact that it's not seeing HD Textures (or I did something wrong ?!). Well I will stop going crazy testing textures by now and contribute to wiki first.
Title: Re: Beta Testing Has Begun!
Post by: Evil King Stan on June 30, 2012, 11:29:37 PM
Paul, the test so far runs great, aside from the bugs listed before by other users.
However, in OOT if you pause the game to go to the character menus, (equipment, map, items, etc.) you can't leave.
If you try to save or unpause, the game will freeze with the music still playing. I don't remember having this bug before.
This is on the Verizon Xperia Play R800x. Also, how is the port of Glide64 to Open GLES coming?
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 01, 2012, 06:56:04 AM
This bug doesn't happen on my phone.  Which version(s) of the app have the problem, and which video plug-in(s) / settings?  I'm not working on the Glide port yet myself.
Title: Re: Beta Testing Has Begun!
Post by: Evil King Stan on July 01, 2012, 10:14:12 AM
The problem is on the most recent test apk. I'm using the gles2rice plugin, with all configurations turned on except for texture packs. I tried to reproduce it on the official 1.9.2 build, but it didn't happen.
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 01, 2012, 10:17:33 AM
Possibly a Skip Frame problem.  Does it do it for gles2n64 or when Skip Frame is disabled on Rice?  Options menu is a little screwy so might be hard to test.
Title: Re: Beta Testing Has Begun!
Post by: Evil King Stan on July 01, 2012, 10:35:21 AM
With gles2n64 the game is much slower, but it works with or without frame skipping. With gles2rice, disabling frame skipping doesn't fix the issue. I've tried different combinations of settings, and the problem is with the fast texture loading. If that is disabled, the game works fine. (Aside from normal RICE graphics glitches.)
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 01, 2012, 02:25:21 PM
Thanks, I'll see what changed with that between 1.9.2 and the latest build.
Title: Re: Beta Testing Has Begun!
Post by: smurfy on July 01, 2012, 08:39:40 PM
Where is emulator at man dang smh
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 01, 2012, 08:40:14 PM
First post of this thread
Title: Re: Beta Testing Has Begun!
Post by: Xhotzkin on July 02, 2012, 12:43:59 PM
Hello would you make a core plugin for quadcore/tegra 3 processors like the htc one x or the samsung galaxy s3? So the emulator can use all the 4 cores in the mobile for playing games smoother? I would be very happy if you prodce something like that.
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 02, 2012, 01:31:09 PM
I couldn't myself (assembly language is beyond my abilities at the moment).  You might try and hit up some other developers who enjoy working on dynarecs, such as Ari64.  He is the guy who wrote the dynarec Mupen64Plus AE is using now.
Title: Re: Beta Testing Has Begun!
Post by: Amnesti on July 16, 2012, 08:05:37 PM
Any progress on the emulator? just curious :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 16, 2012, 08:59:04 PM
Sorry, been busy with my other app.  Progress from my end is going to be slow for a while, until I've transitioned out of the Air Force and into a stable civilian job.  In the mean time I am focussing on getting a couple of commercial apps published to hopefully use as a financial fall back in case I have trouble finding employment.
Title: Re: Beta Testing Has Begun!
Post by: mrarosses on July 30, 2012, 02:41:20 AM
Hey Paul just recently found your Mupe64plus ae 30 minutes ago I am amazed one actually works for my HTC wildfire S It's quiet slow laggy too much graphic errors but i love it im messing around with the settings to get the best gameplay <3 <3 <3
Title: Re: Beta Testing Has Begun!
Post by: Quietlyawesome94 on August 13, 2012, 02:48:16 PM
Hey Paul, For quite some time your app has been unable to properly run games on the HP TouchPad. The problem is that after starting a game, the entire app force closes... For example, upon loading Super Mario 64, the opening title to the game briefly shows... My tablet then returns to the homescreen with a notification about the emulator in my status bar. I'll install the new version from the market and get you a logcat.

(Doing what I just said)

Ok, got a logcat and put it on my Dropbox. ;)

https://dl.dropbox.com/u/42306200/alogcat.2012-08-13-15-49-32-0400.txt

Thanks for all of your hard work, Paul! I've followed this project since way back in the day. :D
Title: Re: Beta Testing Has Begun!
Post by: Paul on August 24, 2012, 08:53:19 PM
Hey, Quietlyawesome94, your problem is coming from this line:

Quote
I/DEBUG   ( 2924):          #01  pc 000042a8  /data/data/trev.android.mupen64plusae/lib/libfront-end.so (Java_paulscode_android_mupen64plusae_GameActivityCommon_stateEmulator)

The call to "stateEmulator", which checks to see if the emulator is running or not, is what's crashing.  I'll have to look at the code there a little more closely to see what's wrong.  It is odd that it doesn't happen to everyone (I hate those "sometimes happens" bugs - they tend to be the most difficult to solve)


--EDIT--
I think the problem is this (http://android-developers.blogspot.com/2011/11/jni-local-reference-changes-in-ics.html).
Title: Re: Beta Testing Has Begun!
Post by: mmxii on September 16, 2012, 02:01:03 PM
Where is the thread about high res textures? I can't find it for the life of me
Title: Re: Beta Testing Has Begun!
Post by: Paul on September 16, 2012, 04:05:19 PM
Where is the thread about high res textures? I can't find it for the life of me

I don't know if there ever was a formal thread about high res textures, other than the short section in the FAQ thread (http://www.paulscode.com/forum/index.php?topic=197.msg3018#msg3018).

There have been a few support and compatibility questions about hires textures.  Easiest way to find those is to do a search of the forum for the word "hires", and make sure the option "Show results as messages" is checked.

I probably should write up a formal thread for this at some point, and pin it so it is easy to find.
Title: Re: Beta Testing Has Begun!
Post by: RyDroid on September 22, 2012, 10:00:38 AM
I have done some improvements to french translation.
https://github.com/paulscode/mupen64plus-ae/tree/master/res/values-fr
It is based on source created the 20-09-2012.
See the attachment
Title: Re: Beta Testing Has Begun!
Post by: mmxii on October 03, 2012, 09:13:25 PM
About to test on my new Nexus 7.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on October 05, 2012, 11:53:42 AM
Mixed results on Nexus 7. It runs extremely well...too well actually. With Mupen barely optimized, it is simply too fast to play. Is there any way to incorporate a frame limiter? Looks like a lot of the odd problems I was having was due to Adreno (missing textures, falling through floors, etc). But it looks amazing on this beast.
Title: Re: Beta Testing Has Begun!
Post by: Paul on October 05, 2012, 12:12:59 PM
Yes, the speed limiter is currently turned off (should only affect you when audio is disabled, but maybe not in some cases).  The reason I turned it off, is because it provides a significant performance boost for low-end devices and high-end games when the audio is disabled.  It is currently hard-coded this way and can't be changed, but in version 1.10 I am going to turn the speed limiter into a setting that can be re-enabled for folks with fast devices like yours.  Currently, there is a work-around (if it only happens when you want the audio disabled).  Leave audio enabled and use rsp-hle-nosound for the RSP plug-in.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on October 05, 2012, 01:00:04 PM
Workes like a charm! Now it is buttery smooth! Thanks!

A small, semi related question, which ROM do you think would be better for Mupen? I'm struggling between AOKP and CM 10.
Title: Re: Beta Testing Has Begun!
Post by: mmxii on October 05, 2012, 01:18:45 PM
Well, that solves that! Apparently AOKP likes to keep the clock speed down 100 MHz. Ok, CM 10 it is lol
Title: Re: Beta Testing Has Begun!
Post by: anthony001 on November 25, 2012, 01:01:52 AM
Still no update?
Title: Re: Beta Testing Has Begun!
Post by: MusicNomad on December 01, 2012, 04:30:14 PM
Not sure if this idea has been mentioned, but I think something that would be good for future updates is a better way to resume playing games after minimizing the app. After hitting the home button during the middle of a game and re-entering the app, you're put into the main menu and have to restart whatever game you were playing. (I finished the first boss in Zelda OOT and was very sad when i hit the home button and didn't save). Anyways, great job with everything and overcoming all the obstacles with the takedowns and whatnot. Can't wait to see what happens when the project starts to pick up pace after you transition into your new job. Thanks!
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 01, 2012, 04:44:33 PM
I know, that is something that's been annoying me for a long time too!  The solution will be easier (at least I'll have more examples of apps to copy from) once I remove the SDL port and we are no longer using SDLSurface for the game surface.  That said, we had a recent conversation in commit 2c7c9c2 (https://github.com/paulscode/mupen64plus-ae/commit/2c7c9c2e8e8c27861addfc19fc92b3b9105234d5#commitcomment-2200381) where Gillou68310 mentioned he was able to do something I previously thought impossible with SDLSurface (in-game orientation changes).  Since the "game quit on home" behavior was originally added due to exactly the same problem that prevented orientation changes in-game, it might be possible to fix after all.  I'll take another look at this after we get the Beta 2.0 update out the door, before I start tackling the much more involved project of removing SDL all together.
Title: Re: Beta Testing Has Begun!
Post by: crazyxelite on December 09, 2012, 04:22:14 PM
Hi paul i buy a new tablet ployer momo 7 ips
Cpu rockchip 3066 dual core
Gpu quad mali 400
Ram 1 gb
Jelly bean 4.1

But the emu dont work it closes when i try to load a rom can u help? Thanks for your work
Here is a logcat i dont kno if i done it right im a bit noob on android and im portugese xd

Code: [Select]

I/ActivityManager(  270): START {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 pkg=trev.android.mupen64plusae cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MainActivity bnds=[192,231][264,303] u=0} from pid 492
I/ActivityManager(  270): Start proc trev.android.mupen64plusae for activity trev.android.mupen64plusae/paulscode.android.mupen64plusae.MainActivity: pid=2833 uid=10073 gids={3003, 1015, 1028}
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity u=0} from pid 2833
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.FileChooserActivity u=0} from pid 2833
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuSettingsActivity u=0} from pid 2833
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.FileChooserActivity u=0} from pid 2833
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity u=0} from pid 2833
I/ActivityManager(  270): Process trev.android.mupen64plusae (pid 2833) has died.
I/WindowManager(  270): WINDOW DIED Window{420a1a60 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity paused=false}
W/WindowManager(  270): Force-removing child win Window{420a1c40 SurfaceView paused=false} from container Window{420a1a60 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity paused=false}
W/ActivityManager(  270): Force removing ActivityRecord{41d57e38 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity}: app died, no saved state
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity bnds=[677,448][1012,496] u=0} from pid -1
W/ActivityManager(  270): startActivity called from non-Activity context; forcing Intent.FLAG_ACTIVITY_NEW_TASK for: Intent { flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity bnds=[677,448][1012,496] }
I/ActivityManager(  270): Start proc trev.android.mupen64plusae for activity trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity: pid=3834 uid=10073 gids={3003, 1015, 1028}
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity: +482ms
I/ActivityManager(  270): START {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 pkg=trev.android.mupen64plusae cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MainActivity bnds=[380,74][452,146] u=0} from pid 492
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.FileChooserActivity u=0} from pid 3834
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.FileChooserActivity: +107ms
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libSDL.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/libSDL.so 0x4188f2f8
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libcore.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/libcore.so 0x4188f2f8
D/dalvikvm( 3834): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libcore.so 0x4188f2f8, skipping init
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libfront-end.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/libfront-end.so 0x4188f2f8
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity u=0} from pid 3834
V/GameActivityCommon( 3834): Loading native library '/data/data/trev.android.mupen64plusae/lib/libgles2n64.so'
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libgles2n64.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/libgles2n64.so 0x4188f2f8
D/dalvikvm( 3834): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libgles2n64.so 0x4188f2f8, skipping init
V/GameActivityCommon( 3834): Loading native library '/data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so'
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so 0x4188f2f8
D/dalvikvm( 3834): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so 0x4188f2f8, skipping init
V/GameActivityCommon( 3834): Loading native library '/data/data/trev.android.mupen64plusae/lib/libinput-sdl.so'
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libinput-sdl.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/libinput-sdl.so 0x4188f2f8
D/dalvikvm( 3834): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libinput-sdl.so 0x4188f2f8, skipping init
V/GameActivityCommon( 3834): Loading native library '/data/data/trev.android.mupen64plusae/lib/librsp-hle.so'
D/dalvikvm( 3834): Trying to load lib /data/data/trev.android.mupen64plusae/lib/librsp-hle.so 0x4188f2f8
D/dalvikvm( 3834): Added shared lib /data/data/trev.android.mupen64plusae/lib/librsp-hle.so 0x4188f2f8
D/dalvikvm( 3834): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/librsp-hle.so 0x4188f2f8, skipping init
V/front-end( 3834): Using Android data folder '/mnt/sdcard/Android/data/trev.android.mupen64plusae' for config read/write functions
V/front_end( 3834):              |_|         http://code.google.com/p/mupen64plus/ 
V/front_end( 3834): Mupen64Plus Console User-Interface Version 1.99.5
V/core_interface( 3834): UI-console: attached to core library 'Mupen64Plus Core' version 1.99.5
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity: +568ms
V/front-end( 3834): UI-console: using Audio plugin: 'Mupen64Plus SDL Audio Plugin' v1.99.5
V/front-end( 3834): UI-console: using Input plugin: 'Mupen64Plus SDL Input Plugin' v1.99.5
V/front_end( 3834): Input: Mupen64Plus SDL Input Plugin version 1.99.5 initialized.
W/dalvikvm( 3834):              in Lpaulscode/android/mupen64plusae/GameActivityCommon;.nativeRunAudioThread:()V (CallStaticVoidMethodV)
I/DEBUG   (   92): pid: 3834, tid: 4068, name: Thread-182  >>> trev.android.mupen64plusae <<<
I/DEBUG   (   92):     #04  pc 0002cdb9  /data/data/trev.android.mupen64plusae/lib/libSDL.so (_JNIEnv::CallStaticVoidMethod(_jclass*, _jmethodID*, ...)+20)
I/DEBUG   (   92):     #05  pc 0002ce2f  /data/data/trev.android.mupen64plusae/lib/libSDL.so (Android_JNI_WriteAudioBuffer+66)
I/DEBUG   (   92):     #06  pc 0002cb63  /data/data/trev.android.mupen64plusae/lib/libSDL.so
I/DEBUG   (   92):     #07  pc 0000e98b  /data/data/trev.android.mupen64plusae/lib/libSDL.so (SDL_RunAudio+154)
I/DEBUG   (   92):     #08  pc 0002cc69  /data/data/trev.android.mupen64plusae/lib/libSDL.so (Android_RunAudioThread+8)
I/DEBUG   (   92):     #09  pc 0002d18d  /data/data/trev.android.mupen64plusae/lib/libSDL.so (Java_paulscode_android_mupen64plusae_GameActivityCommon_nativeRunAudioThread+8)
W/InputDispatcher(  270): channel '41b9b610 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x9
E/InputDispatcher(  270): channel '41b9b610 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
I/ActivityManager(  270): Process trev.android.mupen64plusae (pid 3834) has died.
W/ActivityManager(  270): Force removing ActivityRecord{41bbc230 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity}: app died, no saved state
W/InputDispatcher(  270): Attempted to unregister already unregistered input channel '41b9b610 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity (server)'
I/WindowState(  270): WIN DEATH: Window{41b9b610 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity paused=false}
I/WindowManager(  270): WINDOW DIED Window{41b9b610 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity paused=false}
I/ActivityManager(  270): START {act=android.settings.APPLICATION_DETAILS_SETTINGS dat=package:trev.android.mupen64plusae flg=0x10000000 cmp=com.android.settings/.applications.InstalledAppDetails u=0} from pid 346
I/ActivityManager(  270): START {act=android.settings.APPLICATION_DETAILS_SETTINGS dat=package:trev.android.mupen64plusae flg=0x10104000 cmp=com.android.settings/.applications.InstalledAppDetailsTop u=0} from pid 346
I/ActivityManager(  270): START {act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 pkg=trev.android.mupen64plusae cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MainActivity bnds=[380,74][452,146] u=0} from pid 492
I/ActivityManager(  270): Start proc trev.android.mupen64plusae for activity trev.android.mupen64plusae/paulscode.android.mupen64plusae.MainActivity: pid=4435 uid=10073 gids={3003, 1015, 1028}
V/DataDir Check( 4435): Globals.PackageName set to 'trev.android.mupen64plusae'
V/DataDir Check( 4435): Globals.LibsDir set to '/data/data/trev.android.mupen64plusae'
V/DataDir Check( 4435): Globals.DataDir set to '/mnt/sdcard/Android/data/trev.android.mupen64plusae'
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity u=0} from pid 4435
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.MainActivity: +448ms
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.MenuActivity: +212ms
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.FileChooserActivity u=0} from pid 4435
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.FileChooserActivity: +94ms
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libSDL.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/libSDL.so 0x4188f320
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libcore.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/libcore.so 0x4188f320
D/dalvikvm( 4435): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libcore.so 0x4188f320, skipping init
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libfront-end.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/libfront-end.so 0x4188f320
I/ActivityManager(  270): START {flg=0x24000000 cmp=trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity u=0} from pid 4435
V/GameActivityCommon( 4435): Loading native library '/data/data/trev.android.mupen64plusae/lib/libgles2n64.so'
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libgles2n64.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/libgles2n64.so 0x4188f320
D/dalvikvm( 4435): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libgles2n64.so 0x4188f320, skipping init
V/GameActivityCommon( 4435): Loading native library '/data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so'
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so 0x4188f320
D/dalvikvm( 4435): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libaudio-sdl.so 0x4188f320, skipping init
V/GameActivityCommon( 4435): Loading native library '/data/data/trev.android.mupen64plusae/lib/libinput-sdl.so'
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/libinput-sdl.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/libinput-sdl.so 0x4188f320
D/dalvikvm( 4435): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/libinput-sdl.so 0x4188f320, skipping init
V/GameActivityCommon( 4435): Loading native library '/data/data/trev.android.mupen64plusae/lib/librsp-hle.so'
D/dalvikvm( 4435): Trying to load lib /data/data/trev.android.mupen64plusae/lib/librsp-hle.so 0x4188f320
D/dalvikvm( 4435): Added shared lib /data/data/trev.android.mupen64plusae/lib/librsp-hle.so 0x4188f320
D/dalvikvm( 4435): No JNI_OnLoad found in /data/data/trev.android.mupen64plusae/lib/librsp-hle.so 0x4188f320, skipping init
V/front-end( 4435): Using Android data folder '/mnt/sdcard/Android/data/trev.android.mupen64plusae' for config read/write functions
V/front_end( 4435):              |_|         http://code.google.com/p/mupen64plus/ 
V/front_end( 4435): Mupen64Plus Console User-Interface Version 1.99.5
V/core_interface( 4435): UI-console: attached to core library 'Mupen64Plus Core' version 1.99.5
I/ActivityManager(  270): Displayed trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity: +1s361ms
V/front-end( 4435): UI-console: using Audio plugin: 'Mupen64Plus SDL Audio Plugin' v1.99.5
V/front-end( 4435): UI-console: using Input plugin: 'Mupen64Plus SDL Input Plugin' v1.99.5
V/front_end( 4435): Input: Mupen64Plus SDL Input Plugin version 1.99.5 initialized.
W/dalvikvm( 4435):              in Lpaulscode/android/mupen64plusae/GameActivityCommon;.nativeRunAudioThread:()V (CallStaticVoidMethodV)
I/DEBUG   (   92): pid: 4435, tid: 4469, name: Thread-216  >>> trev.android.mupen64plusae <<<
I/DEBUG   (   92):     #04  pc 0002cdb9  /data/data/trev.android.mupen64plusae/lib/libSDL.so (_JNIEnv::CallStaticVoidMethod(_jclass*, _jmethodID*, ...)+20)
I/DEBUG   (   92):     #05  pc 0002ce2f  /data/data/trev.android.mupen64plusae/lib/libSDL.so (Android_JNI_WriteAudioBuffer+66)
I/DEBUG   (   92):     #06  pc 0002cb63  /data/data/trev.android.mupen64plusae/lib/libSDL.so
I/DEBUG   (   92):     #07  pc 0000e98b  /data/data/trev.android.mupen64plusae/lib/libSDL.so (SDL_RunAudio+154)
I/DEBUG   (   92):     #08  pc 0002cc69  /data/data/trev.android.mupen64plusae/lib/libSDL.so (Android_RunAudioThread+8)
I/DEBUG   (   92):     #09  pc 0002d18d  /data/data/trev.android.mupen64plusae/lib/libSDL.so (Java_paulscode_android_mupen64plusae_GameActivityCommon_nativeRunAudioThread+8)
W/InputDispatcher(  270): channel '41c48e38 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x9
E/InputDispatcher(  270): channel '41c48e38 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
W/InputDispatcher(  270): Attempted to unregister already unregistered input channel '41c48e38 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity (server)'
I/ActivityManager(  270): Process trev.android.mupen64plusae (pid 4435) has died.
W/ActivityManager(  270): Force removing ActivityRecord{41cc9748 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity}: app died, no saved state
I/WindowState(  270): WIN DEATH: Window{41c48e38 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity paused=false}
I/WindowManager(  270): WINDOW DIED Window{41c48e38 trev.android.mupen64plusae/paulscode.android.mupen64plusae.GameActivity paused=false}



