Author Topic: 3.0 Alpha Testing  (Read 330954 times)

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #150 on: December 10, 2014, 10:29:17 PM »
Cool.  Hopefully I can stay focused on the front stuff for awhile.  A bunch of little works in progress  8)
https://github.com/mupen64plus-ae/mupen64plus-ae/network
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Offline Paul

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Re: 3.0 Alpha Testing
« Reply #151 on: December 10, 2014, 10:37:25 PM »
Same here, I need to stop getting side-tracked  ;D  I'll focus on getting the new gallery into a branch so I can put it up on github.
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Offline SuperL

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Re: 3.0 Alpha Testing
« Reply #152 on: December 10, 2014, 10:39:40 PM »
Is there an APK version of the new alpha? I would like to try it.

Offline retroben

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Re: 3.0 Alpha Testing
« Reply #153 on: December 10, 2014, 10:43:52 PM »
*falls face-first on the floor like Mario*

Just tried Alpha 6...
Sorry,but I still get the 2fps with it on and no fading transitions plus missing objects when off.

Offline Paul

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Re: 3.0 Alpha Testing
« Reply #154 on: December 10, 2014, 11:16:54 PM »
Is there an APK version of the new alpha? I would like to try it.

Yes, the bold green text are links to the APKs.  The latest will always be available in the first post of this thread.


I still get the 2fps with it on and no fading transitions plus missing objects when off.

Got it.  We'll get back to tracking down glide64 regressions later.
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
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Offline retroben

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Re: 3.0 Alpha Testing
« Reply #155 on: December 11, 2014, 02:08:14 AM »
For those of you playing Majora,you can switch to Rice for the lens of truth to work better,but the widescreen border has been messed up from the changes done to Rice,and it is painful on the eyes.

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #156 on: December 11, 2014, 05:05:32 AM »
*falls face-first on the floor like Mario*

Just tried Alpha 6...
Sorry,but I still get the 2fps with it on and no fading transitions plus missing objects when off.

@Paul I think you posted the wrong link judging by the filename
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Offline Paul

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Re: 3.0 Alpha Testing
« Reply #157 on: December 11, 2014, 06:39:34 AM »
@Paul I think you posted the wrong link judging by the filename

Oops, sorry about that.  I updated the links.
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
GPU: Intel GMA 3150, 200 MHz (dual core)
RAM: 2GB
Resolution: 1024 x 600
Rom: android-x86-4.3-20130725 Jelly Bean 4.3, rooted

Offline asturias3636

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Re: 3.0 Alpha Testing
« Reply #158 on: December 11, 2014, 08:24:56 AM »
hi, v3 Alpha version when I leave a game in 2013 Nexus7 mupen64 application stops, I get a message "has stopped the application Mupen64 AE (v3 Alpha) ."
Greatly improved mupen64 ;D great job
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Offline asturias3636

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Re: 3.0 Alpha Testing
« Reply #159 on: December 11, 2014, 11:28:55 AM »
The Donkey kon64 work fluid (25-30fps) in nexus72013(android 5.0.1) with the Alpha v3 using emulation speed-gln64 profile.
Nexus7 2013 android 5.0.1 lollipop.Adreno 320 and Snapdragon S4 pro.
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Offline retroben

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Re: 3.0 Alpha Testing
« Reply #160 on: December 11, 2014, 11:49:59 AM »
Nice to see it is working on Lollipop. :)

Tried Alpha 6 for real this time. (harumph)
Still missing fade transitions and getting glitched graphics.

Here is one screeny of the "Q I GAME" option.
Conveniently shows it on the download page itself,so no need for actual download.

http://www.2shared.com/photo/HgdyBGlg/donkey_kong_64-000.html

And here below,we see a missing vertex of water graphics...

http://www.2shared.com/photo/Y4g7yruv/donkey_kong_64-001.html

To clarify the situation,some older versions and a certain one don't have these issues with fb_read_always set to 0.
Really frustrating to deal with when it used to work fine with faster speeds on 0 and no missing graphics or loss of fading transitions.

If all you did was force off the "fb_read_always" option then that's just like putting on a bandage without disinfectant.
My screenshots stand out more now.

EDIT:Just remembered this is a big problem with DK64 since Glide64 is the only one that works with transparency on the bananaport pads.
Sure,the others render graphics okay,but they can't get that translucency right.

Rice has gotten worse with the repeating screen data and missing screen clearing functionality.
Then glN64 doesn't like DK64 at all since it has a camera glitch that hinders your control.

I think we need a GFX Plugin data overhaul to revert these major regressions.
« Last Edit: December 11, 2014, 12:31:36 PM by retroben »

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #161 on: December 11, 2014, 12:41:04 PM »
Thanks for the screenshots.  Noted, there is still a regression between Alpha4 and Alpha6.  We do not doubt that and we will absolutely be resolving that in the future.

Right now Paul and I can only focus on one or two things at a time.  Our immediate focus is the foundational issues in the Version 3 front-end.  Things like
 - crashes on start/stopping the game
 - crashes and bugs in the gallery, settings screens, diagnostics screens, etc.
 - basic usability of the front-end

Once most of that has been worked out, we will be moving on to
 - synchronizing the core and plugins with upstream
 - isolating and fixing in-game regressions
 - polishing and enhancing the front-end (non-game) stuff

These are alpha builds, and this is called Tester's Corner for a reason.  All testers should expect alpha builds to be somewhat unstable, with occasional performance drops between alpha releases.  That is the definition of an alpha.  If you are expecting an alpha to be an awesome product that meets all your desires, then you will be disappointed.  That is simply not how software development works.  There are literally hundreds of years of programming experience between all the mupen64plus developers.  We ask that you trust our judgement, respect our methods, and set your expectations appropriately when testing unstable products.
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Offline Zaneris

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Re: 3.0 Alpha Testing
« Reply #162 on: December 11, 2014, 02:42:15 PM »
@littleguy, might also track down why the load times to and from the new gallery are upwards of an entire second. I'm not sure if it's accessing the database every single time or loading the romheader every time (haven't had a chance to look into it yet) but simply caching which file is what name and which image in an ini file would more than suffice if that's what it's doing. And just confirm the file still exists.

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #163 on: December 11, 2014, 03:15:20 PM »
Thanks Zaneris.  Yes, the slowness is a nagging thorn in my side and is related to the meta-database and the need to calculate MD5 checksums in the app.  I hope to cut that down somewhat after this next round of refactoring that I mentioned in your last pull request.  There is quite a bit of caching already going on, but I'm sure there are some inefficiencies still left to squeeze out.
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Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #164 on: December 11, 2014, 09:42:08 PM »
Some of the regressions between Alpha4 and Alpha5 - caused by this commit
  - Glitchy screen transitions: example immediately after Dolby logo on DK64 restart
  - Missing textures: example in the subtitles in DK64 intro after restart

Edit: Much of the slowdown caused by a change in debug logging.  Was hard to detect because the logs weren't percolating up to logcat (going to stdout probably instead).
« Last Edit: December 11, 2014, 10:33:05 PM by littleguy »
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