Author Topic: Porting Yabause to Android  (Read 435340 times)

Offline crualfoxhound

  • byte
  • *
  • Posts: 19
    • View Profile
Re: Porting Yabause to Android
« Reply #105 on: March 01, 2012, 06:38:16 AM »
@paul.

So do you know if this emulator is displaying correctly and have all virtual buttons
Working.

I for 1
Would love he key mapping
So sixaxes ps3 pad can be used.
Device.

Samsung galaxy note 2 N7100

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #106 on: March 01, 2012, 06:49:58 AM »
So do you know if this emulator is displaying correctly and have all virtual buttons
Working.

I didn't quite understand your question. (if it was a question?)  I will have all the virtual buttons functioning in the upcomming update, and I may have the frame stretched to the correct size (I'll look at this part of the code either this evening or Friday evening to see what it would take).  I expect the game compatibility will be similar to the last version I posted, unless the Yabause devs have fixed some things in the latest rebuild version in the repository.
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 MattyGlen

  • byte
  • *
  • Posts: 44
    • View Profile
Re: Porting Yabause to Android
« Reply #107 on: March 03, 2012, 07:48:13 PM »
Just to let everyone know, even if I don't manage to get the project rearranged so that I can build the ARM6 version, I'll at least post an update this weekend with more controller buttons and some settings changes (I'll look at increasing the screen size also if it isn't too difficult - going to have to remove this soon anyway when I begin working on the renderer, so I won't spend too much effort on fixing the way it is written now)


Will you be hooking up your ALAN library to allow for audio in the new update?
Device: Xperia Play R800i
Resolution: 480 x 854
CPU: 1.8GHz (OC) Qualcomm Snapdragon MSM8x55 chipset
GPU: Adreno 205 245 MHz
RAM: 512 MB
Rom: Verizon 4.0.2.A.0.62 Gingerbread 2.3.4 rooted

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #108 on: March 03, 2012, 07:55:23 PM »
The app crashes for some reason when I hook ALAN up (something to do with the linkage.. I don't think it is a problem with Yabause, and I know ALAN works).  I'll take another look at this before I release the update.  I actually didn't work on this at all today (my adapters came in so I was doing a little computer engineering, haha)  I'll try and push the update out tomorrow.
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 Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #109 on: March 04, 2012, 05:45:48 PM »
Because the project requires CMAKE (until I have a chance to rearrange the code like I have planned), Yabause cannot be build from Windows (I have no desire to play around with cygwin, either).  I'm having issues with my Linux hard drive refusing to boot (I even wiped and reinstalled, but it still won't go.. seems to be a hardware problem).  I've ordered a new hard drive, but it will probably be a few days until it arrives.  I'm setting up a Linux VM in VirtualBox, so hopefully I'll have everything I need to build Yabause tomorrow.  I still haven't actually updated the code, so it may be a couple days for the update (I appologize to everyone who is waiting on this).
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 trev186

  • int
  • **
  • Posts: 97
    • View Profile
Re: Porting Yabause to Android
« Reply #110 on: March 04, 2012, 08:14:51 PM »
Thanks for the update Paul

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #111 on: March 06, 2012, 06:36:32 PM »
I've incorporated the new logo, revamped the manifest, and redone the .xml layout, so it is full-screen now.  It draws the frames via the insanely slow Android API, so drawing a larger image does have an impact on the framerate (not too noticeable, though).  I'm currently working on adding the extra controls (I decided to do this part right and copy the customizable layout code from Mupen64Plus AE, so it's taking a little longer than anticipated).  I should also be able to add button-mapping without too much difficulty.  I'm going to hold off debugging the audio linkage again, until I rearrange the project sources (debugging is a real hassle the way the project is set up now).  I'm also holding off on adding ARM6 support until I've rearranged the project (I will build a separate APK for ARM6 or ARM5 if anyone asks for it, but the ARM6 version won't be auto-distributed with the main APK in this version)

Barring any unforseen problems, I should have the update ready tomorrow.
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 MattyGlen

  • byte
  • *
  • Posts: 44
    • View Profile
Re: Porting Yabause to Android
« Reply #112 on: March 06, 2012, 08:09:50 PM »

   ;D   Good to hear button mapping should be doable on the next build.
 In case it slipped your mind, you were also going to throw in a FPS indicator.
Device: Xperia Play R800i
Resolution: 480 x 854
CPU: 1.8GHz (OC) Qualcomm Snapdragon MSM8x55 chipset
GPU: Adreno 205 245 MHz
RAM: 512 MB
Rom: Verizon 4.0.2.A.0.62 Gingerbread 2.3.4 rooted

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #113 on: March 06, 2012, 09:17:19 PM »

   ;D   Good to hear button mapping should be doable on the next build.
 In case it slipped your mind, you were also going to throw in a FPS indicator.