Title: Re: Beta Testing Has Begun!
Post by: Paul on December 09, 2012, 05:19:03 PM
Does it do this on the latest build too?  Please post a logcat after installing the debug build in the first post of the Latest Build thread.  Be sure to clear the log before you run the test, so there aren't messages from the market version in there too.
Title: Re: Beta Testing Has Begun!
Post by: crazyxelite on December 09, 2012, 05:36:11 PM
Yes bro i wiil try thanks for reply :)
Title: Re: Beta Testing Has Begun!
Post by: leo_fre on January 11, 2013, 10:03:02 AM
Does the emulator work on the Razr I Intel? and when will throw a new update? I find it strange that you do not update the application from almost a year xD.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 11, 2013, 10:32:51 AM
There haven't been any updates for a long time for several reasons:

1) I have been in a transition period for the last few months, out of the Air Force and into civilian life.  I was focused on saving money the months before discharge (Mupen64Plus AE is free, so it was not my priority).  Since I've been separated I've been occupied with getting a job and buying a house.  In the mean time my PC is in storage, making development difficult.

2) My Google Play account was out of commission after bogus DMCA claims filed by Brad Geng resulted in Google suspending my account for several months.  I created a digitial signature for Trev to allow him to publish the app in my place while Google was sorting out the mess.  When my belongings went into storage after I separated from the Air Force, his digital signature was on my PC, and I forgot to keep a copy on my netbook.  This prevented me from posting updates on Trev's Google Play account.

3) There has been a major overhaul of the front-end, and synchronization of the core, which has further delayed the update.  The amount of changes between the upcoming update and the published version are massive, and have required extensive testing and debugging.

That said, I will be publishing an update either this weekend or early next week.  Note that it will be on my original Google Play account which has finally been restored by Google.  Trev will eventually disable his account.

Also, to answer your original question, x86 devices are now supported.
Title: Re: Beta Testing Has Begun!
Post by: leo_fre on January 11, 2013, 05:10:33 PM
There haven't been any updates for a long time for several reasons:

1) I have been in a transition period for the last few months, out of the Air Force and into civilian life.  I was focused on saving money the months before discharge (Mupen64Plus AE is free, so it was not my priority).  Since I've been separated I've been occupied with getting a job and buying a house.  In the mean time my PC is in storage, making development difficult.

2) My Google Play account was out of commission after bogus DMCA claims filed by Brad Geng resulted in Google suspending my account for several months.  I created a digitial signature for Trev to allow him to publish the app in my place while Google was sorting out the mess.  When my belongings went into storage after I separated from the Air Force, his digital signature was on my PC, and I forgot to keep a copy on my netbook.  This prevented me from posting updates on Trev's Google Play account.

3) There has been a major overhaul of the front-end, and synchronization of the core, which has further delayed the update.  The amount of changes between the upcoming update and the published version are massive, and have required extensive testing and debugging.

That said, I will be publishing an update either this weekend or early next week.  Note that it will be on my original Google Play account which has finally been restored by Google.  Trev will eventually disable his account.

Also, to answer your original question, x86 devices are now supported.

Thanks for your answer :D. Good job, i hope M64Plus is better than N64oid someday.
Title: IO error
Post by: max.esparza on January 11, 2013, 08:58:01 PM
hey paul how are you doing? i installed mupen64 2 weeks ago and evereything was perfect but now when i choose a game it doesn't open and then i have that io error , i hope you can help me.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 11, 2013, 10:04:32 PM
Max - Try running the latest release candidate here (http://www.paulscode.com/forum/index.php?topic=833.msg7726#msg7726), and if you have bugs, post them on that thread or here (https://github.com/paulscode/mupen64plus-ae/issues?sort=created&state=open).
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 15, 2013, 11:34:47 PM
I published the donation version on Google Play.  Due to some changes with the preferences files, it is difficult to change the app package name, and requires some tedious testing since numerous source files must be changed.  Because of this, I didn't have time to get the free version published, or the SlideMe version updated.  I'll work on publishing those during the next couple of days.  The APK is also posted in the first post of this thread, for anyone who doesn't use Google's store.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 16, 2013, 12:55:06 PM
Did the little index bugfix make it in?  Just want to be sure I tag the right one.

What are the package names for the two published versions?  Just curious...
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 16, 2013, 01:07:41 PM
Sorry, forgot to update the OP last night.  Yes the published app is from commit f886f16bac with the bugfix.  Only difference is the app version string (changed it to 2.0.0) and the package name (changed it to paulscode.android.mupen64plus).  The free version, which I'll try and publish tonight, uses the package name paulscode.android.mupen64plus.free.  I'll send Trev a PM to see if he'll unpublish his branch, so folks don't get confused by all the apps with the same name.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 16, 2013, 02:43:57 PM
Cool.  Was thinking we could make a tiny branch from tag 1.9.2, update it to 1.9.3 and add an immediate popup in MainActivity that says "new version available" with the market link to 2.0.0.  Or something to that effect.  Not sure what your workflow is with trev, how hard that would be to do.  My main concern is people not finding the new version, or not even being aware that it exists.  I'm thinking of the user that installed 1.9.2 months ago and kind of put it aside since it didn't have some feature that it now has (like analog , device, or game support).  Imagining that person seeing an update notification for 1.9.3 and thinking "hey maybe they fixed it!" and rush to try it out.  Then they see the 2.0 version and they live happily ever after.  ;D

BTW when I search "mupen" on google play, I don't get the new version, just trev's.  If I search "mupen64" I get both.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 16, 2013, 02:49:15 PM
I'll make a commit to update the string to 2.0.0 and tag that, just so that the tag accurately reflects the market version.  If that screws you up, feel free to roll it back with git push -f origin HEAD^:master

Regarding the package name change, is that a one-off thing you do every time you publish, or do you intend to change it permanently in the repo?
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 16, 2013, 03:01:18 PM
That should be fine.  I'll update the OP to point to your commit with the version string fix.

I didn't even try to commit the changes I made due to the massive package renaming that had to be done first in order to publish.  Thankfully, I came up with a single command-line call that turns every instance of "mupen64plusae" into "mupen64plus" recursively.  Going from "mupen64plusae" to "mupen64plus.free" or "mupen64plus_free" depending on the context will be a bit trickier.  I'm going to see if I can write a semi-intelligent script to do the work for me.

Getting an update published to Trev's branch is not currently possible, due to his digital signature being on my computer in storage (he's not a developer himself, so I was building and signing the app for him to publish on his account)  I should be moving into our new home in a week or two though, so when I do, I can have Trev re-publish for a few weeks with an updated "1.9.3" version with a popup message like you said.  Hell, we could even publish 2.x with a popup, for that matter (although not upgrading might entice folks to switch sooner ;D)  In the mean time, I think it will be best to unpublish his branch until we are able to push the message out to folks, just to avoid confusion.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 16, 2013, 03:02:33 PM
Regarding the package name change, is that a one-off thing you do every time you publish, or do you intend to change it permanently in the repo?

I won't change it in the repo, since honestly I could be taken down from the market again tomorrow.  I'll just write scripts to make the renaming a simple process, and keep the repo as it is.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 16, 2013, 03:15:49 PM
Yeah, that's what I gathered.  Nice thing is I can have the market versions installed alongside my dev builds.  Handy for testing fixes.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 16, 2013, 03:20:40 PM
Going from "mupen64plusae" to "mupen64plus.free" or "mupen64plus_free" depending on the context will be a bit trickier.

Come to think of it, this is really simple as well.  I should be able to do this in three steps:

1) Convert ".mupen64plusae" to ".mupen64plus.free" recursively
2) Convert "_mupen64plusae" to "_mupen64plus_free" recursively
2) Convert "/mupen64plusae" to "/mupen64plus/free" recursively
Title: Re: Beta Testing Has Begun!
Post by: Skidrash on January 16, 2013, 08:51:19 PM
Sorry for the incredibly late reply but I've been out of town for a while. I got to try the latest version and I'm still having some problems with Nyko controller. I tried littleguys sugestion to waggle the analog sticks before running the application but it still has trouble... What I'm seeing is all of the discrete buttons work fine but as soon as I touch any of the analog sticks the -Y is stuck on.  As soon as I touch a discrete button again the -Y disappears. I checked the controller Diagnostics page and it shows all of the analog sticks actuating properly through they're full spectrum. They don't get stuck at all on the diagnostics page, and all fully return to 0. But when I'm in the controller map page it always sticks with a -Y.

Again, sorry about the late response. I'd be happy to try something else or give more detail if you would like.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 16, 2013, 09:00:43 PM
I got my hands on one of these controllers today.  I know how to fix it, it's mostly just a UI issue.  The smaller Playpad is pretty vanilla actually.  The Playpad Pro has a quirk that might require a little extra finesse.  But the main issue is just trying to support so many different controller quirks without making the user go through a major setup process... which is also a PITA for devs to maintain as more controllers hit the market.  The main issue I'm running against is the xbox controllers and ps3 wired controllers, which each bias their analog triggers to -1, which really screws things up.  I would probably let it go if it weren't for the fact that a very large fraction of users will be be using one of those controllers.  I'll probably have something in the next week, I just want to step carefully so I can keep as clean a solution as possible, for both the user and the devs.  I'm open to any suggestions.
Title: Re: Beta Testing Has Begun!
Post by: Infinite Jest on January 16, 2013, 10:06:11 PM
Hey guys!  I downloaded the donation version from the Play store today after having no emulators on my phone for a while (been between phones; Verizon 'certified like-new' my ass).  I recently switched from the Galaxy S3 to the HTC Droid DNA and noticed that it doesn't run particularly well on my DNA (2.0).  A bit too choppy in most games compared to the S3 (US version) and the sound likes to skip a lot.  Just thought I;d report in.  Otherwise, the GUI improvements and under-the-hood enhancements are looking great!  Hopefully I can get it smoothed out on my DNA.
Title: Re: Beta Testing Has Begun!
Post by: Skidrash on January 16, 2013, 10:13:43 PM
I imagine it can be quite a nightmare trying to support everything... But I think I'm safe in saying that we all appreciate your hard work!

As for suggestions, I thought the calibration button worked pretty well in the earlier versions. Beyond that, I got nothing...
Title: Re: Beta Testing Has Begun!
Post by: jonjon on January 16, 2013, 10:46:50 PM
The APK is also posted in the first post of this thread, for anyone who doesn't use Google's store.

