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Messages - littleguy

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16
General Discussion / Re: GLideN64 Android port
« on: June 04, 2015, 08:54:37 PM »
@retroben We should probably start a new thread for the square gridding issue.  Let me see if I can consolidate all your previous posts into a new one.

17
General Discussion / Re: GLideN64 Android port
« on: June 04, 2015, 08:00:38 AM »
@fzurita - Please see the step-by-step instructions for building in the README.mk at the root of the repository.  Be sure not to skip any steps.  I am using Eclipse Luna, Android SDK 21, and NDK 10d.  You can probably use more recent versions if you like, but those are at least known to work on both Windows and Linux.  Be sure to cd to the tools directory before calling pull-gliden64.sh.

@all - Sorry I can't be more help lately, I'm working long hours at work this week to meet some deadlines.

18
General Discussion / Re: 3.0 Alpha Testing
« on: June 03, 2015, 06:50:41 AM »
Thanks, very helpful :)  I will look into what config parameters are being passed to the GL context creation process by each video plugin.  It's probably a coin toss whether that is it.  Will have to wait until tonight though.

19
General Discussion / Re: 3.0 Alpha Testing
« on: June 02, 2015, 09:07:58 PM »
@retroben Please post the logcat for each plugin so I can compare.  The best way to do it is
 - Open mupen, start game, wait for graphics, then quit to gallery
 - In gallery open global nav drawer, select About -> Logcat then click share

In particular I'm looking for messages about the GL context creation process after the emulator launches.

20
General Discussion / Re: GLideN64 Android port
« on: June 02, 2015, 09:00:38 PM »
@littleguy have you tried to use NVIDIA Tegra Graphics Debugger with your Shield? I can't attach it. It says
No attachable processes found.

Unfortunately no I haven't tried.  Realistically I don't think I'll have much time this week to try it.  If that's the biggest thing you need from me right now, I will make it my priority in the time I do have.

21
General Discussion / Re: GLideN64 Android port
« on: May 31, 2015, 07:59:10 PM »
I know, I'm just trying to test other devices.  Actually the NVIDIA Android TV has a better processor (X1) than the other NVIDIA devices (K1).

22
General Discussion / Re: GLideN64 Android port
« on: May 31, 2015, 06:56:33 PM »
I've fixed texture problems with Mali400. Tested on Galaxy 2 and Galaxy Note 2. Changes pushed to master.
Link to apk with the fix and hack for PowerVR GPU:
https://drive.google.com/file/d/0B0YqMPjGo3B2NTNuNGhxTDJXRG8/view?usp=sharing

I finally got around to testing on my Tegra3-based 2012 Nexus 7.  Unfortunately I only get random pixels when running GLES 2.0 variant (all that my device supports).  This occurs for both the head revision of GLideN64 on GitHub, and the APK you posted here.  Sorry I didn't test this sooner, been focused on other things.

 

Never mind, this issue is resolved after I disabled FB emulation (EnableFBEmulation=false).  Should we disable this for all devices when the GLES2 variant is selected?

GLES 2.0 variant running fine on my Tegra-3-based 2012 Nexus 7 (but slow, as expected).  :D
  - GLideNHQ working
  - FreeType working (once I set the font to DroidSans.ttf)

Excellent progress!

23
General Discussion / Re: 3.0 Alpha Testing
« on: May 31, 2015, 04:04:04 PM »
I have a 710 and it works fine (wireless dongle attached to USB OTG adapter).  I would expect the 310 to be just as compatible.

24
General Discussion / Re: 3.0 Alpha Testing
« on: May 31, 2015, 03:03:01 PM »
RetroArch has evolved so much it's hard to say what came from what.  I believe they started roughly with mupen64plus-ae though (before it was fully merged back upstream).

Edit: Oops it looks like it takes an extra full hour for the autobuild script to start building new branches.  This hour it discovered the branch.  Next hour it will build the branch :(

25
General Discussion / Re: 3.0 Alpha Testing
« on: May 31, 2015, 02:43:59 PM »
@retroben I just made a branch to test Mikhail's manifest fix.  It will show up on the auto-builds page under the "test-dither" category when the next hour rolls over.

26
General Discussion / Re: GLideN64 Android port
« on: May 31, 2015, 01:46:24 PM »
Good news: hi-res texture pack loading problem is fixed at least for one of my devices. Probably texture file was corrupted during transfer via usb. I zipped the texture pack and download to the device via wifi.  Unzipped pack loaded without problems.

I just rebased my fork, incorporating you and Gillou's changes and everything looks great!  Hi res textures and on-screen text working on my Shield.  Will start testing other devices, and updating the front-end to make it easier to select options.

Edit: The pull-* scripts are working on Linux now too.

27
General Discussion / Re: 3.0 Alpha Testing
« on: May 31, 2015, 12:56:58 PM »
Post a savefile so we can jump right to the part in the scene that's dithered.  If I can reproduce the issue on one of my devices, I'll take a closer look.

Also, what do you mean by fullscreen, if not immersive mode?  Are you editing the mupen config file manually?  If so, which settings?  Just need all the info in order to help.

28
Support / Re: Crashing on LG G4 5.1 Android (crash logs provided)
« on: May 29, 2015, 07:14:03 AM »
The last two auto-builds didn't build correctly.  Try the one dated may 21.

29
Support / Re: please add recents for roms
« on: May 29, 2015, 06:48:27 AM »

30
Support / Re: please add recents for roms
« on: May 28, 2015, 10:49:25 PM »
Those feature are already in master and will be in the next alpha release.  If you can't wait, install one of the hourly builds
http://www.paulscode.com/source/Mupen64Plus-AE/AutoBuilds/

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