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Topics - Paul

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General Discussion / Lifecycle Bugfixes and Improvements
« on: September 07, 2013, 08:08:08 AM »
Littleguy has done another great series of updates to improve the app lifecycle and fix a long-standing bug that was preventing collection of useful logs from the game activity in the crash report system in cases where the app doesn't crash in the game activity.  This round of testing will need to include a variety of devices and Android versions:

Lifecycle Test #4

What needs to be tested:

Basically any scenario of leaving and returning to the app you can think of.  The following have been tested by Littleguy so far on Android 2.3.3 Xperia Play and Android 4.3 Nexus 7:

1) User exits game activity from menu, then relaunches the game activity from the play menu

2) User presses home button, then relaunches the app (should return to the game activity, right where they left off). This should be equivalent to receiving a phone call then resuming.

3) User presses power button, then wakes and unlocks the phone (should return to the game activity, right where they left off)

All three scenarios work fine on the Play. The last scenario doesn't quite work properly on the Nexus 7 -- graphics are frozen while the audio/input/core resume and continue running.  I'll be testing on my devices and posting the results later today.

General Discussion / Next update
« on: July 27, 2013, 08:24:34 AM »
Issue #243 seems serious enough that I should probably publish an update immediately.  Are there any other small things that should make it into the update before publishing?

General Discussion / Gles2glide64 Frameskip Tests!
« on: June 26, 2013, 01:01:32 PM »
Littleguy has hooked up frameskip to the gles2glide64 video plugin, greatly improving its usability!  We need lots of tests done with various games to see how frameskip affects playability, any problems it introduces (such as freezing), and what you find the best setting to be (it is set at "No more than 5" to start, but we need to determine what will be the best default value to start it at before publishing).

You may need to uninstall any previous tests before installing this one to avoid a digital signature conflict.

Gles2glide64 Frameskip Test

General Discussion / Net Play module
« on: June 07, 2013, 01:56:25 PM »
Something I've been talking about for a while is a separate commercial app that provides a communications interface with services that Mupen64Plus AE (and potentially other emulators) can leverage for Net Play.  I've been tinkering around with this off and on for the past few weeks, and actually ran some rough tests using Diddy Kong Racing yesterday with my wife (she on her Droid Razr and me on the OUYA).  The current system I have is built into Mupen64Plus AE's Java code, so not I'm not posting it for testing yet until I get it separated out into its own app (otherwise I would have to release the source under the GPL).

Currently there are still some glitches I need to work out.  The math for slowing down the faster device is not working properly, so the devices quickly go out of sync and you are no longer really playing the same game.

Anyway, thought I would start a thread to document my progress.  I was going to start a thread in the "Paul's Projects" board, but figured this is closely enough related to Mupen64Plus AE that it should probably go here.

I would be grateful if a tester who has some time on their hands wouldn't mind going back through the published versions to find where the random freezing in Perfect Dark first appeared.  I'd like to step through the commits between the two versions to see if I can spot what might be causing the problem.

If not, no worries.. I can do the legwork myself when I have enough time  :)

General Discussion / 2.3.0 Release Candidates
« on: May 21, 2013, 11:21:02 PM »
I'm probably being overly cautious, but due to the rather large merge I thought I'd better post at least one "Release Candidate" for testing before we are ready to publish.  Here is the latest build from Master:

RC 1 (debug build)

Mainly just want to be sure that the Adreno lag problem is still fixed (GS3, GS4, HTC One, etc) and that nothing broke in glide.  There weren't any conflicts, so I don't anticipate problems.

General Discussion / Silent collection of device info
« on: May 17, 2013, 06:05:56 PM »
I've been toying with the idea of writing a simple rest interface that is called from the app once upon starting the GL context, which collects the hardware string from cpuinfo and the renderer string from GL.  The goal would be to start collecting this output in large quantities to see if there is a correlation in the profiles we know about (to hopefully automate the profile matching rather than requiring the current manual process).  Any thoughts on what data should be collected, or if this sounds too invasive?  The shortage of testers is a fairly serious issue, and seems like some of the data collection we require could be automated silently in the background.

General Discussion / Gles2glide64 Tests
« on: May 17, 2013, 01:41:04 PM »
Calling all testers!  The bias factor issue has been sorted out, so I am starting a new thread for the next round of Glide64 tests.  The plugin is now called "gles2glide64" in fitting with the naming convention used by the other two video plug-in ports.

Looking for feedback on improvements, regressions, game or device compatibility, and any problems specific to the plug-in as it matures over time.

Gles2glide64 Test (17 May 2013)

Miscellaneous / Forum theme colors
« on: April 26, 2013, 12:43:38 PM »
If anyone notices colors that make something look out of place or unreadable on the forum, let me know.  I've been meaning to fix these little things for a while.