Thanks!
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 16, 2013, 11:34:08 PM
Free version is now published on Google Play.  Just need to publish the update to SlideMe tomorrow, and look into F-droid
Title: Re: Beta Testing Has Begun!
Post by: chery2k on January 17, 2013, 02:17:08 AM
With the latest version of Mupen64 I can confirm c:buttons dont stick great work guys.  ;D
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 17, 2013, 09:40:05 AM
Thanks for confirming.  Paul tracked that one down super fast.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 18, 2013, 02:54:00 PM
I'm going to publish 2.0.1 update tonight.  It will fix the game selection bug on first run and the license will be upgraded to GPLv3.  If anyone has noticed any little problems they'd like me to look at before publishing, let me know (can't promise I'll have time to fix them, but I'll at least take a look)
Title: Re: Beta Testing Has Begun!
Post by: jack111 on January 18, 2013, 09:34:05 PM
I am wondering how far up the priority list is game compatability. The progress the team has made is awesome kudos to all of you however in the risk of sounding critical certain games are unplayable or will not even load i am sure most people can live with video glitches and such for a while yet however some titles like donkey kong and paper mario are games people download this emulator to play only to get frustrated that the game cannot be played at all or finished
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 18, 2013, 11:25:05 PM
Game compatibility is of course high priority moving forward as problems with the front-end settle.  I can't speak for the other devs, but me personally I want to make a serious effort to tackle the long-standing problems like the two you mentioned after getting the Open Pandora project set up (working on that this weekend).  I'll likely be splitting my time between squashing bugs and working on the OUYA interface (I'm not planning to do anything with the Open Pandora front end for a while - hoping to get another dev on board to take that project on)

The DK hit detection problem is actualyy the first problem I want to tackle, because there is another port that has the problem fixed which could be used for comparison.  I feel like this would be the easiest one to track down first.  After that I want to tackle fog (affects virtually every game).  I then want to tackle missing textures in Zelda OOT.

Some problems are issues with the ARM dynarec.  Those problems are probably beyond my ability to fix.  I'm hoping someone with some assembly language skills might come on board to help with that.  One good thing is that the ARM dynarec had been incorporated into the upstream project, so that should help increase its visibility.

Other problems are with the core and with HLE.  Those problems are being tackled by Richard and his team, and should trickle down to the Android version as long as we are able to stay synchronized.  I'm actually looking into how best to restructure the project to further facilitate synchronization (the Open Pandora port will help with that)

The majority of problems are with the video plug-ins, which just need time to mature.  I find gles2n64 the easiest for me to follow in the code, so fixes from me will probably be on it mainly.  Rice, however, has the potential to be far more compatible, if we can better optimize it for speed and fix the issues with frame skip.  Zack mentioned he would be focusing on improving rice.  I'm hoping we can get more devs on board with GLES2 experience to help out.  Greater visibility with the recent front-end update and input improvements, as well as the OUYA and Open Pandora ports will hopefully attract more developers with fresh perspectives.  I'm also planning to port glide napalm to GLES2 when the x86 assembly pieces have been rewritten in C.  Having more options for video plugins will increase overall compatibility of the emulator.

Long answer to a simple question, but just wanted to give a basic overview of how I'm hoping to move forward with the project.
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on January 19, 2013, 01:15:56 PM
Loving the new version!

A couple things:
(All on xperia play)

FZero runs better with rice video, however there is a strange border around the picture, made from bits of the picture. Same problem in super smash Bros

The action button is still a square block on majoras mask.


Are we likely to see a glide video plugin? Or vibrate as rumble function?

Honestly playing super Mario 64 on xperia play is amazing, just hoping to see more iconic games at the same mature state
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 19, 2013, 04:13:30 PM
The action button problem in MM, that's rice, right?  I think Gilles mentioned he knew what caused that and was working on it, not sure. That problem and the junk graphics (and zoom issue) were all introduced with the rice unstretched and centered option.  Hopefully won't take too long to track down.

I'll look into porting glide napalm to GLES2 once the x86 assembly pieces have been rewritten in C (a member of the MP64+ team is working on that, I understand)

I once tried to implement rumble as vibrate, but was never able to get it working.  I even showed my implementation to Richard, and he thought that it should work (asked me to make sure I was using a game that had rumble). I suspect it is related to the way we are interfacing with the input plug-in directly, while the rumble code is expecting a Joystick to be hooked up for it to use rumble.  I haven't had time to look at it in a while.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 19, 2013, 04:35:21 PM
I recall seeing in the Android docs that gamepad rumble is accessed a little differently than phone vibrate, though I think it's mostly the same API.  Currently, the core calls out to the java side to actuate phone vibration, but I've never actually tested it.  What's the easiest way/game to test rumble on?
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 19, 2013, 05:34:43 PM
The vibrating works (or it did).  I was never able to get the signals to start/ stop rumble, though, so nothing is being sent through JNI to actually do the vibrating.  It's in one of the C files for input-sdl.  I can look it up for you when I get home from dinner.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 19, 2013, 06:11:28 PM
It's in one of the C files for input-sdl.  I can look it up for you when I get home from dinner.

The area in question begins around line 445 in jni/input-sdl/src/plugin.c.  As you can see, I put in some debug messages in there, but the messages "*Data exists! Vibrating..." and "*Data doesn't exist! Stopping Vibration..." never appear in the log, in areas of games that I know are supposed to rumble.
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on January 20, 2013, 01:30:13 AM
The mm button problem is actually in gles2n64 plugin. It doesn't happen on my nexus 7 tho, only xperia play...
Title: Re: Beta Testing Has Begun!
Post by: gdark100 on January 20, 2013, 06:34:50 PM
I'm happy to see the improvements you will make the plugin, I'm anxious to play conker's bad fur day, both emulators have trouble in the barn and you can not proceed further. I think the problem glesn64 regarding this game is related to ZBuffer
Title: Re: Beta Testing Has Begun!
Post by: Pau on January 21, 2013, 02:45:35 AM
I'll look into porting glide napalm to GLES2 once the x86 assembly pieces have been rewritten in C (a member of the MP64+ team is working on that, I understand)

ecsv already ported the asm stuff: http://code.google.com/p/mupen64plus/issues/detail?id=170#c15
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 21, 2013, 03:30:43 AM
Beautiful.. wasn't expecting it to be ready that quickly!  I'll start looking at porting this to GLES2 soon.  Couple other high-priority items on my plate first.
Title: Re: Beta Testing Has Begun!
Post by: Gillou68310 on January 21, 2013, 02:09:35 PM
The DK hit detection problem is actualyy the first problem I want to tackle, because there is another port that has the problem fixed which could be used for comparison.

What port is that? I've done a lot of merge to find out what was causing the majora's mask freeze, maybe I can help you with that one. ;)
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 21, 2013, 02:54:29 PM
I believe it is mupen64gc (http://code.google.com/p/mupen64gc/).  I haven't actually tested it yet myself -- someone here on the forum pointed out that the DK64 hit detection problem had been fixed in the Wii port.  I assume it is this one.

Just realized that is a port of Mupen64, and not Mupen64Plus, so it may be difficult to do any kind of direct comparison.  Might be necessary to look through the commit log to try and find where the bug was addressed, and go from there.
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 21, 2013, 03:12:46 PM
A quick browse of the commit history brings up the following related to DK64:

r763 (http://code.google.com/p/mupen64gc/source/detail?r=846)
r846 (http://code.google.com/p/mupen64gc/source/detail?r=846)
r871 (http://code.google.com/p/mupen64gc/source/detail?r=871)
r872 (http://code.google.com/p/mupen64gc/source/detail?r=872)
r893 (http://code.google.com/p/mupen64gc/source/detail?r=893)

Hard to tell which, if any, of these relate to the hit detection bug, but if I were to guess, it would be 871, 872.  Unfortunately, those are related to the PPC dynarec, so definitely beyond my skill set to relate to the ARM or x86 dynarecs.
Title: Re: Beta Testing Has Begun!
Post by: jack111 on January 21, 2013, 04:01:49 PM
You could always email the guy for a better understanding about what he did to fix the problem, which is an obvious option however if the developer is nice enough to work with you it may give you more time to work on other things
Title: Re: Beta Testing Has Begun!
Post by: jack111 on January 23, 2013, 02:17:16 PM
Judging by the lack of posts i guess that bit of advise was not such a great idea :P Anyway i don't own a wii so i cant try that particular emulator however according to the site dk64 is listed

 Unplayable
- Hangs
after intro

 
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 23, 2013, 02:27:31 PM
Hm.. I'll have to look up who it was that brought up the Wii port.  Maybe there is a different one they were talking about.
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on January 23, 2013, 02:42:58 PM
That was me, and like n64oid it does get stuck in the intro. I enabled story skip and everything seemed to work fine.
Title: Re: Beta Testing Has Begun!
Post by: jack111 on January 23, 2013, 03:39:36 PM
Why would they put code into the emulator to make it playable but not fix the intro bug then tell users that they cant play the game?, very weird
Title: Re: Beta Testing Has Begun!
Post by: Skidrash on February 01, 2013, 04:47:15 PM
I just wanted to say I tried the latest Beta and the Nyko Playpad is working perfectly! With the exception of the Z button, all the buttons came up mapped correctly by default. A quick trip to the controller map screen took care of Z and it's now working swimmingly.  ....It's to bad Nyko won't support their own controller as well as you guys!
Title: Re: Beta Testing Has Begun!
Post by: littleguy on February 01, 2013, 05:45:02 PM
Thanks very much, I'm really glad we got it sorted out!
Title: Re: Beta Testing Has Begun!
Post by: anthony001 on February 02, 2013, 06:17:12 AM
hope the new version will be out soon.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on February 02, 2013, 08:45:42 AM
@anthony001- Is there a particular feature you're waiting for in the next release?

Edit: Please see the first post of this thread for the latest.  It is also on Google Play....
Title: Re: Beta Testing Has Begun!
Post by: Meneer Jansen on February 05, 2013, 04:03:38 PM
Is there a list of working games? The games I got to work are:
Unfortunately the two Star Wars games that are unique to this console are not playable:

[edit, 6-2-2013] Got Quake II working!!!
Title: Re: Beta Testing Has Begun!
Post by: RogerSmith on February 05, 2013, 05:24:22 PM

Unfortunately the two Star Wars games that are unique to this console are not playable:
  • Rogue Squadron
  • Shadows of the Empire

I know that all the Rogue Squadrons used quite a bit of console trickery. Level 5 was famous for pulling all kinds of techno stunts for the RS games and all the emulators, even Dolphin, have problems running them properly.
Title: Re: Beta Testing Has Begun!
Post by: Meneer Jansen on February 06, 2013, 07:14:09 AM

Unfortunately the two Star Wars games that are unique to this console are not playable:
  • Rogue Squadron
  • Shadows of the Empire

I know that all the Rogue Squadrons used quite a bit of console trickery. Level 5 was famous for pulling all kinds of techno stunts for the RS games and all the emulators, even Dolphin, have problems running them properly.
That's very unfortunate! However, 'Shadows of the Empire' is from another developer I think... I remember playing it on my PC. I don't know if it was the PC CD-ROM version or via an N64 emulator....

Anyway, do you know of a list of working games?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 06, 2013, 07:57:16 AM
Anyway, do you know of a list of working games?

That is a more complicated question than it sounds.  In large part, it depends on your device, due to an enormous variation in speed and graphics differences.  The definition of "working" depends on who is talking (many would consider that to mean "emulated perfectly".. which no game currently is, while others would consider that to mean "doesn't crash".. which doesn't take into account graphics problems).  A better word to use might be "playable", but even that is a matter of personal opinion and experience with the game in question.  The best solution is to write out an objective list of specific behaviors for specific devices and specific versions of the emulator.  Then folks can use to make the determination themselves if something is playable or not.

Anyway, you could try the wiki and look for a device with similar specs to yours if yours isn't on there.  I'm not sure how up to date it is since the 2.0 upgrade which fixed a lot of games (and broke others), so take that into consideration when reading.  If you can contribute to the wiki, that would be very nice.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on February 06, 2013, 08:05:03 AM
Where's the wiki?
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 06, 2013, 08:21:47 AM
OP of this thread
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on February 06, 2013, 03:16:07 PM
Glitch with dropdown menus: all are functional, but show %1$s instead of the actual selection
Title: Re: Beta Testing Has Begun!
Post by: littleguy on February 06, 2013, 03:30:01 PM
Thanks, just noticed that yesterday and already fixed it.
Title: Re: Beta Testing Has Begun!
Post by: Meneer Jansen on February 06, 2013, 03:40:20 PM
Anyway, do you know of a list of working games?

That is a more complicated question than it sounds.  In large part, it depends on your device, due to an enormous variation in speed and graphics differences.  The definition of "working" depends on who is talking (many would consider that to mean "emulated perfectly".. which no game currently is, while others would consider that to mean "doesn't crash".. which doesn't take into account graphics problems).  A better word to use might be "playable", but even that is a matter of personal opinion and experience with the game in question.  The best solution is to write out an objective list of specific behaviors for specific devices and specific versions of the emulator.  Then folks can use to make the determination themselves if something is playable or not.

Anyway, you could try the wiki and look for a device with similar specs to yours if yours isn't on there.  I'm not sure how up to date it is since the 2.0 upgrade which fixed a lot of games (and broke others), so take that into consideration when reading.  If you can contribute to the wiki, that would be very nice.
Thank you very much for your clear reply. Is this the Wiki you mean: http://en.wikipedia.org/wiki/Mupen64Plus ?

And are you still actively developing Mupen64+AE for a larger amount of ROM's compatibility? Ore are you only trying to make it faster....?

P.S. Thanks for porting Mupen to Android! Now I can play 'Shadowman' when I'm on the road. Its one of the games that completely blew me away at the time. Until 'Half Life 2' came! The PSX rom don't work on the 'droid emu I have (FPSE, which is very good!). Now all we have left, to play all those old time classics, is to wait for an Win 95 or XP emulator on Android (may take a few years, ha ha). This is, however, if Win8 won't become more popular than Android on mobile devices (I recon Win8 is backwards compatible w/ XP andDirectX).
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 06, 2013, 04:47:39 PM
Is this the Wiki you mean: http://en.wikipedia.org/wiki/Mupen64Plus ?

I meant the one in the OP of this thread:
Compatibility Wiki (http://mupen64plus.wikia.com/wiki/Mupen64Plus,_Android_Edition_%28AE%29_Wiki#Current_List)


And are you still actively developing Mupen64+AE for a larger amount of ROM's compatibility? Ore are you only trying to make it faster....?

Most of what I've done recently has been with the front-end, but I want to get back to working on the native code again.  The vast majority of game compatibility problems stem from problems either with the video plug-ins (GLES2) or with the dynarec (ARM assembly).  I've never tried to pretend I am very good with either of these -- they are in fact two of my weakest skills (especially assembly language).  This is why progress in the area of game compatibility has been slow for most of the life of the project (the biggest improvements have come when other devs have volunteered to help out).

I'm hoping to get more devs on board with some assembly or GLES2 skills to help out in this area (the OUYA and Open Pandora ports will hopefully help to increase visibility and interest in the project).  To answer your question, my focus will be mainly on improving speed once I get back to working on the native code (I want to try updating to SDL 2.0 to see if that has any improvement, and if not, removing the SDL layer all together, as Yongzh did for N64oid).


Now all we have left, to play all those old time classics, is to wait for an Win 95 or XP emulator on Android (may take a few years, ha ha). This is, however, if Win8 won't become more popular than Android on mobile devices (I recon Win8 is backwards compatible w/ XP andDirectX).

