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Messages - TFreestone

Pages: [1] 2
Programming / Re: Getting Started in Programming
« on: January 24, 2013, 05:21:09 PM »
I too am a beginner, know almost nothing really, but i have found that this site:
is really helpful

Support / Re: Best way to set up the project
« on: January 24, 2013, 03:49:07 PM »
One thing to keep in mind is that the open Pandora folks have been porting stuff over to their system for ages, they even have android itself working on there now as an executable PND, meaning you can keep the original Pandora OS but run android too if you want. If you head over to their forums and post there you will get at least a few interested people. Although they have their own open source 64 project already.
I believe you implemented some ari64 code correct? He occasionally makes an appearance over at the opboards, he would have plenty to help. :)

General Discussion / Re: Beta Testing Has Begun!
« 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)

General Discussion / Re: Beta Testing Has Begun!
« 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

General Discussion / Re: Alpha Testing Underway!
« on: December 12, 2011, 11:45:10 AM »
I found a strange thing, at the beginning of the Zelda, when he goes out of his house that shows a top view, the house appears green without the textures of the wood of the house.
i noticed that too. It has to do with a bug in the default plugin in rendering 2d textures, such as link's house and the entrances to the Castle Market and Temple of Time. It may or may not be fixed in a later update to the plugin.

@Paul - This particular thread is the Testing/discussion thread correct? Might i suggest making separate threads for Bug reports, tesing, etc. and then another one for QandA / Support as well as maybe a sickie for people who are new to the project and need to learn the basics, to avoid every new person asking the same questions and so on.

@Everyone - Check back a few pages (or all of them ;) ) and make sure your question hasn't already been answered.

General Discussion / Re: Alpha Testing Underway!
« on: December 10, 2011, 10:47:55 AM »
Sorry to be off topic, but we need our voices heard:

please stop Protect IP! The internet is at stake!
Good move :) but i wouldn't worry too much. if stuff like youtube is banned armed protests will likely quickly resolve the issue. What with rioting happening in the UK over something trivial its even more likely to happen here if something is actually done that is worthwhile to riot about. not that rioting is good..

General Discussion / Re: Alpha Testing Underway!
« on: December 06, 2011, 02:02:36 PM »
So there will be a version of this akp. where i dont have to change anything? just install it and i will be able to start playing, just like a normal app ? I get the feeling i?m going on somebodies nerves here, sorry for that.
yep should be :) the goal of this app is for it to available on market and that can only happen when its uber user friendly. since its in alpha right now there are a lot of changes happening so we users may have to tweak some things manually. the only reason you are having trouble is because of how the app obtains it's data. correct me if i'm wrong paul, but i think the app connects to a server the first time you run it and it downloads the app data it needs to run. the older builds use the old app data but that has been changed on the server, so when your app on your phone downloads and tries to use it, it doesnt work. so you have to manually downgrade the app data. however once the app is done being updated in full eg in a few days, the app data on the server and the app you download here will match and it all will work automatically.   

General Discussion / Re: Alpha Testing Underway!
« on: December 06, 2011, 09:41:58 AM »
it would be great if you could finish it this week. But this is not the end for me, i need a step-to-step explanation, i hope it wont be that complicated. i hope you are strong enough to help a noob to get through ^^
the only reason its complicated now is because the current official build doesn't match the updated app data. once paul release the new apk this weekend or whenever it should all just magically work again ;) so just a few more days.

General Discussion / Re: Alpha Testing Underway!
« on: December 04, 2011, 05:01:53 PM »
You could always ask Yongzh to write one for N64oid, since he has great experience writing a brand-new video plug-in from scratch, and is very concerned about supporting folks with older devices and the open-source community  :P
oh the beauty of irony ;) or was that sarcasm heheh

General Discussion / Re: Alpha Testing Underway!
« on: December 04, 2011, 04:57:02 PM »
But Paul do you know what my problem is with n64oid...
It even don't installs maybe you should try it on your xperia play
Maybe it works your phone (because on all my friends phones it dont works too : HTC Desire HD / Samsung Galaxy Mini / Samsung Galaxy Ace / Samsung Galaxy Apollo / Samsung Galaxy Y.)
Its kinda strange even the emu BIT64 doesn't install on that phones
bit64 and n64oid use armv7 which those phones dont have. You need like a samsung gs or higher for those. As far as contacting yongz for to support your device, good luck haha ;p if you want to emulate n64 i suggest investing in better hardware :) eg galaxy s or higher although i see one of your friends had a desire hd, so maybe there is a problem with htc and n64 though i doubt it.. But as for the wildfire you can forget it, not even worth it imo.. Small screen and slow

