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Topics - fzurita

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Support / How to setup Transfer Pak emulation
« on: March 10, 2018, 06:22:37 PM »
Mupen64plus FZ has added support for the transfer Pak. This is useful for games like Pokemon stadium and Pokemon stadium 2. Here is how to set it up.

What you will need
  • N64 ROM image that supports the transfer Pak
  • Gameboy or Gameboy color ROM image that the N64 game supports
  • File containing the in-game save for the GB/GBC ROM image, usually it has a .sav extension

  • Start up the Mupen64plus FZ app
  • Use the top right button called "REFRESH ROMS" to search for your N64 game, after the app finds your N64 ROM, it will show up in your library.
  • Select the ROM that showed up in your library and select settings
  • Select "Controller"
  • Scroll down to "controller paks" and for each player that you need the transfer Pak for, choose the transfer pak
  • Once the transfer Pak had been selected for the appropriate players, scroll down to the "transfer paks" section
  • For each player that you enabled the transfer Pak for, you will have to select a ROM and RAM image
  • For the ROM image select your GB or GBC ROM
  • For the RAM image select your GB/GBC in game save, usually it has a sav extension
  • Back out of all the menus and get back to the library
  • Select your N64 ROM and choose restart

General Discussion / Missing cover art
« on: October 24, 2015, 12:22:29 AM »
The following cover art is not present in the server:

10-24 01:07:52.580: W/CacheRomInfoService(23557):
10-24 01:08:10.989: W/CacheRomInfoService(23557):
10-24 01:08:58.775: W/CacheRomInfoService(23557):
10-24 01:11:06.229: W/CacheRomInfoService(23557):
10-24 01:11:50.322: W/CacheRomInfoService(23557):
10-24 01:11:56.782: W/CacheRomInfoService(23557):
10-24 01:12:06.426: W/CacheRomInfoService(23557):
10-24 01:13:29.998: W/CacheRomInfoService(23557):
10-24 01:13:54.982: W/CacheRomInfoService(23557):
10-24 01:16:13.068: W/CacheRomInfoService(23557):

It looks like they may be miss-spelled server side.

General Discussion / Stuff left to complete 3.0 release?
« on: October 16, 2015, 02:16:13 PM »
Here is my running TODO list:

[ X ] Make number of auto saves configurable
[ X ] Fix crash on game exit
[ X ] Fix cheats issue when adding cheats to an empty list and then renaming the cheat ( I think fixed, country code issue)
[ X ] Make UI fully navigational with controllers
[ X ] Make side bar keep focus until dismissed when using a controller
[ X ] Cancel async task to load gallery images if image goes out of view
[ X ] Add "default" profile selection in game preferences for all profile types
[ X ] Don't allow more than one line in profile names.
[ X ] Allow unmapping a key with controller by holding down the "selection" key
[ X ] Have all built-in controller profiles have menu key assigned
[ X ] Enable the reset option
[ X ] Don't allow resume option in games if there are no auto saves for that game.
[ X ] Pause emulation when in-game side bar is active.
[ X ] Make sure multiple controller mapping is working correctly
[ X ] Don't dismiss dialogs on screen rotation.
[ X ] Do not allow user setting configuration options in GLideN64 that would only have an effect for unsupported OpenGL version
[ X ] Fix slow down when exiting a game with GLideN64 plugin when saving texture cache. (changed the default option of savetexture cache to off)
[ X ] (Hard) Automatic importation of 2.5 settings
[ X ] Fix import high resolution textures

[ ] Add ARC Browser support

Long term (3.1?)
[ ] Add background thread that reads gallery images ahead of time to prevent default gallery image from showing up if scrolling very fast
[ ] Allow setting of the VI refresh rate (this is simple, but we need to get buy-in from upstream)
[ ] Add 2D SBS mode for allowing cardboard viewing.
[ ] (Hard) Revamp cheats (per game cheats file, hierarchical view, investigate real time cheats)

General Discussion / Backtrace on segfault in NDK code
« on: July 14, 2015, 05:35:48 PM »
What is the easiest way to get a back trace on crashes in NDK code?

When something crashes in NDK code, all I see is some memory address in the logcat. I'm getting a few crashes Mupen 64 plus core in the nexus player. I'm not seeing these crashes in my nvidia shield portable, so I suspect it's related to the x86 processor.

I would like to take a shot at fixing them.

Edit: Spelling and grammar

General Discussion / Adding auto Big Screen mode to Android TV
« on: July 10, 2015, 11:54:57 PM »
I'm trying to add automatic configuration of big screen mode if the current platform is Android TV. Through some google searches, I was able to determine that this is not hard to do. We can detect Android TV mode using this statement:

Code: [Select]
        UiModeManager uiModeManager = (UiModeManager) context.getSystemService(Context.UI_MODE_SERVICE);
        isAndroidTv = uiModeManager.getCurrentModeType() == Configuration.UI_MODE_TYPE_TELEVISION;

I was able to get this to work on my Nexus Player without any problem. The problem that I'm having though is that this project has a minimum API level of 7, while the Configuration.UI_MODE_TYPE_TELEVISION was only added on API level 13. How do we generally handle this kind of situation with API level? I would like to push this back, but I want to make sure I'm doing it this in the expected way:

In I'm adding a member attribute called isAndroidTV. I'm setting this in the constructor using
Code: [Select]
            UiModeManager uiModeManager = (UiModeManager) context.getSystemService(Context.UI_MODE_SERVICE);
            isAndroidTv = uiModeManager.getCurrentModeType() == Configuration.UI_MODE_TYPE_TELEVISION;
        isAndroidTv = false;

At the same time, I'm suppressing the Target API warning using this at the top of the constructor:     
Code: [Select]
@TargetApi( 13 )

In, I'm modifying

Code: [Select]
isBigScreenMode = AppData.IS_OUYA_HARDWARE ;


Code: [Select]
isBigScreenMode = AppData.IS_OUYA_HARDWARE || appData.isAndroidTv;

Does this sound ok?

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