The biggest problem with Windows emulation on Android via WINE or ReactOS, or backwards compatibility for XP using Win8, is that most mobile devices use the ARM architecture instead of x86 like PCs.  Emulating x86 on ARM has a HUGE impact on performance.  An increasing number of mobile devices are starting to have x86 chips in them, so perhaps in the near future x86 will beat out ARM in the mobile market, making this a more realistic possibility.  Otherwise we'll have to wait several more device generations before XP would be usable within an x86 emulator,  I'm afraid (Win8 or otherwise).  It is possible that a future version of ARM will be capable of virtualization, which would make something like VirtualBox for Android possible (where XP could be installed as a guest system).
Title: Re: Beta Testing Has Begun!
Post by: Arceles on February 08, 2013, 07:06:43 AM
I bought the emulator now that it is on play store and indeed I'm quite satisfied with it... this emulator just needs to use now the proper power of the RAZR i (x86) processor. It's not difficult to implement the optimization for this phone, I was betatester of the ePSXe emulator and in two days got a version that was optimized for this phone, the emulation went from 24 fps up to 230+... so please consider this option. Thanks!
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 08, 2013, 10:15:46 AM
It is using the x86 dynarec, so from that perspective the core is already optimized for your device.  Slowness compared to the PC version is likely due to the Android port of SDL and the video plug-ins which use GLES2 instead of OpenGL.
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 14, 2013, 11:16:11 PM
Published update 2.1.0.  See the changelog for the new features in this version.
Title: Re: Beta Testing Has Begun!
Post by: Pau on February 15, 2013, 02:36:38 AM
I bought the emulator now that it is on play store and indeed I'm quite satisfied with it... this emulator just needs to use now the proper power of the RAZR i (x86) processor. It's not difficult to implement the optimization for this phone, I was betatester of the ePSXe emulator and in two days got a version that was optimized for this phone, the emulation went from 24 fps up to 230+... so please consider this option. Thanks!

Please specify "optimization" (as in: what did they do and where can I see the changes for their optimizations). Because m64p+ae can just render 10x more frames per VI. But this would decrease the user experience. So please give us enough information to check for possible optimization. "Make it fast" doesn't help at all. Or even better: Please ask Paul to pull the optimization from your git repo.
Title: Re: Beta Testing Has Begun!
Post by: BobCat on February 15, 2013, 05:00:13 AM
beta for what?
Title: Re: Beta Testing Has Begun!
Post by: Jxx on February 21, 2013, 07:24:36 AM
Just installed 2.1.0 on my galaxy tab 2 7.0
Works great with my nyko playpad and zelda ocarina of time

added a page to the compatibility wiki for tab 2
Title: Re: Beta Testing Has Begun!
Post by: Paul on February 25, 2013, 11:04:36 PM
I published version 2.1.1.  The only feedback I've gotten so far is "What happened to gles2n64?"  I don't see any problems on my devices, but if anyone notices some problems introduced in this update that weren't there in 2.1.0, be sure to let me know.
Title: Re: Beta Testing Has Begun!
Post by: westdun on February 26, 2013, 03:00:58 PM
Paul,

Tried out 2.1.1 today and playing Majora's Mask an issue with the save states has occurred.

Attempting to load from a save slot (I have tried several slots) during play is not working instead it just carries on and the "autosaving" text appears. If i want to open a different save state i have to exit the program, restart the game and then load.

I have tried un+reinstalling but with the same issues. I have gone back to 2.0.3 to see if anything was wrong elsewhere but that is working fine.

Galaxy S2 running jellybean

thanks for all the effort.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 14, 2013, 12:11:50 AM
2.1.2 update is published.  See the first post of this thread for the links and change log.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on March 14, 2013, 07:47:08 AM
Sweet!  BTW you can sweep the "1.9.2 Functions not hooked up yet" section off the OP.  ;D
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 14, 2013, 07:59:57 AM
Got it.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 15, 2013, 09:30:58 PM
I published version 2.1.3.  Main reason for this update was to fix an input-related crash affecting some Android 4.1 devices.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 21, 2013, 10:17:10 PM
Published 2.2.0.  If anyone has issues with the new touchscreen system, let me know.  There are a few changes to the pad.ini syntax, so I'll update the documentation tomorrow. (I tried to make sure it stayed backwards compatible, so existing custom layouts should hopefully still work -- if not let me know)
Title: Re: Beta Testing Has Begun!
Post by: r_prieto5 on March 24, 2013, 09:32:58 AM
Hi paul.
I'm new to this forum. I just joined to post some opinions and thank you for this great emulator.
You mention there is a GS button. What exactly do you mean by that? I've been struggling with ocarina of time's laggy pause menu atd i heard there is a GS code that fixes it. I would like to try it.
I also read about using the controller's vibrator instead of the phone's. How?
I think maybe a small description to aded features would be helpful.
I've also noticed that dualshock's range isn't perfect. It jumps degrees when going from the front to the sides making walking on small gaps impossible. And the stick doesn't really work gradually. Walking slow is not easy to achieve, it's generally either full speed or nathing.
Hope these help and i'm looking forward to upgrades.

Oh, and i'm using galaxy s3 with omega 4.1.2.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on March 24, 2013, 11:28:32 AM
Are you using an official Sony controller? Are you using the dualshock controller wired or wireless?  If wireless, you need to use the Sixaxis app and enable "Gamepad mode".  My PS3 controller works flawlessly this way.  Do not use USB/BT Joystick Center or any other "gamepad enabling" type of app.

Rumble will be transferred to the controller automatically if all three conditions are met:
 - You are running Jelly Bean
 - Your controller has a vibrator
 - Android supports your controller's vibrator

Unfortunately, Andoid does not have the proper support for the PS3 controllers (wired or wireless).  Rumble generally does work for xbox 360 and PC controllers.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 24, 2013, 11:37:23 AM
Gilles hard-coded the pause-menu lag fix.  However, it only works with certain versions of the game, from what I understand.  I have the US version 1.0, and that version doesn't have the lag any more.

The GameShark button can be mapped to a controller button like other buttons.  Some of the cheats utilize this button (but most don't).
Title: Re: Beta Testing Has Begun!
Post by: maciek9971 on March 26, 2013, 08:19:45 PM
Hi Paul! After the few months of not tracking your progress of your Mupen64Plus, I tested latest build on my tab.

And I'm impressed how many things improved and how speed of running games increased. But on my tablet I have only one problem. Buttons like (R) and (L) are just placed too high to press them comfortable (especially in games like Super Mario 64 or Zelda where we have to use them often) and this is a little annoying. :p

Best solution of this kind of problems I found in ePSXe for Android (sorry for commercial). In ePSXe there is a special option to set your touch buttons icons to anywhere where you want. I really be thankfull if you add to Mupen64Plus that kind of option.

Thanks for reading!

P.S: Sorry for my bad english. :)
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on March 26, 2013, 09:08:33 PM
You can move the buttons down by going into the /sdcard/Android/data/paulscode.android.mupen64plus/skins folder and change the x and y values for each button in each pad.ini file
Title: Re: Beta Testing Has Begun!
Post by: littleguy on March 26, 2013, 09:54:37 PM
A quick solution that might help (if you haven't already tried it) is to go to Settings->Input->Touchscreen and set "Button vertical spacing" to "Half-height".  You can also try changing the "Button scale".  On my Nexus 7 I actually prefer "Half-height" and 150% with the Analog layout.

If you want total control of the layout, just follow xperia64's advice.  I strongly recommend you copy the skins directory to another location on your device, and customize these copies.  The stock skins are occasionally updated when the app is updated, and your changes would be overwritten if you work with the originals.  You can select your custom skin by selecting "Custom layout" in Settings->Input->Touchscreen->Layout, then selecting the appropriate directory in the menu below.

I've been meaning to write a skin customizer (like ePSXe) for months now but I keep getting sidetracked with other things.  Paul recently updated the data structure for the skins, so it actually wouldn't be too hard now to throw together a set of sliders to tweak positions.  It wouldn't be fancy like ePSXe but it would be a lot easier than working with the config files.  Someone give me a deadline and I'll squeeze in some time to do it.
Title: Re: Beta Testing Has Begun!
Post by: r_prieto5 on March 27, 2013, 02:41:23 PM
@littleguy
nope, the controller is a generic one, however I was able to establish a connection with sixaxis controller unlike what the devs say, which makes me think i don't have the typical "cheap" clone. however, come to think about it, i have had problems with other apps, maybe i just hadn't needed the precision so much to notice.
anyways. i'll check what version of rom i have. and it's a bummer the dualshock's vibrator is not supported, at least by SG3s haptic feedback makes up for it :D
Title: Re: Beta Testing Has Begun!
Post by: littleguy on March 27, 2013, 02:46:22 PM
Yeah, all bets are off if you're using a generic ps3 controller.  It should work nicely though if you connect it to your phone with a usb OTG cable.
Title: Re: Beta Testing Has Begun!
Post by: maciek9971 on March 27, 2013, 04:25:50 PM
Thank you guys, littleguy solution work very well and I can finally play comfortable in Super Mario 64. :)

I must admit that I just missed that option and couldn't tell why. :p
Title: Re: Beta Testing Has Begun!
Post by: Jman on March 27, 2013, 07:27:32 PM
My favorite N64 game is DK64, if you get the games barrels and other stuff I will ............ :D
Title: Re: Beta Testing Has Begun!
Post by: Jxx on March 28, 2013, 05:12:24 PM
i was running 2.1.0 it was working fine, but yesterday i updated to my tablet to a different ROM (Sungsonic HD, a custom version of 4.1.2 for galaxy tab 2) and while doing so i updated my mupen to 2.2.0, and i'm noticing the graphics are suffering a little bit, i'm testing stuff now to see if it is a setting in mupen or in my tab.

but navi is not glowing as she should be, and fire in braizers is not showing
Title: Re: Beta Testing Has Begun!
Post by: maciek9971 on March 28, 2013, 07:16:44 PM
Hi, I have a problem with Ocarina of Time. I coudn't find topic about that game so I ask you here.

I have few problems with Zelda like green 2D textures instead of normal one and flickering some of 3D textures. Is there is a solution for this or I have to wait for new revision that will solve this kind of graphic issues?  :)
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on March 28, 2013, 07:20:58 PM
Settings->Plugins->Video->gles2rice

Title: Re: Beta Testing Has Begun!
Post by: mickerocknroll on March 29, 2013, 03:43:34 AM
Hello. Thanx for an awesome emulator. I will support it moneywise as soon as my new job begins :). Iam just wondering, whrn will DK64 work with it? Cause it seems to not be supported yet. Again, thank you
Title: Re: Beta Testing Has Begun!
Post by: Pau on March 29, 2013, 05:02:51 AM
Hello. Thanx for an awesome emulator. I will support it moneywise as soon as my new job begins :). Iam just wondering, whrn will DK64 work with it? Cause it seems to not be supported yet. Again, thank you

It is "supported". Use the cached interpreter mode
Title: Re: Beta Testing Has Begun!
Post by: mickerocknroll on March 29, 2013, 05:57:12 AM
Hello. Thanx for an awesome emulator. I will support it moneywise as soon as my new job begins :). Iam just wondering, whrn will DK64 work with it? Cause it seems to not be supported yet. Again, thank you

It is "supported". Use the cached interpreter mode

Thanx, but it gets unplayable when i use that option. I have tried with several settings together with it but it wont work. I have a Optimus G if that helps.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 29, 2013, 08:03:31 AM
The problem with hit detection in DK64 is specific to the dynarec, so no other settings are going to help.  Once the video situation has improved at some point down the road, I plan to redirect the donations toward hopefully paying someone with good assembly language skills to look at updating the dynarec.  Would be ideal if I could convince Ari64 to come on board for a while, but he is not usually persuaded by money (he has turned down donations in the past).
Title: Re: Beta Testing Has Begun!
Post by: mickerocknroll on March 29, 2013, 08:34:48 AM
Ok thanx. Mario64 works flawles at least. If you need people with asm skills i'd recomand you looking around romhacking.net and also acmlm board2, if you didnt alreadyknow about these places.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on March 29, 2013, 01:43:44 PM
Good news yongzh updated a private beta for n64oid. He brought the code up to latest build. 1 game that works now is donkey kong 64. The long intro plays perfect till gameplay start. Plus this update fixed the lag after selecting games on jelly bean 4.2.2 firmware (galaxy note n7100 cm10.1)
Cya

Ps
I be uploading a screencast video showing it in action on youtube.
Soon.
Title: Re: Beta Testing Has Begun!
Post by: maciek9971 on March 29, 2013, 02:37:01 PM
Settings->Plugins->Video->gles2rice


Thanks, but now 2D textures are really perfect but 3D graphics are just a mess. :) Is there a solution for this or all I can do in this moment is pick one and try to not get annoyed by graphic problems? :P
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on March 29, 2013, 02:41:32 PM
Good news yongzh updated a private beta for n64oid. He brought the code up to latest build. 1 game that works now is donkey kong 64. The long intro plays perfect till gameplay start. Plus this update fixed the lag after selecting games on jelly bean 4.2.2 firmware (galaxy note n7100 cm10.1)
Cya

Ps
I be uploading a screencast video showing it in action on youtube.
Soon.
So does collision detection work? Once mupen64plus ae got dk64 to boot, the intro worked from the start (wonder if he took that from ours).

Settings->Plugins->Video->gles2rice


Thanks, but now 2D textures are really perfect but 3D graphics are just a mess. :) Is there a solution for this or all I can do in this moment is pick one and try to not get annoyed by graphic problems? :P
Wait for Glide64 to be added to the release builds. It works much better than gles2n64 or gles2rice for paper mario.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 29, 2013, 02:49:10 PM
Good news yongzh updated a private beta for n64oid.

Mixed feelings about how "good" that news is.  Any chance of the source code being release in the foreseeable future?   ;D
Title: Re: Beta Testing Has Begun!
Post by: Jxx on March 30, 2013, 07:31:28 AM
I have found that the issue I'm having is related to the new custom rom I'm using.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on March 30, 2013, 07:54:58 AM
Good news yongzh updated a private beta for n64oid.

Mixed feelings about how "good" that news is.  Any chance of the source code being release in the foreseeable future?   ;D

Sorry paul. I never think the source be released for n64oid.
Thats why its on slideme market.
Too  many copycats stole his emulators in the past and uploaded them as thay own
With no credit to yongzh
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on March 30, 2013, 07:58:18 AM
@Xperia64

What do u mean by collision detection.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on March 30, 2013, 08:30:58 AM
@paul.

With killer instincts gold
I got huge problem with both plugins.
First plugin there is huge flickering from starting logos plus backround gfx is black.
Second plugin the flickering is fixed still black backrounds. And ingame players are surrounded with black squares.
Any fix for this.
Title: Re: Beta Testing Has Begun!
Post by: scorpio16v on March 30, 2013, 09:22:49 AM
What do u mean by collision detection.

As I remember, N64oid has the same problem on DK64. Donkeykong goes through walls,so the game is unplayable. That's a problem with the dynarec, cause in interpreter mode, detection works.
Title: Re: Beta Testing Has Begun!
Post by: Paul on March 30, 2013, 09:30:17 AM
With killer instincts gold
I got huge problem with both plugins.
First plugin there is huge flickering from starting logos plus backround gfx is black.
Second plugin the flickering is fixed still black backrounds. And ingame players are surrounded with black squares.
Any fix for this.

