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Topics - zack

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Other Support / Removal from github repo please
« on: February 24, 2015, 11:32:50 AM »
Hey guys, long time no see.

I'm still really busy, and at the present time, still unable to contribute... So would you do me a favour and remove me from the github team? I'm getting countless emails on a daily basis regarding issues (automated from github) and I need to cut these out :)

My github username is: DannyGlover

PS: Keep up the awesome work with the project!

General Discussion / Work on speed
« on: December 04, 2013, 01:45:55 PM »
Is anyone working on trying to optimise the emulator currently?
My nexus 4 handles conkers bad fur day just as slowly as my samsung galaxy s2 does. So I believe we have a bottleneck somewhere (just talking out loud, haven't looked into this yet)

Just curious as to what our plans are to tackle this.

General Discussion / Starting compatibility fixes
« on: December 01, 2013, 06:24:30 PM »
Hey all!

Has anyone been working on game compatibility?
If I get some free time, here are the ones I plan to work on:

1) Blast corps (crashes after rare logo)
2) Bomberman 64 (black screen)
3) Castlevania 64 (gfx glitches)

Those are my priorities, I will update this thread with any news/updates/questions I have along the way.
Feel free to list other non compatible games, I can test them against my changes


Miscellaneous / Baby on the way!
« on: January 24, 2013, 11:51:55 AM »
Hey guys.

i just wanted to let you know that my baby girl is due tomorrow so my plans for working on mupen this weekend are no more.
wish us luck!

Your Projects / Yabause AE - Continuation
« on: January 20, 2013, 12:05:34 PM »
Hey guys.

After speaking with Paul, It has been decided that I will continue the Yabause AE project.
I am still working on Mupen 64 also however.

My previous experience with emulation is on the deadalusx64 project and also snes9xeuphoria. Both on the PSP. My main experience was with the snes emulator and I managed to get that full speed. My initial aim is to get yabause ae up to a similar standard as Mupen64 AE.

I have submitted a first version to google play ( I go by "InfuseDreams" ) and will be updating regularly.
I have created a bitbucket repo for the project which you can follow, and of course get the latest code.

There is a lot of cleanup and stuff needed yet, and the code needs a lot of restructuring and the build process simplified. I wanted to get this out to see how interested folks are in the project and take it from there.

I am working on several things right now whilst I type this however.

You can follow development either here or on my site:

Thanks !

--Edited by Paul, Reason: Infusedreams Yabause AE forum link changed

General Discussion / Ready to start coding! - What area needs focus?
« on: January 05, 2013, 05:45:54 AM »
Hey Paul.

I posted here ages ago offering to help contribute to the mupen64 plus ae project, but life got on top of me and I had 0 spare time to help.

Now I have finished up a game I was working on, I have some spare time and want to contribute.
What areas currently need focusing on? What are our weak points?

Also curious about performance and compatibility (in development version vs public version)

I did some prep work before making this post and found the following (comparing release version of mupen to release version of n64oid) All tested on samsung galaxy s2.

Conkers bad fur day:

Mupen: Slow and jerky. Jittery sound, numerous graphical issues.
N64oid: Full speed but jittery sound.

Donkey Kong 64:

Mupen: No graphics on screen. Tried both video plugins.
N64oid: Full speed and looks good. However it hangs midway through the initial cut scene.

Mario Kart 64:

Mupen: Runs good overall, some odd fps hiccups.
N64oid: No issues.

Zelda - Ocarina Of Time:

Mupen: Runs good overall, some odd fps hiccups. Pause menu takes a while to show and it's background isn't always the right one.

N64oid: Same as above.

Do these still apply?

Also curious as to where we are at regarding bluetooth gamepads. Can we still only allocate a dpad like control structure to analog sticks or can we use anaolog sticks with deadzones, and true analog control now?

Looking forward to hearing from you.

PS: For those curious, I previously worked on the daedalus x64 project for the PSP (N64 emulator for PSP)

General Discussion / Paul - Want to help, having problem
« on: January 01, 2012, 12:32:47 PM »
Hey Paul. Let me introduce myself. My name is Zack and I have been developing in C/C++ for over 6 years. I have previous experience in Emulation projects, including Snes9X euphoria and daedalus x64.

I want to help with the mupen project. However, despite having programmed in Java before, i have not yet used the android SDK. I have set up my android sdk and set the required path variables but am having this compile error :

mupen64plus-SDL1.3/build.xml:49: taskdef class cannot be found
 using the classloader AntClassLoader[]

If you can help me get set up, I can send you some patches so you can validate my work and then maybe we can collaborate on this perhaps.

Please send me a pm, or email me and i can provide you with my skype handle etc

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