Recent Posts

Pages: [1] 2 3 ... 10
1
General Discussion / Re: Mobile Mupen Trainer development
« Last post by fzurita on November 17, 2020, 09:55:40 AM »
You could use the existing cheat engine to do that I believe. The only problem is that the front end doesn't currently support applying cheats at run time, only before the game starts. The mupen64plus core definitely does support applying cheats while a game is running though.
2
So I am a bit lost trying to play a sound without it playing at an angle. It's just supposed to play through both speakers equally at once since it's steps coming from the player themselves, but it seems to play at some weird angle
When it is from the player themselves, entity is null. That is the situation i'm having issues with
This is what I have:

Code: [Select]
public void playSound(Entity entity, String soundId, float pitch) {
if(settings.soundEnabled)
{
if(soundSystem.playing(soundId))
soundSystem.stop(soundId);
tick();
if(entity != null)
{
soundSystem.setPosition(soundId, entity.x, entity.y, entity.z);
soundSystem.setPitch(soundId, currentPitch);
soundSystem.setVolume(soundId, 1F);
soundSystem.setDistOrRoll(soundId, 16F);
soundSystem.setAttenuation(soundId, SoundSystemConfig.ATTENUATION_LINEAR);
soundSystem.play(soundId);
}
else
{
                                //My problem is here
soundSystem.setPitch(soundId, currentPitch);
soundSystem.setVolume(soundId, 1F);
soundSystem.setDistOrRoll(soundId, 0);
soundSystem.setAttenuation(soundId, SoundSystemConfig.ATTENUATION_NONE);
soundSystem.play(soundId);
}
}
}

Any suggestions?
3
Other Support / Re: Playing a loaded sond
« Last post by Vulpovile on November 09, 2020, 03:40:39 AM »
Oops! Figured it out! had to make a new source!
4
Other Support / Playing a loaded sond
« Last post by Vulpovile on November 09, 2020, 02:54:37 AM »
This is probably a very basic question but I am kind-of list,

so I have a sound manager class, and it can load sounds from file into memory using soundManager.loadSound,
however I have no idea how to play this sound.
When using soundManager.play using the identifier i used only results in
"Source 'click.button click.ogg' not found in method 'play'".

Any help would be appreciated
5
General Discussion / Re: Mobile Mupen Trainer development
« Last post by GlitchyPSI on November 07, 2020, 10:24:48 PM »
I believe that with the Android SDK properly installed there should be little issue :think:

Would it be easy to make an interface that edits specific memory addresses while the game is running? This is the sort of thing that I'm looking for to make...
6
General Discussion / Re: Mobile Mupen Trainer development
« Last post by fzurita on November 07, 2020, 10:20:59 PM »
It's pretty easy actually. You can cover the repository to your local computer: https://github.com/mupen64plus-ae/mupen64plus-ae

You can do this directly from Android studio as well. So basically download android studio and import the repository. I haven't tried building in windows in a long time though. I would recommend Linux for building.
7
Support / Re: sony bravia android TV - sounds not good
« Last post by fzurita on November 07, 2020, 10:16:14 PM »
It's actually the other way around. If the processor in the tv is not fast enough to run the game at full speed, you will get jerky sound.
8
Support / Transferring data between phones or backing up data
« Last post by fzurita on November 07, 2020, 10:15:06 PM »
I get this question asked a lot, so I'm going to sticky this:

To transfer data, in the free version, go to Tools then import/export data. In there, choose export game data. This will export a "GameData" folder.

Copy the GameData folder to your new phone. In the other phone, go to Tools, then import/export data. Choose import game data. Select the GameData folder you exported.

To enable SD card support in the pro version, go to settings then data. Change the game data storage location to external. Then choose a folder where to store the game data. You can enable cloud storage support in the same menu.
9
Support / Re: Transferring save game data between phones?
« Last post by fzurita on November 07, 2020, 10:09:32 PM »
To transfer data, in the free version, go to Tools then import/export data. In there, choose export game data. This will export a "GameData" folder.

Copy the GameData folder to your new phone. In the pro version, go to Tools, then import/export data. Choose import game data. Select the GameData folder you exported.

To enable SD card support in the pro version, go to settings then data. Change the game data storage location to external. Then choose a folder where to store the game data. You can enable cloud storage support in the same menu.
10
Support / Re: Latest Playstore version GlideN64 seems slower
« Last post by fzurita on November 07, 2020, 10:08:35 PM »
Yeah, GLideN64 did get slower. I have to look into why. Probably some accuracy improvements did it. It seems specifically related to 2d scenes.
Pages: [1] 2 3 ... 10