Not at the moment, sorry.  It seems to do better with glide64mk2 (still a tad bit of flickering of the characters themselves in-game, though).
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 29, 2013, 11:08:59 PM
Published 2.2.1.  Relatively minor update (doesn't include the big SDL2 upgrade or Glide64 yet)
Title: Re: Beta Testing Has Begun!
Post by: ofm05 on April 30, 2013, 12:31:26 AM
Hey Paul it's been a while since I've been here. I got the GS4 US version and the FPS are very bad somewhere around 13-16. I was wondering if this is a snap dragon issue?
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 09:04:09 AM
I don't think it is snapdragon specifically (there are a wide range of snapdragons, and not all of them have this problem).  From what I've seen, it seems to be specifically the combination of Krait CPU and two versions of Adreno GPU.  The phones I know of that have this problem:

Galaxy S3, US variant (Krait, Adreno 225)
Galaxy S4, US variant (Krait, Adreno 320)
HTC One (Krait, Adreno 320)
Sony Xperia Z (Krait, Adreno 320)

That's not to say other combinations of Adreno/ Snapdragon aren't also affected, but those are the names that keep coming up in rating comments, github issues, and support emails over and over again.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on April 30, 2013, 09:10:19 AM
Maybe we need a kickstarter campaign to buy Paul a GS4 and get the problem solved  ;D

Seriously, we desperately need a developer on board who owns one of these problem models.  They don't need to know a lot about emulators or anything... just someone who can build the source, run it on their device, and pull in changes from github so that we can speed up the debug cycle.  The problem is probably something simple to fix, but we need to use a shotgun approach on this.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 09:57:00 AM
LOL, I'm planning to get a GS3 soon.  Budget has been a little tight with tax season, but we're starting to get back on track now.

@ofm05, would you mind running the latest GS3 Test (http://www.paulscode.com/forum/index.php?topic=532.msg9629#msg9629)?  Presumably the GS4 is running Jellybean, so should be easy to get us the logcat by clicking the crash report test (hopefully the useful section of the log makes it through).  Instructions in this thread (http://www.paulscode.com/forum/index.php?topic=93.msg2221#msg2221).
Title: Re: Beta Testing Has Begun!
Post by: ofm05 on April 30, 2013, 10:52:32 AM
Paul I sent you the test report, I hope it helps.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 11:15:11 AM
Thanks, it made it through, but didn't get the useful piece.  Those logs tend to fill up very quickly, so it is hard to capture the useful bit (maybe there is a setting in Acra to increase the log size?)

Anyway, could you try that test again.  Do the following steps as quickly as possible (the output we are trying to get prints out right after you start a game):

1) Start Mario 64
2) Select "Exit" from in-game menu
3) Press Back -> Settings -> Advanced -> Test

Hopefully if you do it quickly enough, the useful section will still be visible.  Sorry for the hassle!
Title: Re: Beta Testing Has Begun!
Post by: ofm05 on April 30, 2013, 01:13:44 PM
Okay I sent you two more. Hope that helps this time lol
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 01:29:49 PM
Actually, doesn't look like we can get the useful log info that way.  Even when the log isn't maxed out at 300 lines, Acra only grabs past this like:
Code: [Select]
D/ACRA (17010): ACRA is enabled for paulscode.android.mupen64plusae, intializing...
I'm not sure where that happens in the process, but it seems to be after the game has shut down, because I see nothing logged related to the emulator itself.  We'll have to think of another way to get the desired information into the crash report (maybe with a custom field or something)
Title: Re: Beta Testing Has Begun!
Post by: ofm05 on April 30, 2013, 02:27:37 PM
When I start the game you want me to exit at the main menu or during gameplay?

Or just start and leave ?

Maybe I been doing it wrong.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 02:32:32 PM
The game should start.  Make sure it is finished initializing (don't exit until you see some game graphics show up on the screen, not just the touchscreen controls).  Then exit the game, Back to the main menu, then Settings -> Advanced -> Test
Title: Re: Beta Testing Has Begun!
Post by: ofm05 on April 30, 2013, 03:12:59 PM
Okay sent you 2 more.
I was doing it wrong.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 03:23:56 PM
No problem.  It still isn't grabbing the log output from the game, so can't tell the difference  ;D  We'll have to come up with a different solution for getting output from this type of test.
Title: Re: Beta Testing Has Begun!
Post by: Paul on April 30, 2013, 03:35:21 PM
You know.. I wonder if this is happening because of the call to System.exit( 0 ) in GameMenuHandler (the ASDP workaround).  We might be able to get rid of that now that we've upgraded to SDL2.  Worth a shot anyway.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on April 30, 2013, 04:06:59 PM
I think you hit the nail on the head.

Funny because I just started working on removing the ASDP hack.  Been streamlining some stuff in ae-bridge and this popped up on my radar again.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on May 01, 2013, 03:28:32 PM
Just a update

With n64oid pre 2.8 beta.
Showing donkey kong 64.
I used a savestate at the end of the first intro.
Recording the whole intro would be a pain.
But this is proof that it works.
http://youtu.be/pFzOMTbmBho
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on May 01, 2013, 04:45:37 PM
Just a update

With n64oid pre 2.8 beta.
Showing donkey kong 64.
I used a savestate at the end of the first intro.
Recording the whole intro would be a pain.
But this is proof that it works.
http://youtu.be/pFzOMTbmBho
But does collision detection work? You seem to avoid touching anything in your video.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on May 01, 2013, 04:51:23 PM
Just a update

With n64oid pre 2.8 beta.
Showing donkey kong 64.
I used a savestate at the end of the first intro.
Recording the whole intro would be a pain.
But this is proof that it works.
http://youtu.be/pFzOMTbmBho
But does collision detection work? You seem to avoid touching anything in your video.

No collision detection is still  broken at the moment.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on May 02, 2013, 09:45:19 PM
You know.. I wonder if this is happening because of the call to System.exit( 0 ) in GameMenuHandler (the ASDP workaround).  We might be able to get rid of that now that we've upgraded to SDL2.  Worth a shot anyway.

Just posted a branch that removes the ASDP workaround.  The ASDP bug isn't totally fixed yet, but at least with that commit you can run the emulator, exit, then submit a test report - which will actually contain in-game data.  (See the commit message for more details.)
Title: Re: Beta Testing Has Begun!
Post by: BlazerEX on May 05, 2013, 05:10:23 AM
This is weird but on v2.2.1 the touchscreen haptic feedback causes an error which doesn't allow it to run any game at all but it worked fine on v2.2.0.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on May 05, 2013, 08:29:44 PM
BlazerEX - Does this version (http://www.paulscode.com/source/Mupen64Plus-AE/02MAY2013/mupen64plus-input.apk) solve the haptic feedback issue?
Title: Re: Beta Testing Has Begun!
Post by: BlazerEX on May 06, 2013, 12:05:59 AM
BlazerEX - Does this version (http://www.paulscode.com/source/Mupen64Plus-AE/02MAY2013/mupen64plus-input.apk) solve the haptic feedback issue?
Yes it does, thanks but I was wondering what the problem was because looking at the version you gave me it was debug while the one provided on the first page was OUYA.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on May 06, 2013, 07:52:24 AM
The extra version information in parentheses doesn't typically matter to users.  It's mostly just to help us filter through crash reports, so that we know if the app was from the google market, the OUYA market, or was a custom build that we created to test bugfixes (debug).

The build you just installed is newer than the published version, and contains a bugfix for this issue (https://github.com/paulscode/mupen64plus-ae/issues/84).  Though that issue doesn't sound like yours, the solution to both bugs appears to be the same.  Thanks for your help!
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on May 19, 2013, 01:34:56 AM
@paul

When is development on game compatibility going to be optimized.
Eg on n64oid if a game wont working. Yongzh whould do a fix.
Or gfx tweak to make games experience better.
Im not knocking mupen64 I love this app. But progress is very very slow mate.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 19, 2013, 08:08:06 AM
@crualfoxhound

Your question, like many others I've seen on the Play Store and in support emails, assumes two things:

1) All developers have the same experience and skill sets as each other
2) Developers of an open-source app and a those of a commercial app can spend the same amount of development time on the app.

For #1, think of it in terms of some other skill, like basketball.  Is some random teen playing streetball with his friends going to be able to play the same level of game as someone on a professional team?  Of course not.  In this case, Yongzh clearly has years of experience with emulators, knows at least some ARM assembly language, and has excellent skills with GLES2.  I am nowhere near that level of experience with any of these three categories.  For this project to move as quickly as N64oid, we need developers to join the team who have these skills.

#2 is also kind of silly.  Yongzh's emulators are (or at least were) his primary source if income.  So he could afford to spend 40+ hours a week working on them just like a regular full-time job.  We do this as a hobby, and have real full-time jobs and obligations in real live that take precedence over writing an app.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on May 19, 2013, 01:35:44 PM
N64oid is (was) a commercial enterprise.

Mupen64PlusAE (and the desktop version and software libraries on which it's based) is a volunteer-based open-source enterprise, where the developers are motivated simply by the love of programming, gaming, and paying it forward to appreciative fans.  We're always looking for more developers to round out the team here.  And whatever Paul claims to lack in certain skills, he makes up for ten-fold in development leadership, user support, and dedication.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on May 20, 2013, 01:18:23 PM
Ok  thanks for the feedback.

I completely understand  what you saying.

Like I said I love the mupen64 a.e app I even bought it on playstore when it first  got released.
Keep up the good work guys.
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 24, 2013, 02:46:56 AM
Published version 2.3.0.
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on May 24, 2013, 11:37:57 AM
@paul

Wow

Thank you very much. Killer instincts gold is 95% perfect  on gfx now. Dame this new update and new 10 anniversary plugin is awsome.
Jump need the charactor select screen nit to flicker on characters.

Brilliant work
Title: Re: Beta Testing Has Begun!
Post by: Paul on May 24, 2013, 11:58:05 AM
Kris deserves the main credit for this update.  Awesome work!
Title: Re: Beta Testing Has Begun!
Post by: crualfoxhound on May 24, 2013, 12:04:09 PM
@kris

Thank you mate. Most appreciate and a awsome update indead.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on May 24, 2013, 05:57:23 PM
Kris = the man  8)
Title: Re: Beta Testing Has Begun!
Post by: gazdaman on May 25, 2013, 03:04:56 PM
For me, this is one of the best days in the history of this project.
I can now play Mario Golf with no graphic errors.

Kris is a legend, thanks man.

Still waiting on my Ouya showing up so I can give it a go on that!
Title: Re: Beta Testing Has Begun!
Post by: Brock on May 27, 2013, 08:51:23 PM
Thanks Kris for the plugin! Thanks Paul!

Paper Mario is fully playable with the new plugin on my Trio Stealth G2. Its now up there graphics wise with N64oid
Title: Re: Beta Testing Has Begun!
Post by: beansta on May 28, 2013, 12:09:22 AM
Have to say the new glide plugin is awesome. Just 1 question though. Will the glide plugin ever support Hi Res textures in the future? What i understand about rice is it isnt very good in that respect as many of the newer packs use mod files which arent compatable with rice
Title: Re: Beta Testing Has Begun!
Post by: rani on June 03, 2013, 08:13:30 PM
Man, i really love Mupen, it's the best for me. But i have some problems with textures in Zelda Ocarina of Time and Killer Instinct. It's scratch  :(
Title: Re: Beta Testing Has Begun!
Post by: rubbergnome on June 04, 2013, 04:38:50 AM
me too, I had to use the glide plugin to correct graphic issues with Ocarina, but the framerate isn't quite perfect yet. Runs mostly at full 20 fps or around 18 fps, but when Link faces a big area (hyrule field, kakariko village even) it suddenly drops. If in the same area I turn around to the entrance, a wall or such, it goes back up.

Also the menu button often doesn't bring up the menu and the emulator stops working, the screen goes black and I have to force close. The game still seems to run in that occasions. This happened with other Zelda games; I haven't tried anything else. I'm on xperia play on stock 2.3.4 with doomkernel if this can help.

(Maybe I posted in the wrong thread...?)
Title: Re: Beta Testing Has Begun!
Post by: Tsudeily on June 05, 2013, 06:22:11 PM
Thrilled to see you working on this again. Bought it from the Play Store to help you along.

The M in the old N64 logo fashion is cool but I have to admit, I preferred the old icon.

I also thought the old controller graphic (that moved as you used the controller) was pretty cool.

I have not found any issues to report on so far.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 05, 2013, 06:39:34 PM
You can enable the joystick animation in Settings->Input->Touchscreen->Joystick animation
It's disabled by default because it theoretically lowers FPS.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 11, 2013, 11:35:15 PM
Version 2.3.1 is published.
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on June 13, 2013, 01:40:47 AM
another great and appreciated release! ;D although I am still getting junk around the edges of the picture with rice plugin (xperia play)
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 13, 2013, 08:16:35 AM
 snapuswip  Could you please post a screenshot?
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on June 13, 2013, 08:55:50 AM
(http://s14.postimg.org/pk3zp83v5/img20130613_144911.jpg)
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 13, 2013, 09:10:18 AM
Thanks.  What's it look like with Super Mario 64?  What are your video resolution and scaling settings?
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on June 14, 2013, 04:54:18 AM
mario is fine,

i am using native and stretch
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 14, 2013, 06:35:23 AM
Set it to zoom, and take a screenshot with Mario please.
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on June 15, 2013, 03:07:18 AM
(http://i.imgur.com/olH7GeQ.png)
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 15, 2013, 08:06:28 AM
Strangely, those bars on the top and bottom are actually transparent.  I don't think I've seen that behaviour before.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 17, 2013, 08:56:53 PM
@snapuswip3 - I think we are talking about two different issues.  Before, if you were playing Mario on some devices (including xperia play) with the Rice plugin, there would be a lot of "junk" in margins (where the black bars are in your screenshot).  As you see, that is now fixed.

Your first screenshot is probably a ROM-specific bug.  Which game is that?  I have an xperia play running stock firmware.  I'll see if I can reproduce the issue.

@paul - The thin black bars at the top and bottom are part of the Mario ROM.  Those bars are actually in the rendering context, but are specifically rendered black.  I think Gilles made a custom setting to remove them in gles2n64, which effectively stretches in the vertical direction a little bit.
Title: Re: Beta Testing Has Begun!
Post by: snapuswip3 on June 18, 2013, 01:53:10 AM
The first game is F Zero X, I get the same problem in Super Smash Bros as well
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 18, 2013, 06:55:03 AM
The thin black bars at the top and bottom are part of the Mario ROM.  Those bars are actually in the rendering context, but are specifically rendered black.  I think Gilles made a custom setting to remove them in gles2n64, which effectively stretches in the vertical direction a little bit.
Yeh, I always figured it was miscalculating the screen height to the value it would be with the titlebar/ actionbar visible.  Never noticed the transparency in a screenshot before.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 18, 2013, 07:03:41 AM
Oh now I see what you mean by transparency.  Didn't notice on my other computer's monitor.  Alpha is 1.0 on the top and bottom, allowing you to see the website background behind it.  Must be something in the way Android captures screenshots I guess (?).  I don't think there's an issue with Mupen in that regard.  I also don't think there's an issue with Mupen's screen calcs, I think the Mario ROM was designed with letterboxing.  The easiest way to tell would be to find a circle or square in Mario's GUI and see if it's stretched in gles2n64 vs. the other plugins.

Edit: Actually gles2n64 does it correctly.  Mario's life-meter is a little squashed in rice and glide, and a circle in gles2n64.  Strange that the upstream devs never fixed it... the fix probably needs to go into a conf file.
Title: Re: Beta Testing Has Begun!
Post by: brody1234 on June 22, 2013, 01:45:25 PM
I was wondering how you could  get paper mario to work properly on the mupen 64 app...
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 22, 2013, 11:02:23 PM
With gles2glide64
Title: Re: Beta Testing Has Begun!
Post by: JUMPhil on June 23, 2013, 09:44:31 PM
I'm the German translator who (re-/)translated 152 out of 276 original strings.
Again I overhauled the whole translation and translated new strings. I did 92 menu strings again, and 21 Market strings. German is at 100% again.

It seems like user Wandschrank is either a troll or does not master the German language. He fucks up perfectly translated strings or translates new ones very bad. I think we should block him from translating. Whereas the user ecsv does a relatively well job.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 23, 2013, 11:15:36 PM
It seems like user Wandschrank is either a troll or does not master the German language. He fucks up perfectly translated strings or translates new ones very bad.

