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Messages - Mikhail

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Music and Sound / Concurrent ID3 tags
« on: March 03, 2016, 10:08:09 AM »
Hi guys I was wondering if there is any way to record a internet radio broadcast with the id3 tag changing througout with each new song or split it into indvidual tracks with each new id3 tag.

General Discussion / Re: GLideN64 Android port
« on: July 07, 2015, 03:13:57 PM »
Was the offest patch pushed to the recent RetroArch release with the new xmb interface?
I have no idea how to set the offset units, how do test for it?, for the offeset factor I used the
Mario64 tree shadows. The lateset release has broken a few things various missing textures etc and re2 now instantly crashes on boot.

General Discussion / Re: 3.0 Alpha Testing
« on: June 30, 2015, 08:31:18 PM »
I'd propose the change of the analog stick moving to wherever you placed your finger within the outer circle rather than having to drag it from it's central point outwards to move in all directions with a white touch input dot showing it's current location, gradual analogue movement doesn't feel right on a touchscreen and having your thumb pressed down in the same area tends to hurt after a few minutes it's like the old plastic controllers that had rock hard a and b buttons that left an imprint.
Basically what i'm refering too is using the analogue stick more like an eight way d-pad.

General Discussion / Re: 3.0 Alpha Testing
« on: June 28, 2015, 11:31:46 AM »
^ I couldn't get in-game with gliden64-gles 2.0 it kept crashing, managed to get in-game with 3.1 but had to do it resuming from a rice save state, I managed to make it into the kendo shop with the blank backgrounds so now have a gliden64-gles save state from the shop, the kendo / zombie scene played without issues which bodes well, I later died on the street just before the bus zombie group :-)

General Discussion / Re: GLideN64 Android port
« on: June 23, 2015, 06:06:21 PM »

General Discussion / Re: GLideN64 Android port
« on: June 23, 2015, 04:02:25 PM »
Also fixed size issues from

The halo outline effect and circle flip texture remains though.

General Discussion / Re: GLideN64 Android port
« on: June 04, 2015, 11:06:21 AM »
We're only posting supported games? ok which?

Shame re2 is almost playable with retroarch glide64 plugin apart from the characters and fmv not showing up,
where as for mupen64ae it shows the characters but backgrounds are broken.
With gles 3.1 the inventory screen appears as normal the same as gln64.

How am I able to use gles 3.1 though on my gles 3.0 device though? it results are more or less the same as gln64
but gles 3.0 doesn't show up anything.

General Discussion / Re: GLideN64 Android port
« on: June 04, 2015, 08:19:08 AM »
The inventory screen in re2 with gles 2.0 is overlapped multiple times, it also shows an extra slice on the right side border.

General Discussion / Re: 3.0 Alpha Testing
« on: June 03, 2015, 09:43:36 AM »
Anyone else seeing major slowdown in fcube in every plugin except glide64?
glide64 runs it 60fps all the over plugins struggle to reach 10-16fps, rice manges 20fps+as next fastest.

General Discussion / Re: GLideN64 Android port
« on: June 02, 2015, 02:21:20 PM »
Strange gles 3.1 is working but 3.0 doesn't and 3.1 is showing the same graphical glitches as gln64.

I noticed some more glitches with gles 2.0 also with f1 world grand prix II,
the circuit map on the paddok computer screen has an odd effect where it keeps switching
between resolutions and angling it like a parallelogram.

The circles that flip around for the course country flags on the course selection split the texture in
half before refreshing / scrolling the texture leftwards when flipping around this happens in rice also.

Some textures also have a extra white halo outline around them, glide64 also has this problem.

General Discussion / Re: 3.0 Alpha Testing
« on: May 31, 2015, 01:54:16 PM »
I have a theory,a gam- ...

I think it has something to do with scaling and "native" resolution versus real native resolution.
From the 1080p screen,it has square gridding much like some older gif player with any non-dithering gif.
If you want to,try to get my ditherless user image gif and view it in an older gif viewer for android. (unless it uses forced dithering on that viewer)

Maybe there is an alternate way to make it scale that doesn't allow square gridding while possibly gaining a few fps of performance.

I still wish to get a less obscure detail than Mikhail's of what manifest to edit with android:dither="false" command.
I can't even view xml files properly on Android,I guess I need to use the computer to read a copy,change the value,get the copy onto the device,and then overwrite the original.
But from what app in root directory?

The AndroidManifest.xml within the apk, rename .apk to .zip and you'll see it.

It's been a while since I edited a apk but I believe I used the above tool in the past.
Also have some command prompt / batch commands for extracting apks and repacking / resigning them which is quicker for small edits, I'll try and find them on my comp tommorow for you.

General Discussion / Re: GLideN64 Android port
« on: May 30, 2015, 05:19:13 AM »
android:dither="false" in the manifest xml
persist.sys.use_dithering = 0 in the build prop

How does dithering look for you in fpse on the bios osd bubbles, the large one in the miiddle on the front screen and the ones in the
cd player should all appear with colour banding without dithering applied.

General Discussion / Re: GLideN64 Android port
« on: May 29, 2015, 03:30:12 PM »
How does the Force 4x MSAA for gles2.0 option that's been under developer options since jelly bean work then?

when I select AA in Dolphin it says only 1x is supported.

opengl es 3.0 shader from the app store works for me without issue, opengl es 2.0 vs 3.0, 3.0
shows a major increase in speed for
instanced rendering and transform feedback.

Max Anisotropy is listed as 16x with OpenGL extensions viewer.

General Discussion / Re: GLideN64 Android port
« on: May 28, 2015, 07:20:01 AM »
Tried using GLTools with gliden64 Gles 2.0 and it results in black screens even when disabled for the app, you have to unistall it for gles 2.0 to show anything, glide64 is however uneffected and works with GLTools  :o

General Discussion / Re: GLideN64 Android port
« on: May 26, 2015, 12:40:40 AM »
Only fcube and Mupen64Plus Demo homebrew are working for me on gles3.0
all games i've tried with it just show wireframes and no textures, the above mentioned demo also
shows the game window in a panel on the right hand side of screen instead of spread accross the whole screen,
like the height and width got inverted.

Gles2.0 is working faster and much better though than the regular glide64,
F1 World Grand Prix I & II both show the in-game osd properly now like RetroArch and it no
longer shows junk outside the game window :-) it does however have a  broken texture on the steering / cockpit
view though which doesn't happen with any of the over plugins.

Nexus 7 2013 - Kitkat  v4.4.4, v66 Adreno320 development driver.

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