General Discussion / Re: Alpha Testing Underway!
« on: December 04, 2011, 02:40:51 PM »
as far as contacting jabo for to release his source i hope it goes well :) his is the best plugin as far as emulating the original n64 graphics. Although he's behind in the retexture field. i also heard someone mention zodttd :) i saw those tweets too and i think its very likely he will release his source code since he's been given a lot of crap about it.. Good work to everyone who has helped program this thing, i for one am enjoying the fruits of your labor ;)

General Discussion / Re: Alpha Testing Underway!
« on: December 04, 2011, 01:36:05 PM »
so how will this update be distributed? as a new apk or with a collection of files that we replace the old ones with?
sorry if thats a dumb question. all this appdata talk has got me confused.

General Discussion / Re: Alpha Testing Underway!
« on: December 01, 2011, 01:23:05 PM »

Tested new core #4 close/resume And not work on Imap (armv6)

Code: [Select]
V/SDLActivity(22018): SDLSurface new instance
D/dalvikvm(22018): GC_FOR_MALLOC freed 7492 objects / 537976 bytes in 56ms
I/global  (22018): Default buffer size used in BufferedReader constructor. It wo
uld be better to be explicit if an 8k-char buffer is required.
I/global  (22018): Default buffer size used in BufferedReader constructor. It wo
uld be better to be explicit if an 8k-char buffer is required.
V/GamePad (22018): Mupen64Plus AE Analog Touch
V/GamePad (22018):     ver 1.0
V/GamePad (22018):     Analog gamepad with a clean, intuitive layout
V/GamePad (22018):     Author: roymustang16 and Paul Lamb
D/dalvikvm(22018): GC_FOR_MALLOC freed 1183 objects / 271936 bytes in 49ms
D/dalvikvm(22018): GC_EXTERNAL_ALLOC freed 22 objects / 17872 bytes in 46ms
D/dalvikvm(22018): GC_EXTERNAL_ALLOC freed 167 objects / 337968 bytes in 47ms
V/SDLActivity(22018): SDLSurface created
V/SDLActivity(22018): SDLSurface changed
V/SDL     (22018): pixel format OPAQUE (using SDL_PIXELFORMAT_RGB565)
V/SDLActivity(22018): Starting new SDLMain() thread
I/SDL     (22018): SDL_Android_Init()
V/front_end(22018):  __  __                         __   _  _   ____  _

V/front_end(22018): |  \/  |_   _ _ __   ___ _ __  / /_ | || | |  _ \| |_   _ __
V/front_end(22018): | |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / _
V/front_end(22018): | |  | | |_| | |_) |  __/ | | | (_) |__   _|  __/| | |_| \__
V/front_end(22018): |_|  |_|\__,_| .__/ \___|_| |_|\___/   |_| |_|   |_|\__,_|__
V/front_end(22018):              |_|
V/front_end(22018): Mupen64Plus Console User-Interface Version 1.99.4
V/core_interface(22018): UI-console: attached to core library 'Mupen64Plus Core'
 version 1.99.4
V/core_interface(22018):             Includes support for Dynamic Recompiler.
I/DEBUG   (17146): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *
I/DEBUG   (17146): Build fingerprint: 'NBPC/AIRIS/AIRIS/:2.2/FRF85B/eng.liuqi.20
I/DEBUG   (17146): pid: 22018, tid: 22036  >>> <<<