The latter is less worrisome to me than the former.  My main concern would be that if he translates something inaccurately, that he doesn't allow anyone to fix the problem.  Is that happening in this case?  Also, how often has he re-translated something that is already accurately translated? (just wondering the scope of the issue.. since I don't know German myself, I am relying only on what you say)
Title: Re: Beta Testing Has Begun!
Post by: Pau on June 24, 2013, 04:12:54 AM
I'm the German translator who (re-/)translated 152 out of 276 original strings.
Again I overhauled the whole translation and translated new strings. I did 92 menu strings again, and 21 Market strings. German is at 100% again.

It seems like user Wandschrank is either a troll or does not master the German language. He fucks up perfectly translated strings or translates new ones very bad. I think we should block him from translating. Whereas the user ecsv does a relatively well job.

Ok, Wandschrank is an idiot and ecsv is an idiot too but occasionally does something right? Are you kidding me? Are you really thinking that you are the only person here who does something right - the god like figure who we should all praise? Maybe you should get down from your horse and check whether your excrement stinks too.
Title: Re: Beta Testing Has Begun!
Post by: Evil King Stan on June 24, 2013, 05:07:32 PM
And thus the thread degraded into a troll-fest of mindless insults all utilizing horrendous grammar.
Title: Re: Beta Testing Has Begun!
Post by: Paul on June 24, 2013, 05:08:28 PM
 ;D
Title: Re: Beta Testing Has Begun!
Post by: Pau on June 25, 2013, 01:14:10 AM
And thus the thread degraded into a troll-fest of mindless insults all utilizing horrendous grammar.

Would you be so kind to correct the grammar mistakes?
Title: Re: Beta Testing Has Begun!
Post by: JUMPhil on June 27, 2013, 01:42:17 PM
It seems like user Wandschrank is either a troll or does not master the German language. He fucks up perfectly translated strings or translates new ones very bad.

The latter is less worrisome to me than the former.  My main concern would be that if he translates something inaccurately, that he doesn't allow anyone to fix the problem.  Is that happening in this case?  Also, how often has he re-translated something that is already accurately translated? (just wondering the scope of the issue.. since I don't know German myself, I am relying only on what you say)

Yes, he translates many new strings wrong: If I would not have read all the English strings, I would have gotten a lot of meanings of the strings wrong. I can't give you numbers.

ecsv already tried to clean the mess a bit, and did this quite good. However he had also gotten some meanings wrong because of the wrong translations.

Although Wandschrank's work is kind of him, I think it is unfortunately damaging the translation a lot.


I'm the German translator who (re-/)translated 152 out of 276 original strings.
Again I overhauled the whole translation and translated new strings. I did 92 menu strings again, and 21 Market strings. German is at 100% again.

It seems like user Wandschrank is either a troll or does not master the German language. He fucks up perfectly translated strings or translates new ones very bad. I think we should block him from translating. Whereas the user ecsv does a relatively well job.

Ok, Wandschrank is an idiot and ecsv is an idiot too but occasionally does something right? Are you kidding me? Are you really thinking that you are the only person here who does something right - the god like figure who we should all praise? Maybe you should get down from your horse and check whether your excrement stinks too.

Calm down...

I never said Wandschrank was an idiot, I don't know what's going on with him. Maybe he's just a nice person who wants to help, but is bad at German.

I said ecsv is doing quite good, he even slightly improved some of my translations.
I never said he's bad, or even an idiot.
I just wanted to also give some feedback about him, if Paul was wondering.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 27, 2013, 02:31:55 PM
Would be best for everyone if you guys could try working this out on your own first.  It's probably premature to ask Paul to intervene at this juncture.  Transifex has some tools for communicating with the German translation team.  I suggest you try that route first.  And technically the team is composed of more than just you three, so perhaps the others can add weight to your arguments.
Title: Re: Beta Testing Has Begun!
Post by: gazdaman on June 30, 2013, 05:13:12 PM
Hey guys,
I see that the official branch of mupen64plus is getting a new v2.0 release on the 4th July.
http://code.google.com/p/mupen64plus/wiki/ReleasePage

Just wondering if this will bring any exciting additions / enhancements / optimizations to the Android port?
Cheers
Title: Re: Beta Testing Has Begun!
Post by: littleguy on June 30, 2013, 06:01:49 PM
Actually, we've been pretty up-to-date with the bleeding edge of the emulator for many months now, thanks to Sven Eckelmann, one of the main upstream devs.  What's on google play right now is essentially v 1.9999999 :).  They've made a few enhancements to the input config API and video resizing APIs, which is part of the rationale for the major revision number update.  But those enhancements do not impact the Android edition since the issues they address are already addressed in other ways in the Android port.  So, nothing will really change in the Android version once they release Mupen64Plus 2.0.

On the other hand, we've made some progress on the glide video plugin (even since the last release) and it will probably become the new default soon.  If you give that a try in the next release, I think you'll be pleased with the performance and compatibility boost.
Title: Re: Beta Testing Has Begun!
Post by: gazdaman on July 01, 2013, 03:54:12 PM
Thanks for the detailed reply Littleguy.
Looking forward to trying the next version once it is ready.
Cheers
Title: Re: Beta Testing Has Begun!
Post by: DonzBegonz on July 04, 2013, 02:07:26 AM
I just want to say that other than some lag in a few games, (Mario Tennis, Conker's Bad fur day, Spiderman, etc), that I am VERY EXCITED about this new GLIDE plugin!! Holy man does this one look good! By far the fewest graphical glitches that I have seen! I have absolutely no doubts that this one will become the new standard because it simply works and looks the best. Like seriously, don't even try to play Spiderman64 with the other plugins. Glide however works awesome. I can't even explain how excited this plugin makes me.

I can't wait to see how much better it gets. It's still not perfect, but I think it has the best foundation that could eventually become perfect. All I've seen that it needs is a speed boost and some very rare graphics fixes.

I run Mupen64 AE on a Nexus 7 running android 4.2.2
Title: Re: Beta Testing Has Begun!
Post by: rmean on July 04, 2013, 04:23:34 AM
Just discovered the Gilde Plugin and it's awesome. It may lag a bit, but just turn the resolution a bit down and it runs great. Hope there will be a lot improvement in that matter.

Great to see that this old system (N64) is still getting so much love :)
Title: Re: Beta Testing Has Begun!
Post by: nscxp2005 on July 04, 2013, 06:44:48 AM
This is great news about the next release of Glide64.

I would love to see Glide64 have Hi-Res Support. That's would be awesome.

Really looking forward to the next release of Mupen64Plus.
Title: Re: Beta Testing Has Begun!
Post by: OnijJoku on July 04, 2013, 10:33:22 AM
The Glide64 looks pretty promising! With a game like Paper Mario, the encounter with Bowser, the game gets obscured with GLN64 or Rice... But on Glide64, though sluggish, but no broken graphics!
Title: Re: Beta Testing Has Begun!
Post by: littleguy on July 04, 2013, 11:32:43 AM
You can thank @Kris for porting the glide plugin to Android.

The next release should see a significant improvement in playability for the glide plugin.  For a sneak peak, install the test version here:
http://www.paulscode.com/forum/index.php?topic=1098
Title: Re: Beta Testing Has Begun!
Post by: DonzBegonz on July 04, 2013, 12:27:28 PM
It will be great if we can keep seeing improvements for the new Glide64 plugin.

This seems likes it is the closest thing we will get to a "one size fits all" sort of plugin. Hopefully we won't have to tweak too many settings to get it to run well.

Really looking forward to seeing your excellent work continue.
Title: Re: Beta Testing Has Begun!
Post by: tiagoveloso on July 07, 2013, 12:19:30 AM
@Paul, there is any major limitation to support .7z compressed ROMS or is it simply not developed yet?

I've made some compression tests using the coolrom top 10 games:

Zip Ultra average gain is 19,92%.
7z LZMA Ultra average gain over Zip Ultra is 7,21%.

Software: PeaZip 5.0 64-bit, which uses 7-Zip 9.22 beta.

Here is the spreadsheet in Google Docs with the complete test: http://goo.gl/0j2Uo

//sorry for my english
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 07, 2013, 01:20:20 AM
No major limitation with the format itself.  Would be a tad slower than decompressing .zip files, so would expect slightly longer load times.  Preferably we'd create a stream the core could read from directly, rather than doing a full decompression before reading.

The main issue I have with supporting the .7z format is that most ROM download sites that distribute .7z files actually are distributing archives containing multiple ROM files inside (typically every region and version of the game).  Forgetting for a minute that we should not be supporting software piracy, from a technical perspective how would the emulator decide which ROM to load?
Title: Re: Beta Testing Has Begun!
Post by: tiagoveloso on July 07, 2013, 01:40:20 AM
I wasn't thinking this way. Personally, I don't care about the structure that ROM download sites use, since I download to computer, uncompress, compress and then transfer to the phone. But most people shouldn't do like me.

About the case where one .7z contains multiple ROMs: it's possible to analyze the .7z, search for ROMs and show a list to the user choose what to play? I think it would be great. And it could be implemented for .7z AND .zip with multiple ROMs.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on July 07, 2013, 06:59:37 AM
If we ever add this feature (and perhaps even if we don't) I'd like to change the folder naming system for manual saves to use the "good name" of the rom rather than the filename of the rom.  I regret not doing that in the first place...

Edit: Another option would be to just decompress once, then add any .z64/etc. files into the same folder.  Then with their permission, delete the compressed file, then take them back to select an uncompressed rom.  Essentially a one-time operation that parallels what they should have done with their pc.
Title: Re: Beta Testing Has Begun!
Post by: shuy3n on July 10, 2013, 08:28:38 AM
If we ever add this feature (and perhaps even if we don't) I'd like to change the folder naming system for manual saves to use the "good name" of the rom rather than the filename of the rom.  I regret not doing that in the first place...

Edit: Another option would be to just decompress once, then add any .z64/etc. files into the same folder.  Then with their permission, delete the compressed file, then take them back to select an uncompressed rom.  Essentially a one-time operation that parallels what they should have done with their pc.

Could this method build a games list of some sort maybe splitting the games option into 2

New Rom
My Games

then have the decompressed Roms in their respective folder containing their individual saves
Title: Re: Beta Testing Has Begun!
Post by: littleguy on July 11, 2013, 03:07:02 PM
I'm not entirely sure what you mean.  My preference would be to extract the z64 file and make it a sibling of the zip file, to minimize any confusion about where it is.  From there I would treat it just like any other rom in terms of state save location.  I don't like emulators that store state in the same directory as the Rom; things get too cluttered IMHO.
Title: Re: Beta Testing Has Begun!
Post by: shuy3n on July 12, 2013, 08:27:07 AM
I see your point about cluttering tbh.

I'll explain what I meant about roms even though I think It'd be a pain,

split the main menu item "Game" into two one menu item to add roms and the other to take you to a list of your decompressed / categorized roms

Clicking "Add Rom" would kind of act like the Game menu item at first, you click your Zipped rom file but instead of preparing it to run  it could do what you said and extract itself . But instead of extracting in the same location as the Rom file it could extract to a separate Folder for all extracted Roms e.g SDcard0-Mupen-MyRoms.

eg.
(http://i.imgur.com/lmObYxKs.png) (http://i.imgur.com/lmObYxK.png)

The "My Roms" would then take straight to the list but could be more like the android address book with search and alphabetical side scroll for people who have quite a few roms

eg.


(http://i.imgur.com/8LA4qCEs.png) (http://i.imgur.com/8LA4qCE.jpg)
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 14, 2013, 04:02:33 AM
Published 2.3.2
Title: Re: Beta Testing Has Begun!
Post by: Sowden on July 15, 2013, 12:04:17 AM
Hey man.  I just tried the new version on my Mayflash adapter and it works like a dream.  I do have a slight problem with it, but I'm going to make a video about it and ask you guys.  I think I have a buggy adapter.  I'll make another entertaining video when I can.  Thanks for your hard work guys.
Title: Re: Beta Testing Has Begun!
Post by: DonzBegonz on July 15, 2013, 12:33:37 AM
With the new auto frameskip option on glide64, I'm not noticing very much improvement in the lag.

I have it set to "No more than 5"

If I have lag for games like Mario Tennis, Conker's bad fur day, spider-man, would it be better to have more frame skips or less? I'm just playing around with different frameskips and can't seem to find anything that helps.
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 15, 2013, 06:36:40 AM
@DonzBegonz, what device?
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on July 15, 2013, 07:55:22 AM
hello, this is the first time I write here. I wanted to comment about bugs I see: in donkey kon go through walls and dark perferd hangs and probe and all the plugins and drop frame "no more than 5". Mupen64 The latest version 2.3.2 is more fluid in games gondeneye with gles2glide64.Sigan as improving the emulator is the best!! By the way I test on a galaxy s2 with ICS 4.0.3.
Title: Re: Beta Testing Has Begun!
Post by: Paul on July 19, 2013, 04:55:05 PM
Save- and load- state appear to be working fine in interpreter modes (I would have reported this sooner, but haven't actually tested it in a while.  I'm sure there was a commit that addressed this that I overlooked).  That is good news for DK64 fans (game should be playable longer-term now that there is a way to save your progress).
Title: Re: Beta Testing Has Begun!
Post by: gazdaman on July 20, 2013, 02:45:42 AM
Good job with the new update.
Couple of questions.
Have you considered setting the default rendering resolution to something like 800x600? As I understand it, on hi def devices the framerate can be affected due to the app selecting native resolution on install. In the Ouya's case this is 1080P which slows the app down. Not everyone knows to go in and reduce this setting, therefore creating bad ratings / comments on the lag they experience.

I Can't remember if there was one or not, but a donate option on the Ouya build would be good.

Also do you guys have a road map as to where the app goes from here? Just an indication of what features are being worked on / planned for the future, in what order of priority and what release revision etc would be great.

Thanks for all your hard work with this.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on July 20, 2013, 06:29:35 AM
Thanks gazdaman.  I agree completely about the default resolution not necessarily being the native resolution, especially for the OUYA.  In the games I've played, I didn't notice much improvement going below 960x720, but if you have examples where even lower res is needed, let us know.

I just started a new thread last week to brainstorm concepts for a new major release:
http://www.paulscode.com/forum/index.php?topic=1130
Not sure about a time frame, but that's probably the best snapshot into our long-range thoughts.  Please feel free to contribute to the thread.
Title: Re: Beta Testing Has Begun!
Post by: sheraro on July 30, 2013, 07:18:44 PM
Hi dev ! I wanted to thank you for all the efforts you show to make this emulator the best one !
I have an Xperia Play and here's my problem :
I don't know if I missed something but with the new 2.3.2 build my x , o , and triangle buttons don't work anymore , tried both playstore version and from here , disabled virtual buttons , checked special buttons but nothing ... I had the 1.9 build and it was working normally (I reverted back to it to be sure and still working) !
hope someone answer me and again thanks for your work  :)
Title: Re: Beta Testing Has Begun!
Post by: littleguy on July 30, 2013, 07:21:45 PM
So you just updated from 1.9 to 2.3.2?  A lot of stuff has changed since 1.9.

