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Messages - xperia64

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Support / Re: Getting Banjo Tooie to work properly! Arg!
« on: February 15, 2015, 08:58:47 PM »
The latest alpha doesn't actually have the Banjo-Tooie fixes. Still waiting on upstream approval or something.

General Discussion / Re: 3.0 Alpha Testing
« on: February 14, 2015, 06:01:12 PM »
@littleguy: check the chat. I think I found the cause of the crash.

Support / Re: Cheat Code Support - Super Mario 64 Star Road
« on: February 14, 2015, 12:47:55 PM »
Nope. Open the ROM, go to cheats, and Manage cheat codes. Then add a cheat code, long press it, and paste the code in under edit code (feel free to rename it and add a description as well)

General Discussion / Re: 3.0 Alpha Testing
« on: February 13, 2015, 01:51:47 PM »
I noticed some oddness with Glide64 in Banjo Kazooie's intro cutscene as well.

And ndk-stack is kind of useless for the exit crash unfortunately. Just the cryptic pthread_exit+80 log. It doesn't crash on my S2.
some weirdness. These combinations of libraries can be unloaded without crashing (granted mupen crashes when loading a game):
mupen64plus-ui-console & mupen64plus-core
SDL2 & ae-imports
mupen64plus-ui-console & SDL2
mupen64plus-core & ae-imports

We have a race condition going on or something.
If I usleep for 0.019531 seconds or greater between unloading (mupen64plus-ui-console & mupen64plus-core) and (SDL2 & ae-imports), it doesn't crash (yes I bisected the time quite a bit :P, 0.015625 crashed).
Now the question is, what is racing? Are the dlopen/dlclose calls asynchronous?

Support / Re: Cheat Code Support - Super Mario 64 Star Road
« on: February 12, 2015, 10:58:22 PM »
I added it with the latest Alpha from here
The cheat works fine as far as I can tell. No lakitu cam, and it's either fully zoomed out or fully zoomed in.
For star road I recommend using the Rice-accurate profile, or the Rice-fast profile if the other one is too slow.

General Discussion / Re: 3.0 Alpha Testing
« on: February 12, 2015, 07:33:03 PM »
And I think I realized what that first log message means. Apparently you can define the JNI method

and both alias to the unloadLibraries() method inside, so I guess java searches for both function names because some compilers add random underscores at the end. I tried renaming it to have two underscores at the end, and the error message changed to
Code: [Select]
E/ae-bridge(11085): Unknown: undefined symbol: Java_paulscode_android_mupen64plusae_jni_NativeExports_unloadLibraries

General Discussion / Re: 3.0 Alpha Testing
« on: February 12, 2015, 05:16:45 PM »
Interesting log message before the exit crash:
Code: [Select]
E/ae-bridge(11085): Unknown: undefined symbol: Java_paulscode_android_mupen64plusae_jni_NativeExports_unloadLibraries__
I tried playing around with it myself. The function is definitely called so I don't know what that log means exactly (it also complains about NvGlEs2Init being undefined).
mupen64plus-ui-console and mupen64plus-core both seem to unload fine, but unloading SDL2, ae-imports, or both triggers the crash.
Full logcat:

General Discussion / Re: 3.0 Alpha Testing
« on: February 05, 2015, 08:27:50 AM »
@xperia64: Just re-found out that ClassicBoy has realtime cheats access which worked on N64 with Banjo-Tooie and my "no frameskip" code when I tested it disabled then enabled to make it reach 60fps from the original framerate.
You could probably look at it to see how it was done.
The problem is that ClassicBoy isn't open source, although legally it is required to be.

Your Projects / Re: IPS Patcher
« on: January 30, 2015, 05:49:03 PM »
I patched VLDC 2014 on my tab without any issues and ran it with Snes9X EX+. The md5 of the ROM I patched was dbe1f3c8f3a0b2db52b7d59417891117. It needs to have the super magicom header. My competing app, UniPatcher, can add or remove that.
Also, red screen checksum issues should only apply to Sega Genesis ROMs.

General Discussion / Re: 3.0 Alpha Testing
« on: January 29, 2015, 06:48:45 PM »
I'm not sure if it's been on all the Alphas, but saving custom cheats with options is broken. Saving regular custom cheats works, but if I set the value to ???? and add some options, it doesn't save. I'll try to look into that soon.

Your Projects / Re: IPS Patcher
« on: January 27, 2015, 08:57:12 PM »
I made a paid version after some tedious porting of Visual Basic 5 to Java. I ultimately went with $2.99, but depending on the initial sales that could change.

It should show up here eventually:

I'm considering adding a few nice features like GBA/NDS ROM Trimming, but we'll see.

General Discussion / Re: 3.0 Alpha Testing
« on: January 26, 2015, 10:29:43 AM »
I tested the Rice+Audio build. Rice is better, but there are thin lines on the left and right side of the screen where the glitch is still present

With the audio, it crackles for a few seconds but then gets in sync.I noticed that ultra-low latency doesn't make things high-pitched anymore. However, about 1/3 through the DK64 intro the audio starts to desync.

General Discussion / Re: 3.0 Alpha Testing
« on: January 25, 2015, 04:59:06 PM »
Last crash report was from Jan 13th. Do I have to enable crash reporting, or is that just ACRA related?

General Discussion / Re: 3.0 Alpha Testing
« on: January 25, 2015, 12:35:52 PM »
The first game I load an exit works fine. However, the next game I load is unstable. Either PlayMenuActivity crashes (silently or with the normal android crash dialog), the game crashes/stops responding, or depending on the game, it works fine.
Banjo-Kazooie->Super Mario 64=PlayMenuActivity crash.
Yoshi's Story->F-Zero X=works fine sometimes. Other times the graphics go crazy and it displays a chopped up PlayMenuActivity before displaying the virtual controls and hanging indefinitely
Super Mario 64->Mario Kart 64=always crashes after going in-game

Support / Re: Version 2.5.0 audio delay
« on: January 24, 2015, 08:48:32 AM »
The high pitch thing is caused by the audio buffer size. Change it from ultra-low to low or default.

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