General Discussion / Glide64 Bias Factor Test
« on: April 19, 2013, 02:27:47 PM »
Calling all Glide64 testers!  We need to have this test run on as many different devices as possible:

Glide64 Bias Factor Test


1) Install the above APK
2) Navigate to Settings->Plug-ins->Video, and select glide64mk2
2) Navigate to Settings->Video->Bias Factor
3) Enter a decimal value (positive or negative)
4) Launch Mario 64
5) Check for if the shadows and waterfall are missing or flickering
6) Repeat Steps 2-5 until you find a good value (no flickering)
7) Navigate to Settings->Video->Show GL Renderer
8) Post here the good Bias Factor value and the GL Renderer value (EXACTLY as it appears)

If you experience a crash, let me know so we can track down the problem.  The above test also includes the SDL2 update, so a crash could be related to it instead of Glide64 (be sure to check if using gles2n64 instead still crashes)

General Discussion / All Testers -- SDL 2.0 Upgrade!
« on: April 15, 2013, 01:56:06 PM »
Littleguy added compatibility for SDL 2.0.  This is a major update, and we now need all testers to help identify any problems.  Spread the word among your friends and networks!

Please provide feedback on performance and compatibility.  In particular, we are interested in results from older devices, devices that have performance issues like the Galaxy S3 US version, and devices with unique rendering problems like the Droid Razr.

SDL 2 Test A

SDL 2 Test B

SDL 2 Test C

SDL 2 Test D

Miscellaneous / Developers beware
« on: April 08, 2013, 11:52:01 AM »
I recently read some articles about a company called Lodsys which has filed lawsuits (example here) against app developers for infringing on a couple of their patents.  I decided to take a closer look at these patents to see what exactly they are using as a basis for these lawsuits, and I was stunned at how far-reaching these patents could extend.  I thought I would post this here for folks to be aware of the information, to avoid potentially opening themselves up to lawsuits.

The first wide-reaching patented idea is from Claim 27 of US 7,620,565 B2:
27. A tangible computer readable medium having stored thereon, computer executable instructions that, if executed by a computing device, cause the computing device to perform a method comprising:

monitoring a product for an occurrence in the product of a trigger event of a predefined plurality of trigger events,

incrementing a counter corresponding to the trigger event upon detection of the occurrence of the trigger event in the product;

displaying a user interface, configured to probe for information regarding a use of the product, if the counter exceeds a threshold;

storing an input received from the user interface on a device; and

transmitting the input to a server.

This would basically cover any application that counts occurrences of any event, provides an interface to the user, and then sends the results of the user's choice back to the developer.  This includes a huge range of things, such as detecting crashes and asking the user if they want to send a crash report, displaying targeted content, surveys, or FAQs based on user actions or triggers, etc. etc.

The second wide-reaching patent idea is from Claims 1 and 24 of US 7,222,078:

1. A system comprising:

units of a commodity that can be used by respective users in different locations,

a user interface, which is part of each of the units of the commodity, configured to provide a medium for two-way local interaction between one of the users and the corresponding unit of the commodity, and further configured to elicit, from a user, information about the user's perception of the commodity,

a memory within each of the units of the commodity capable of storing results of the two-way local interaction, the results including elicited information about user perception of the commodity,

a communication element associated with each of the units of the commodity capable of carrying results of the two-way local interaction from each of the units of the commodity to a central location, and

a component capable of managing the interactions of the users in different locations and collecting the results of the interactions at the central location.
24. The system of claim 1 wherein the two-way local interactions comprise a transaction for sale of a product or a service contract for the commodity.

This would basically cover any system of upgrades and purchases built into any type of computer program running on a portable device (phone, mp3 player, laptop, etc.)

General Discussion / All Testers! New JNI linkage
« on: April 06, 2013, 07:06:17 PM »
Littleguy recently finished a rather significant restructuring of the JNI linkage into the new "AE Bridge" system.  We need to have this tested on a variety of devices to make sure it didn't break anything.  The focus of tests should be on areas where the front-end and core communicate with each other (things like pause, resume, speed, frame-advance, gameshark button, cheats, etc).  If you come across any problems (likely to result in the app crashing), please post the logcat output if you are able.  If you enable crash reporting in the Advanced settings, we can sometimes get the logcat that way -- just be sure to set your PaulsCode.Com username under Contact info (also in the Advanced settings) so I can look your report up easily.

AE Bridge Test

General Discussion / Resolution Test
« on: March 25, 2013, 09:35:06 PM »
I added an option to the video settings for changing the resolution of the surfaceview holder (basically the scene is rendered at a lower resolution and then scaled up to the screen's resolution).  It seems to provide a little speed improvement for games that are border-line laggy.  I thought I would post a build for folks to try out and provide some feedback on how helpful a setting it is for different devices/ games:

Res-select Test

Support / Cheats checkboxes don't work with O button
« on: March 24, 2013, 01:00:13 PM »
I rarely use cheats, so I didn't notice this until yesterday when I was recording a video to post on the OUYA forums.  It seems that CheatPreferences don't play well with the O button.  They get focus with the d-pad, and pressing the O-button makes them light up like they are being pressed, but on release nothing happens.  Short-press doesn't check/ uncheck them, and long-press doesn't show the notes.  Have to use the touchpad to check an item (and impossible to long-press).  The option dialogs do work fine though (pressing and long-pressing for notes), so the problem is specific to the base CheatPreference.

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