Have you mapped the buttons?  Go to Settings->Input->Controller and load the Xperia PLAY profile.  Then tweak the mappings if you want.
Title: Re: Beta Testing Has Begun!
Post by: sheraro on July 30, 2013, 07:46:24 PM
mmm .. there's no load option , I only have : touchscreen (wich I disabled) , touchpad (xperia play settings) and controller (enabled) !
Title: Re: Beta Testing Has Begun!
Post by: littleguy on July 30, 2013, 07:47:47 PM
Tap the whole menu bar that says "Controller"... it will take you to another screen.
Title: Re: Beta Testing Has Begun!
Post by: sheraro on July 30, 2013, 07:53:55 PM
haha ! I was just tapping the checkbox , thanks man you're a savior  ;D
Title: Re: Beta Testing Has Begun!
Post by: kainec7 on August 10, 2013, 01:56:23 PM
I want to play Mariokart multiplayer with the touch screen and keyboard
controls work well
Player one looks good
but player two screen stays black
What I can do?
Title: Re: Beta Testing Has Begun!
Post by: littleguy on August 10, 2013, 02:21:59 PM
As it says in the Help menu, try a different video plugin (Settings->Plugins->Video).  I believe gles2rice and gles2glide64 solve the black screen issue.
Title: Re: Beta Testing Has Begun!
Post by: Paul on August 11, 2013, 10:13:45 AM
l Published 2.3.3

Continuing work on the new SLES audio plugin, hopefully will be able to get it working this week.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on August 19, 2013, 10:30:44 AM
In the last two updates have bugs with 2d graphics,for example, in the pokemon stadium menus fail on jet force gemini principle in the video I do not leave the textos.Lotested on galaxy s2 with all plugins. You are doing a great job with mupen 64  :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on August 19, 2013, 12:31:11 PM
Don't know what you mean by "principle in the videos" WRT Jet Force Gemini, but the menus in Pokemon Stadium have always had a problem (nothing unique about the last two updates AFAIK)
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on August 19, 2013, 01:57:04 PM
Excuses for my English, I am using the translator of google jejeje. I was referring that in " jet force jemini " there are some texts that do not go out, but it is not important at all. " Pokemon stadium " you have reason I proved other previous versions of mupen64 and it is equal. In " donkey kon 64 " I tried changing the configuration to Pure interpreter but it slows down, I hope that you could find some solution in the future  :)
Title: Re: Beta Testing Has Begun!
Post by: Paul on August 23, 2013, 12:53:18 AM
Published 2.3.4.  OUYA update is in the queue for review.
Title: Re: Beta Testing Has Begun!
Post by: Paul on October 08, 2013, 09:05:36 PM
Posted 2.3.5.  I haven't had a chance to test the APKs yet to make sure they are ok, so I'll publish them tomorrow during lunch.  In the mean time, link is also in the OP of this thread.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on October 10, 2013, 11:32:06 AM
Thank you for the update 2.3.5, it is a great emulator. Still not to verified that is what does that " Perferd darck " freezes?. Another thing: In "shadow man" the sound is late a few seconds, that is to say, for example, if you jump with the personage on having fallen to the soil the sound a second comes afterwards ... is it necessary to change some option into the emulator? Thank you for his attention (he excuses for my Englishman)

a greeting
Title: Re: Beta Testing Has Begun!
Post by: Paul on October 10, 2013, 12:22:52 PM
I've been meaning to poke around with Perfect Dark, but I've been pretty busy.  I'll take a serious look at this when my schedule settles down.

Does the audio latency happen only for Shadow Man?  Or does it happen for every game?  Test with Mario 64 to see.  Latency in general is a known problem, and something else I am tackling (when I have the time   :-[)

(he excuses for my Englishman)

a greeting
Title: Re: Beta Testing Has Begun!
Post by: Giovanni on October 10, 2013, 02:03:11 PM
Hi Paul,

I've installed Mupen64plus AE (2.3.5) in my andorid device (JXD s5110b) and configure the input keys.

The issue is when i move the "Left Stick" with another key pressed (eg: "R key", "L key", "c buttons"). The key starting to conect an disconect as a "rapid fire key".

Thanx and sorry for my english... I am Chilean (spanish is my language).

Regards.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on October 10, 2013, 02:22:26 PM
Unmap all the inputs from the input mapping screen.  Then remap them all.  This is a known problem with having buttons and sticks mapped to the same N64 function.

Opciones > Entrada > Mando > MENU > Desasignar todo
Title: Re: Beta Testing Has Begun!
Post by: Sowden on October 11, 2013, 12:46:38 AM
I made a discovery today while resetting my tablet tonight.  I found a difference in state saving going from Standard mode and Big-screen mode in the advance settings.  With Standard mode, the back button gives us a small menu that displays over the emulation.  That gives us the option to load/save a state.  But once you go to Big-screen mode (which I use 98% of the time), the back button forgoes that menu and takes us back to the main menu.  That cuts off our ability to be able to change our states.  I would suggest that once Big-screen mode is selected, that a Load/Save State menu appears on the main menu.  I think that should be possible since the Multi-player menu appears once you turn on more than one controller.  Is that in the realm of possibility?  Thanks guys, later.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on October 11, 2013, 05:25:49 AM
In big screen mode, one of the controller buttons should be mapped to the menu button, and another to the back button.  In the button mapping screen, turn on the Show special functions option from the menu.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on October 11, 2013, 09:33:25 AM
I've been meaning to poke around with Perfect Dark, but I've been pretty busy.  I'll take a serious look at this when my schedule settles down.

Does the audio latency happen only for Shadow Man?  Or does it happen for every game?  Test with Mario 64 to see.  Latency in general is a known problem, and something else I am tackling (when I have the time   :-[)

(he excuses for my Englishman)

a greeting


I tried the "Mario 64", the "Ready 2 Rumble Boxing" and "Super Smash Bros" and the sound is ok.En "shadow man" I tried changing the resampling algorithm in audio options, but saw no improvement. With "perfect dark" I realized that in recent updates of Mupen64 takes a little longer to freeze the game.
Thanks for all the work you do.
a greeting

Title: Re: Beta Testing Has Begun!
Post by: Sowden on October 12, 2013, 08:09:56 PM
In big screen mode, one of the controller buttons should be mapped to the menu button, and another to the back button.  In the button mapping screen, turn on the Show special functions option from the menu.

Sure enough, I got that to work.  I just have to have the second controller set for more presets than just getting back to the main menu.  Thanks guys.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on October 12, 2013, 08:25:12 PM
Cool.  Yeah, you're in that very small subset of users who is routinely plugging a non-ouya device into the TV.  Since there are so many different controllers out there, it would be a maintenance nightmare to try to provide default mappings for the menu/back button.  So the only one we do that for is the OUYA controller.  In version 3 we hope to unify the "big-screen" and normal modes so thanks for raising the awareness on this particular issue.
Title: Re: Beta Testing Has Begun!
Post by: Paul on October 21, 2013, 09:15:26 AM
Just to let everyone know, I am having trouble publishing 2.3.5 on Google Play.  It is giving me the following error:

Quote
Upload failed

Your APK cannot be analyzed using 'aapt dump badging'. Error output:

Failed to run aapt dump badging:
ERROR getting 'android:value' attribute for meta-data:attribute could not be found

I am investigating..
Title: Re: Beta Testing Has Begun!
Post by: Paul on October 21, 2013, 09:17:46 AM
Seems to be a known issue:

http://stackoverflow.com/a/19438516/1002212
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 03, 2013, 06:53:36 PM
Published 2.4.0.  Google fixed the developer console bug thankfully.  OUYA app is in the queue for review, and will be published as soon as it gets approved.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on November 04, 2013, 11:04:27 AM
" Perferd dark " now work perfectly!!!!! Already I can play the Perferd dark!!!!!:) thank you paul.

When you have time I hope that you could solve also the " Donkey kon 64 ".

 Thank you for the work and effort that it realizes with mupen64plus.

A greeting.
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 04, 2013, 01:12:18 PM
Thanks for the positive feedback.  Squarepusher deserves the credit for the Perfect Dark fix though ;)

I don't really have the skills to fix DK64 unfortunately.  I'm hoping the devs from the Open Pandora community have luck tracking down that bug.
Title: Re: Beta Testing Has Begun!
Post by: Blizzard64 on November 05, 2013, 07:17:39 AM
Rice can't load HiRes Textures:
Spoiler: show
 I/Video   (11421): Texture loading option is enabled. Finding all hires textures
W/Video   (11421): Couldn't open hi-res texture directory: /mnt/sdcard/Android/data/paulscode.android.mupen64plus.free/mupen64plus/hires_texture/SUPER MARIO 64/
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on November 05, 2013, 10:20:18 AM
Perfect Dark:

Nothing appears when you activate the camera spy.
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 05, 2013, 12:33:18 PM
Perfect Dark:

Nothing appears when you activate the camera spy.
What is your device, and which video plugins are affected?
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on November 05, 2013, 01:05:44 PM
Perfect Dark:

Nothing appears when you activate the camera spy.
What is your device, and which video plugins are affected?

Hi Paul! 

My phone is a Samsung Galaxy S III Mini, and use as a plugin gles2glide64 (adaptation of Final Glide64. Tenth Anniversary.)

This plugin is perfect with other games, such as, Duke
Nukem Zero Hour, Monaco Grand Prix - Racing Simulator 2....

Greetings!
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 05, 2013, 07:39:43 PM
Rice can't load HiRes Textures:
Spoiler: show
 I/Video   (11421): Texture loading option is enabled. Finding all hires textures
W/Video   (11421): Couldn't open hi-res texture directory: /mnt/sdcard/Android/data/paulscode.android.mupen64plus.free/mupen64plus/hires_texture/SUPER MARIO 64/


Interestingly this seems to be a regression in 2.3.5.  I'll track it down.
Title: Re: Beta Testing Has Begun!
Post by: Donlavon1 on November 05, 2013, 10:47:53 PM
Hi-res textures won't load on the latest version. Seems to load on the earlier versions but not the latest one.
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 05, 2013, 11:55:08 PM
Interestingly this seems to be a regression in 2.3.5.  I'll track it down.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on November 06, 2013, 06:13:18 AM
A question for curiosity: what difference is in every plugin? That plugin has better graphical and which has better performance.
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 06, 2013, 07:01:57 AM
A question for curiosity: what difference is in every plugin? That plugin has better graphical and which has better performance.

Depends on the device and game.  Generally speaking, gles2glide64 is the more compatible and gles2n64 is the faster.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on November 06, 2013, 12:42:03 PM
Would it be possible in the future to add an option to be able to move the controls of screen?

 A greeting.
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 06, 2013, 12:43:58 PM
yes
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on November 07, 2013, 10:50:40 AM
 DOOM 64 not work.
Title: Re: Beta Testing Has Begun!
Post by: brujo5 on November 18, 2013, 01:07:25 PM
any news?
Title: Re: Beta Testing Has Begun!
Post by: Paul on November 20, 2013, 01:11:36 AM
Published 2.4.1
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on November 21, 2013, 09:50:40 AM
I am going to prove this version 2.4.1. Thank you for updating
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on November 29, 2013, 05:36:10 AM
El DOOM 64 sigue sin ir....
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 03, 2013, 11:52:32 PM
Published 2.4.2
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on December 04, 2013, 08:08:45 AM
Published 2.4.2

Thank you very much Paul (and the team) to fix Doom
64.
Title: Re: Beta Testing Has Begun!
Post by: r_prieto5 on December 04, 2013, 10:37:19 AM
Hey paul! I'm getting a lot of crashes here on international SGS3 4.3 with yank kernel. Cheers!
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 04, 2013, 10:52:04 AM
Which game(s) and which video plugins have the problem?  Also please describe the exact behavior when there is a crash (frozen video, game activity closes back to menu, app force-closes back to home screen, etc).
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 04, 2013, 11:07:13 AM
There are only a handful of code changes between 2.4.1 and 2.4.2, so any regressions should be easy to track down.  The riskiest change this time is probably the new audio buffer size option.

@r_prieto5 Go to Settings -> Audio -> Audio buffer size and try the other values.  If that fixes it, let us know which value did it.

@r_prieto5 Also, can you confirm that 2.4.1 was working properly?
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on December 04, 2013, 02:13:35 PM
The Doom 64 backfires a little, and there are also some deductions.
Title: Re: Beta Testing Has Begun!
Post by: Brock on December 07, 2013, 12:48:13 PM
Hi Paul, I'm having a couple of major issues with the latest update. The Glide plugin sets the screen mode to portrait, I've switched it to Landscape but it still displays in Portrait. I've played around with the settings with no luck. When I use the Rice plugin I get terrible graphics problems when I have the auto frameskip on, I've pinpointed it to that. My device is LG Nexus 4, 4.4 kitkat. Thanks Paul! :-)
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 07, 2013, 01:09:04 PM
That's not a problem with the latest mupen update.  It's a problem with KitKat and the Qualcomm graphics drivers.
Title: Re: Beta Testing Has Begun!
Post by: gdark100 on December 08, 2013, 08:43:06 AM
Today I tested the emulator on my galaxy sii lite/s advance. First, on the loading screen that appear on the first time the emulator is run, and the data is extracted to sd card, the % counter go back to 0 every time i rotate the screen. And Zelda Ocarina of time need to disable depth test to not flicker.

Other than that, I'm looking forward for version 3.0 and the new gonetz plugin, gliden64..
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 09, 2013, 07:07:57 AM
Thanks gdark.  The % counter on the splash screen is a known issue and one that I recall thinking it was more trouble than it was worth to fix it.

You can also fix flicker by playing with the "Flicker reduction profile" in the video menu.  There's a new option there to customize the profile if none of the built-in ones work.  The benefit of using that setting instead of "disable depth test" is that it applies equally to all three video plugins.

We're looking forward to gonetz's new plugin too.  Just to clarify for other readers, it is a separate project (http://www.paulscode.com/forum/index.php?topic=1196.0) and will not be part of the Mupen64Plus-AE version 3 release.
Title: Re: Beta Testing Has Begun!
Post by: ErickSAN337 on December 18, 2013, 07:20:42 AM
hi paul, well I was trying to play resident evil 2 but it does not enter, just stays on a black screen back to the menu, then wanted to know if there is any way to make it work.
Title: Re: Beta Testing Has Begun!
Post by: Mikhail on December 18, 2013, 10:10:41 AM
v2.4.0 v32 Mupen64Plus-debug goes in-game but textures are messed up.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 18, 2013, 10:20:29 AM
@Mikhail What's your point?  That's an out of date debug build.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 23, 2013, 04:54:27 PM
Published 2.4.3
Title: Re: Beta Testing Has Begun!
Post by: Tsukuyomi on December 26, 2013, 09:33:09 PM
Today I tested the emulator on my galaxy sii lite/s advance. First, on the loading screen that appear on the first time the emulator is run, and the data is extracted to sd card, the % counter go back to 0 every time i rotate the screen. And Zelda Ocarina of time need to disable depth test to not flicker.

Other than that, I'm looking forward for version 3.0 and the new gonetz plugin, gliden64..
Wow, another s advance user... why s2 lite?? Are you from Brasil too...
You can always try the glide plugin, but in our phones it requires frameskipping
Title: Re: Beta Testing Has Begun!
Post by: N64joan on December 29, 2013, 09:20:46 AM
Hello, you are brilliant, do a great work, me work very well in the samsung s2, and I hope that you could help me with my problem! I play this great emulator in a tablet of 9.7" (it marks "qilive", it is similar to the tablet archos platinium 9.7b) and it was giving myself problems in many games " killer insting gold " and many more, problems in the graph and texture " Mario 64, killer insting gold, speed down in perfect dark, it blocks in zelda 2 " majoras mask ", and speed problems. Only it happens in my tablet and not in the mobile. I changed the plugins and it does not raise the speed. The characteristics of tablet:quadcore 1.6ghz (rk3188), quadcore mali400MP4, android 4.2, ips retina, 2048*1536px. Might you optimize for my processor? It be be very grateful if you were helping myself. This is a good emulator. A greeting
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 29, 2013, 11:17:29 AM
Reduce the render resolution to 720p
Settings -> Video -> Rendered resolution -> 960x720
Settings -> Video -> Screen scaling -> Zoom
Title: Re: Beta Testing Has Begun!
Post by: gdark100 on December 29, 2013, 04:36:23 PM
Today I tested the emulator on my galaxy sii lite/s advance. First, on the loading screen that appear on the first time the emulator is run, and the data is extracted to sd card, the % counter go back to 0 every time i rotate the screen. And Zelda Ocarina of time need to disable depth test to not flicker.

Other than that, I'm looking forward for version 3.0 and the new gonetz plugin, gliden64..
Wow, another s advance user... why s2 lite?? Are you from Brasil too...
You can always try the glide plugin, but in our phones it requires frameskipping

Yes, I'm from Brazil, and I'm also part of the emulator translation team. The glide64 is a good plugin, but even super mario 64 run slow on it. With glide64, most games run without any graphics glitchs, but are too slow to be playable. With rice plugin, most games runs fast, but also have some glitches.