I/DEBUG   (17146): signal 11 (SIGSEGV), fault addr 00000000
I/DEBUG   (17146):  r0 00000009  r1 00000001  r2 487f8b3c  r3 00000000
I/DEBUG   (17146):  r4 487f8b68  r5 00000004  r6 43e1338a  r7 43a4ffc8
I/DEBUG   (17146):  r8 487f8b48  r9 43a4ffc0  10 43a4ffac  fp 487f8ed8
I/DEBUG   (17146):  ip 81d03629  sp 487f8b38  lr 81d03643  pc 00000000  cpsr 200
I/DEBUG   (17146):          #00  pc 00000000
I/DEBUG   (17146):          #01  pc 00003640  /data/data/
I/DEBUG   (17146):          #02  pc 00011034  /system/lib/
I/DEBUG   (17146):          #03  pc 0003e8cc  /system/lib/
I/DEBUG   (17146):          #04  pc 00043de0  /system/lib/
I/DEBUG   (17146):          #05  pc 00015fa8  /system/lib/
I/DEBUG   (17146):          #06  pc 0001c9c0  /system/lib/
I/DEBUG   (17146):          #07  pc 0001b864  /system/lib/
I/DEBUG   (17146):          #08  pc 00054b8a  /system/lib/
I/DEBUG   (17146):          #09  pc 00054da2  /system/lib/
I/DEBUG   (17146):          #10  pc 00048d7e  /system/lib/
I/DEBUG   (17146):          #11  pc 00011198  /system/lib/
I/DEBUG   (17146):          #12  pc 00010c7c  /system/lib/
I/DEBUG   (17146):
I/DEBUG   (17146): code around pc:
I/DEBUG   (17146):
I/DEBUG   (17146): code around lr:
I/DEBUG   (17146): 81d03620 00005212 00000194 b083b500 4b0c2200
I/DEBUG   (17146): 81d03630 4a0c9201 2009447b 2101589b 681baa01
I/DEBUG   (17146): 81d03640 9b014798 2b012001 2002d008 d0052b02
I/DEBUG   (17146): 81d03650 425a3b03 2003415a 40184253 bd00b003
I/DEBUG   (17146): 81d03660 000051dc 00000194 4a2fb570 447a4c2f
I/DEBUG   (17146):
I/DEBUG   (17146): stack:
I/DEBUG   (17146):     487f8af8  43a4ffac
I/DEBUG   (17146):     487f8afc  afd0be39  /system/lib/
I/DEBUG   (17146):     487f8b00  00000000
I/DEBUG   (17146):     487f8b04  b0004a8c  /system/bin/linker
I/DEBUG   (17146):     487f8b08  b00170f4
I/DEBUG   (17146):     487f8b0c  81d03629  /data/data/
I/DEBUG   (17146):     487f8b10  0000acac  [heap]
I/DEBUG   (17146):     487f8b14  0026bc10  [heap]
I/DEBUG   (17146):     487f8b18  00000000
I/DEBUG   (17146):     487f8b1c  00000010
I/DEBUG   (17146):     487f8b20  43a4ffac
I/DEBUG   (17146):     487f8b24  00206c10  [heap]
I/DEBUG   (17146):     487f8b28  00000000
I/DEBUG   (17146):     487f8b2c  00000000
I/DEBUG   (17146):     487f8b30  df002777
I/DEBUG   (17146):     487f8b34  e3a070ad
I/DEBUG   (17146): #01 487f8b38  00206c10  [heap]
I/DEBUG   (17146):     487f8b3c  00000000
I/DEBUG   (17146):     487f8b40  0000001c
I/DEBUG   (17146):     487f8b44  aca11038  /system/lib/
I/ActivityManager( 2037): Process (pid 21747) has died.
D/Zygote  ( 1970): Process 22018 terminated by signal (11)
I/ActivityManager( 2037): Process (pid 22018) has
I/WindowManager( 2037): WIN DEATH: Window{45e4e120 SurfaceView paused=false}
I/WindowManager( 2037): WIN DEATH: Window{45e4b118
/ paused=false}
I/UsageStats( 2037): Unexpected resume of mobi.SyndicateApps.ICSPlus while alrea
dy resumed in
I/BootReceiver( 2037): Copying /data/tombstones/tombstone_01 to DropBox (SYSTEM_
D/dalvikvm( 2037): GC_FOR_MALLOC freed 10985 objects / 805256 bytes in 158ms
W/InputManagerService( 2037): Got RemoteException sending setActive(false) notif
ication to pid 22018 uid 10044
you were supposed to use the original build without resume because of the new bugs that added..

General Discussion / Re: Alpha Testing Underway!
« on: November 30, 2011, 03:07:19 PM »
chill bro. he'll be done when he's done

General Discussion / Re: Alpha Testing Underway!
« on: November 29, 2011, 04:53:59 PM »
yea just get chrome. it has a decent number of extensions and lots of cool built in google stuff.

One thing i would like to see is accelerometer controls. For games like f-zero x

The input-sdl plug-in recognizes "Android accelerometer" as a joystick, but it would need a profile added to InputAutoCfg.ini.  It has 3 axes (x-axis, y-axis, and z-axis) and no buttons.  It records the affect of gravity (so lying screen-up on a level surface would record analog input in the -z direction, tilted on its right side would record analog input in the +x direction, etc.).

Anyway, to get it working in the emulator, you'd just have to add a profile for it to InputAutoCfg.ini.  If you're interested in working on that yourself, I can provide you a simple app that prints the accelerometer values to logcat, which you can use to determine the values to use for AnalogDeadzone and AnalogPeak (will require a bit of trial and error to get it right).  If you can figure out a profile that works well, I'll add it later (after I make the plug-in configurable through the GUI, so it doesn't always use the accelerometer as a joystick every time).
I don't think i'm committed or patient enough for that.. and i don't want you to go through the trouble of giving me all the tools if I'm never really going to use them.

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