Thanks, I remember ;)  That actually is what prompted me to tackle porting the virtual gamepad code from Mupen64Plus (the FPS indicator is part of the gamepad layouts).  Just built with button-mapping implemented, but still some bugs with the virtual gamepad.  I should be able to work them out tomorrow evening after I get home from work.
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 OnijJoku

  • byte
  • *
  • Posts: 38
    • View Profile
Re: Porting Yabause to Android
« Reply #114 on: March 06, 2012, 10:02:19 PM »
I know you don't need this, but, thank you! You're going doing something very awesome. I can't wait when both this and Nulldce comes out. Also, I heard that the sega saturn used dual core, so do you think this would perform well on a regular 1GB phone? Again, thank you Paul! I can't wait to see this emulator at its best!
Device: T-Mobile MyTouch 4G
Resolution: 480 x 800
Chipset: Qualcomm MSM8255 Snapdragon
CPU: 1 GHz Scorpion
GPU: Adreno 205 245 MHz
RAM: 768 MB RAM

Device: Samsung Galaxy Note 3
Resolution: 1080 x 1920
Chipset: Qualcomm Snapdragon 800
CPU: Quad-core 2.3 GHz Krait 400
GPU: Adreno 330
RAM: 3 GB RAM

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #115 on: March 07, 2012, 06:02:08 PM »
I ordered Albert Odyssey a couple weeks ago, since it reportedly runs well at least in the title screen.  I've ripped it and will do some extensive testing to see how well it runs in-game.  From the little tests I've done so far with it, it runs a tad slow but still at a playable speed.  Unless I see that another game runs better from the compatibilty list, I'll probably use this as my primary test-game during the alpha-testing phase (which will begin as soon as I've rearranged the code and added audio linkage.  This is probably the last "proof of concept build").

I'm currently tracking down a bug where the wrong button is getting pressed.  This complicated cmake build procedure is really slowing down development, because it is requiring me to rebuild the entire thing every test (otherwise it doesn't clean the previous bytecode from the cache).

--EDIT-- I got the button problem sorted out.  Still having issues with the "DataDownloader" (which unzips the app data, such as the images for the virtual gamepad).  Once I get that resolved, I'll be ready to post the update.  Sorry for the delay.
« Last Edit: March 07, 2012, 08:13:20 PM by Paul »
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 MattyGlen

  • byte
  • *
  • Posts: 44
    • View Profile
Re: Porting Yabause to Android
« Reply #116 on: March 08, 2012, 03:34:32 AM »
Excellent Stuff Paul!   :D


Just a heads up:
I'll be shutting down the Yabause Comparability list for an hour or two. There has been some image additions to it (game cover art) which is massively lagging loading time which i need to re-format (at the moment loading the pages takes up to 1min and navigating is just jolty and annoying).
Even though it looks great!, i MAY remove the cover art as i'm not sure if we're legally allowed to display these or not.
« Last Edit: March 08, 2012, 04:21:55 AM by MattyGlen »
Device: Xperia Play R800i
Resolution: 480 x 854
CPU: 1.8GHz (OC) Qualcomm Snapdragon MSM8x55 chipset
GPU: Adreno 205 245 MHz
RAM: 512 MB
Rom: Verizon 4.0.2.A.0.62 Gingerbread 2.3.4 rooted

Offline MattyGlen

  • byte
  • *
  • Posts: 44
    • View Profile
Re: Porting Yabause to Android
« Reply #117 on: March 08, 2012, 05:06:43 AM »

Comparability list is back up, now running as smooth as a babies bum.....

If anyone needs help with adding/editing the list, please PM me i'm happy to answer any questions.
Device: Xperia Play R800i
Resolution: 480 x 854
CPU: 1.8GHz (OC) Qualcomm Snapdragon MSM8x55 chipset
GPU: Adreno 205 245 MHz
RAM: 512 MB
Rom: Verizon 4.0.2.A.0.62 Gingerbread 2.3.4 rooted

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Porting Yabause to Android
« Reply #118 on: March 08, 2012, 09:34:20 PM »
Finished the update (finally).  I must warn everyone that the virtual gamepad is not very thoroughly tested (it's getting late here, so I'll fix any bugs that I missed tomorrow evening when I get home from work).

Pre-Alpha Test  (source code08 March 2012 (Yabause core: r2849)
« Last Edit: March 08, 2012, 09:36:20 PM by Paul »
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 amdradeon

  • byte
  • *
  • Posts: 28
    • View Profile
Re: Porting Yabause to Android
« Reply #119 on: March 08, 2012, 10:12:26 PM »
Nice work worth the wait of course. I am able to jet in game with major Graphical Glitches with usa nights into dreams. Worth noting it's a .mds renamed. Iso doesn't seem to the matter. Gets in game though I can tell it's pausing when I press start.