Another thing I forgot to mention, the loading screen took almost half a minute to complete on my gs advance. It might be a good idea to speed up loading in version 3.0.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 29, 2013, 04:49:47 PM
Not much can be done to speedup the extraction.  It's unzipping the data files that are bundled with the app.  The only real solution is to reduce the amount of bundled data... which we did a while back when we overhauled the backend of the touchscreen skins.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on December 30, 2013, 03:05:44 AM
Hello I Am playing with mupen64 in one nexus7 2013 with android 4.4.2 and the emulator has certain problems of graphs with this version of android: the plugin gles2glide64 the screen in the game becomes vertical, with the plugin gles2n64 games as " zelda majoras mask " it has black textures, the plugin gles2rice the textures are seen well in zelda and better this one.
A greeting.
Title: Re: Beta Testing Has Begun!
Post by: N64joan on December 30, 2013, 08:31:40 AM
Reduce the render resolution to 720p
Settings -> Video -> Rendered resolution -> 960x720
Settings -> Video -> Screen scaling -> Zoom
. Hello, thank you, the speed works better in " killer instinct gold " but still one sees that it works to 20fps and goes down suddenly to 1fps, this indicates that something goes badly, also happens to me in " 1080 SnowboardIng, banjo kazooie, banjo tooie ". And playing to " zelda majoras mask " it is blocked initially when that of the mask appears (I proved all the plugins and in all there is the same mistake). Generally all the games work well with the last plugins and in native resolution (less the killer, and others). It can be for the processor quad core rk3188, or is for incompatibility of plugins? I wait that they could do that it works in quad core mali 400mp4. A greeting
Title: Re: Beta Testing Has Begun!
Post by: N64joan on December 30, 2013, 09:13:59 AM
Published 2.4.3
Now it is better in speed " kiler insting gold " but anyhow one sees that this works to 20fps and goes down suddenly to 1fps, this indicates that something goes badly, also there happens to me in " 1080 Snowboarding, banjo kazooie, the banjo tooie ". And playing " to zelda majoras mask " it is blocked initially when that of the mask appears (I was playing with all the plugins, the same mistake happens). Generally all the games work well with the last plugins and in the native resolution (less the killer, and others). It can be for the cuadcore of processor rk3188, or is for the incompatibility of plugins? It can do that android works in one tablet:quadcore 1.6ghz (rk3188), quadcore mali400MP4, android 4.2, ips retina, 2048*1536px. Might you optimize for my processor? I am grateful for his attention, a greeting
Title: Re: Beta Testing Has Begun!
Post by: Mikhail on January 12, 2014, 11:39:58 AM
(http://i.imgur.com/UHV1SBf.jpg)
(http://i.imgur.com/xfXgLgU.jpg)

I think I found a regression in more recent builds with F1GP2, the right OSD keeps dissapearing and only stays on screen when paused.
Also gles2n64 is now causing the background and sky to flicker black when Depth test is on, this only effects my Mali gpu device though, Adreno is uneffected.

Title: Re: Beta Testing Has Begun!
Post by: Paul on January 19, 2014, 03:30:09 PM
Published 2.4.4
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on January 25, 2014, 05:03:16 AM
I played with the Golden Eye 007, at the beginning when there are few enemies going well. But when you start to see enemies, the game starts to go very wrong and very lag and unplayable. The DOOM 64 lag when moving, change goes perfect on map żż??

PLUGIN: Gles2glide64.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 25, 2014, 03:01:19 PM
What device are you running on?  Are the other video plugins any faster?
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on January 26, 2014, 04:28:48 AM
What device are you running on?  Are the other video plugins any faster?

My device is a Samsung Galaxy SIII Mini. With the other plugin does not work, there are very serious graphics errors. Only works with which I have commented.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on January 26, 2014, 05:29:17 AM
Hello
In my nexus7 2013 with android 4.4.2 with the plugin gles2glide64 the screen becomes vertical and with the plugin gles2n64 fail very much in almost all the games, but this happens to me since it updates her nexus7 to android 4.4.2 because in 4.3 mupen64 was working better, Paul when you could and have time podrias optimize mupen64 to android 4.4.2?
Thank you for his attention.
A greeting
Title: Re: Beta Testing Has Begun!
Post by: Paul on January 26, 2014, 09:01:25 AM
with android 4.4.2 with the plugin gles2glide64 the screen becomes vertical
Paul when you could and have time podrias optimize mupen64 to android 4.4.2?

Any new useful KitKat features (like immersive mode) will be incorporated in the version 3.x series.  If you have any other specific KitKat features you would like to see incorporated into the app, let us know.  The problem you are referring to with the rotated screen is a known driver bug, not actually a bug with the emulator.  As such, it may or may not be possible for us to write a work-around (best solution would be for the manufacturers to fix their bug).  Follow progress on this particular problem in Issue #345 (https://github.com/mupen64plus-ae/mupen64plus-ae/issues/345)
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 26, 2014, 09:21:42 AM
@asturias3636 There's a longer discussion thread about the rotated screen here as well.
http://www.paulscode.com/forum/index.php?topic=1278.msg12243#msg12243
Title: Re: Beta Testing Has Begun!
Post by: N64joan on January 27, 2014, 12:54:46 PM
Hello, what's good for the plugin mali 400 mp4, I use gles2n64 the "killer instinct gold" and graphics yet seen pixelated activated, all distorted, but if I disable all options looks good everything except the back of the stage.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on January 27, 2014, 04:11:52 PM
with android 4.4.2 with the plugin gles2glide64 the screen becomes vertical
Paul when you could and have time podrias optimize mupen64 to android 4.4.2?

Any new useful KitKat features (like immersive mode) will be incorporated in the version 3.x series.  If you have any other specific KitKat features you would like to see incorporated into the app, let us know.  The problem you are referring to with the rotated screen is a known driver bug, not actually a bug with the emulator.  As such, it may or may not be possible for us to write a work-around (best solution would be for the manufacturers to fix their bug).  Follow progress on this particular problem in Issue #345 (https://github.com/mupen64plus-ae/mupen64plus-ae/issues/345)

Thank you for the response.
A greeting
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on January 27, 2014, 04:14:25 PM
@asturias3636 There's a longer discussion thread about the rotated screen here as well.
http://www.paulscode.com/forum/index.php?topic=1278.msg12243#msg12243

Thank you.
Title: Re: Beta Testing Has Begun!
Post by: boxofpandora on January 29, 2014, 07:30:19 AM
German translations which were left are translated now. :)
Title: Re: Beta Testing Has Begun!
Post by: littleguy on January 29, 2014, 07:51:40 AM
German translations which were left are translated now. :)
Thanks much!
Title: Re: Beta Testing Has Begun!
Post by: liberalmuffin on February 11, 2014, 06:34:55 PM
Hi there! I love the android version of Mupen64 and I just want to personally thank Paul and everybody for their hard work here. It REALLY is appreciated. Playing the games of my childhood is important to me. Anyway, I just wanted to know when the next update would be. No rush though. Thanks again!  ;D
Title: Re: Beta Testing Has Begun!
Post by: N64joan on February 12, 2014, 04:14:57 PM
hello pauls the "resident evil 2" graphics bug , all in black, except the menu. and "1080 Snowboarding"
the emulation stops and then continues in  areas. (playing in  ARCHOS 97b PlatinumHD,
            Display   • 9.7’’: 2048 x 1536 pixels, IPS,
            Android 4.2, "Jelly Bean"
            Processor   • Quad-core A9 @ 1.6GHz
                                • Quad-core GPU Mali 400 MP4
            RAM   • 2GB RAM)
thanks for your attention
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on February 14, 2014, 02:54:05 PM
Hi Paul!

It would be possible to add button the save next to the Load Game button and speed?

Thank you!
Title: Re: Beta Testing Has Begun!
Post by: N64joan on March 01, 2014, 03:41:20 PM
hello paul, can it be optimized for my processor? I have not hurry, you could add an option to select the processor  and what using and what GPU is used in the emulatot? ask for the emulator options automatically adjust.
I'm playing in qlive97 (archos platinium 97b)
The characteristics of tablet:
Display • 9.7’’: 2048 x 1536 pixels, IPS,
Android 4.2, "Jelly Bean"
Processor • Quad-core ARM Cortex-A9 1.6GHz (rk3188)
• Quad-core GPU Mali 400 MP4
RAM • 2GB RAM)
thanks for your attention
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on April 04, 2014, 01:12:32 PM
No more updates?
Title: Re: Beta Testing Has Begun!
Post by: Pixman on April 26, 2014, 04:36:07 PM


- Made auto-save optional


Sorry for asking here, but... I can't seem to find where to make it optional?

I'm screwing up my Savegames all the time when playing on my GPD G7 when I go to the menu or exit the game to the menu by the automatic saving. Where's the option located? I only find where I can configure the directory.
Thanks for helping!
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on April 26, 2014, 04:50:22 PM
It was available two years ago. We are not disabling auto save. Period. If you dislike it, just restart instead of resume.
Title: Re: Beta Testing Has Begun!
Post by: TheCraw on April 26, 2014, 07:15:45 PM
Love the work guys. seriously. Thanks!!!

i have an assumingly annoying question you all have probably heard 100 times before. sorry to be a pain.


im having the controller input problem with my ps3 controller, the joysticks and dpad all use the same input code(?) ive tried un mapping everything and doing it one by one but still the problem persists, have you guys figured away around this?

again, sitting in awe and marvel at all the hard work.
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on April 26, 2014, 07:30:33 PM
Love the work guys. seriously. Thanks!!!

i have an assumingly annoying question you all have probably heard 100 times before. sorry to be a pain.


im having the controller input problem with my ps3 controller, the joysticks and dpad all use the same input code(?) ive tried un mapping everything and doing it one by one but still the problem persists, have you guys figured away around this?

again, sitting in awe and marvel at all the hard work.
If you're using the Sixaxis Controller app, set it to gamepad, not keyboard.
Title: Re: Beta Testing Has Begun!
Post by: TheCraw on April 26, 2014, 08:59:57 PM
ah man your too good. cheers mate!!!
Title: Estonian language.
Post by: LynX. on May 10, 2014, 03:42:42 PM
Requested Estonian language.
I would be happy to take over the translations :)
Title: Re: Beta Testing Has Begun!
Post by: Mikhail on May 25, 2014, 08:41:22 AM
(http://i.imgur.com/UHV1SBf.jpg)
(http://i.imgur.com/xfXgLgU.jpg)

I think I found a regression in more recent builds with F1GP2, the right OSD keeps dissapearing and only stays on screen when paused.
Also gles2n64 is now causing the background and sky to flicker black when Depth test is on, this only effects my Mali gpu device though, Adreno is uneffected.

Just wanted to mention this isn't a problem in retroarch, is it running older or newer plugins?
Title: Re: Beta Testing Has Begun!
Post by: CodeACH on June 13, 2014, 01:42:38 PM
It doesn't really work for my phone to well so most of the time I have to use
Cool n64, really I'd rather use Mupen tho, I'm going to try and experiment to get
Something good out of it it and let you know if it's a success or not. :)
Title: Re: Beta Testing Has Begun!
Post by: liberalmuffin on June 14, 2014, 05:29:08 AM
So, is there going to be an update soon? Sorry to ask...
Title: Re: Beta Testing Has Begun!
Post by: tourjefferson on August 14, 2014, 10:55:10 AM
Does anyone know how to make Mario golf 64 work?

I'm using the latest apk but it has the same graphic glitches as it always had :(
Title: Re: Beta Testing Has Begun!
Post by: retroben on August 14, 2014, 10:52:19 PM
Just making a plea for Paul to reply and show us that he is not dead.

Say whatever you want,Paul.
Maybe say something about the status of Mupen64Plus AE,or what's been going on with yourself?

Edit:Paul's last active time on here was July 12th 2014 which is precisely a month ago.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on August 20, 2014, 09:47:14 AM
The zelda ocarina of time does not work in the latest version of mupen64, I tried all the plugins, I have a motorola android 4.4.4 MotoG. I installed the previous version 2.4.3 and if it works on zelda ocarina of time but when updating my phone to android 4.4.4 game stopped working and the emulator stops. I hope you can correct.
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on September 26, 2014, 08:31:17 AM
The Perfect Dark spy camera can not see anything...
Title: Re: Beta Testing Has Begun!
Post by: xperia64 on September 26, 2014, 12:38:39 PM
Enable the slow framebuffer setting in glide64mk2.ini or if that doesn't work wait for the new Glide64
Title: Re: Beta Testing Has Begun!
Post by: D-Mac on October 01, 2014, 10:47:38 AM
Enable the slow framebuffer setting in glide64mk2.ini or if that doesn't work wait for the new Glide64

Where is that option from the file ?
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on December 10, 2014, 11:04:04 AM
hello, mupen64 be some update ??, now with Android 5 lollipop the plugin gles2glide64 works well the orientation of the screen .Another question, you can add "Inmersive mode" to mupen64? Thanks a greeting
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 10, 2014, 11:13:35 AM
Hello, asturias3636.  See this thread (http://www.paulscode.com/forum/index.php?topic=1818.0) for ongoing alpha tests for upcoming 3.0.0.  Immersive mode is one of the planned features.
Title: Re: Beta Testing Has Begun!
Post by: asturias3636 on December 10, 2014, 11:18:37 AM
Thanks, I'm glad there is progress in mupen64 :D
Title: Re: Beta Testing Has Begun!
Post by: littleguy on December 10, 2014, 11:24:58 AM
Immersive mode is already implemented in the alphas  8)  Obviously requires KitKat or higher.
Title: Re: Beta Testing Has Begun!
Post by: Paul on December 10, 2014, 11:30:35 AM
Immersive mode is already implemented in the alphas  8)

Man, I seriously need to get a new phone..  ;D
Title: Re: Beta Testing Has Begun!
Post by: flex on January 27, 2015, 12:55:47 PM
Hey Paul... What are the possibilities of having DK64 working and is there an updated compatibility list. Sorry if this has been answered... Im new here :)
Title: Re: Beta Testing Has Begun!
Post by: rafar on January 27, 2015, 01:29:10 PM
dk64 is playable in alpha build.  ;)
Title: Re: Beta Testing Has Begun!
Post by: Versinus on April 04, 2015, 04:57:58 PM
Hi,

is it possible to make Muppen 64 for Sony Tablet P and two screens? One screen is for the game and other screen is for control only.
Thank you.
Title: Re: Beta Testing Has Begun!
Post by: Krzysztof on June 03, 2015, 03:10:41 AM
Dear Paul, Will the Mupen 64 games library become available for download @ paulscode?.
Title: Re: Beta Testing Has Begun!
Post by: KnightNZ on July 08, 2015, 03:50:44 AM
That would be massive copyright violation, not going to happen.
Title: Re: Beta Testing Has Begun!
Post by: astanners on October 21, 2015, 09:21:19 AM
I have been using Mupen off of the Amazon fire tv and LOVE it, one of the best emulators out there imo. I also love the community and how active you are. I did run into an issue however and am not sure if this is amazon, android or mupen. I got the new fire tv which is running the newest android software 5.0xxxx and can no longer see my external hard drive, even when going through Mupen once I get to the location of the drive "usbotg" I can't see my folder structure or any of my files.

Any thoughts?
Title: Re: Beta Testing Has Begun!
Post by: fzurita on October 24, 2015, 06:23:17 PM
That's an issue with the OS I think. It probably doesn't support the hard disk's file format.
Title: Re: Beta Testing Has Begun!
Post by: littleguy on October 26, 2015, 09:09:01 PM
If you can't see the contents of the external drive with another app (e.g. ES File Explorer) you won't be able to see them in mupen either.  If you can see the contents in another app, but not mupen, then that would be an issue for this forum.