Author Topic: Porting Yabause to Android  (Read 435345 times)

Offline scorpio16v

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Re: Porting Yabause to Android
« Reply #150 on: March 16, 2012, 01:08:18 PM »
Would it be possible for you to reupload the latest update of Yabause as I keep getting that the install is incompatible.

The new version should install, if you delete the old version first.

Offline trev186

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Re: Porting Yabause to Android
« Reply #151 on: March 16, 2012, 02:00:24 PM »
Ok I updated the spreadsheet with my terst results. Let me know if you do not see the updates cause I have had some connectivity issues.

Several games work now and most graphics issues are gone :) Though some games that used to boot fine now do not but overall I think we have seen a gain.

I also think that many of the current glitches are due to how slow the emulator runs at. Once Paul adds the GLES renderer a lot of these glitches will be overpowered by brute force.

Addtionally I beleive the reason some games crash during CG videos is due to the lack of sound. I have seen similar issues on PS1 emulators when CDDA or other types of audio are not properly emulated.

Additionally I think there is a glitch where the screen stays blank but the game is actually running (just not visible) this is most evident in Mr Bones. A sign of this is that the FPS counter continues to tick. Other games that straight up freeze with a blank screen the FPs counter does not tick.

Everything looks very promising though and already works better than the Wii, PSP and Pandora ports. I think people really underestimate Android. A lot of people said this emulator would never work on Android based on the exp with other ports like the Wii and Pandora. However the wii and pandora do not have the constantly improving hardware and software Android has. Android development should really be compared side by side with the PC development of Yabause.

Offline Paul

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Re: Porting Yabause to Android
« Reply #152 on: March 16, 2012, 03:25:03 PM »
Progress update:

Devmiyax from the Yabause forums pointed out a couple days ago that although the dynarec was compiling, he doesn't believe it is actually engaged by the app.  If this is true, there would be a major speed improvement if it were engaged.  To be honest, I am somewhat sceptical, because for an interpreted core it is running extremely fast for such slow hardware (talking about my Droid X here, which is comparable hardware to the Pandora).  I made the changes to the code that devmiyax suggested, but now it crashes.  When I have some time to look at this more closely, I'll determine for sure if the dynarec is engaged or not, and if not I'll have to figure out why it crashes (I have tried builds with the ARM5, ARM6, and ARM7 versions of the dynarec, but all crash).  I seriously suck at assembly language, so if there is an issue with the dynarec, it is highly doubtful that I'll be able to fix it myself.  I'll see if Ari64 will be willing to help me debug the problem (I'm pretty sure I tried his patience back when he helped me debug the Android port of his N64 dynarec..)  If he decides not to tackle the problem, I'll still continue to work on the other components I have planned (audio and GLES renderer), and hopefully another dev with ARM assembly skills might join the project to help debug the dynarec.
Device: Samsung Galaxy Nexus i515
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Offline trev186

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Re: Porting Yabause to Android
« Reply #153 on: March 20, 2012, 10:37:18 PM »
Hey paul


Did u figure out if there was a pproblem with the dynarec ? Any progress with the GLES rendered

Offline Paul

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Re: Porting Yabause to Android
« Reply #154 on: March 21, 2012, 07:15:08 PM »
Sorry, I haven't had time to look at it yet (been busy with the Mupen64Plus AE core update).  I'll let everyone know when I have more information 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

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Re: Porting Yabause to Android
« Reply #155 on: April 05, 2012, 11:38:50 PM »
Any news?


Mame4droid relaxed was released. Many saturn titles like radiant silvergun were released on the sh2 arcade hardware. Mame4droid reloaded can actually play these games at about 30% speed with sound.

Figuered I would mention since it is saturn related news and im sure the saturn fans who follow this thread would be interested.

I asked the dev about potential speed increases and he said in a year or two he thinks he can have it. 2-3 times faster.

I donated him $25 personally :) additionally many other high spec arcade games can be loaded including some naomi titles...of course all the high end stuff is still slow

Offline Paul

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Re: Porting Yabause to Android
« Reply #156 on: April 06, 2012, 04:48:17 AM »
Nothing yet.  I'll work on another update after I finish the upcoming Mupen64Plus AE update.
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 bobthewindham

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Re: Porting Yabause to Android
« Reply #157 on: April 10, 2012, 03:12:41 AM »
I am having trouble getting the games to run. I have a BIOS pack trio the "U.S." .bin file I have looks just like the Japanese, and the Euro looks like the U.S. - regardless, none of them will load my Clockwork Knight.

Should I be naming the BIOS files something specific? Does anyone have any idea why my (U) BIOS file would look like a Japanese one? Or advise on how can I tell I have the right one, maybe? Also, I read that the games MUST be .cue files. I tried renaming the .bin file as .cue, but it came up with "This disc is not supported..." I have some other games I will rip tomorrow. do .iso files work better/worse?

Also, heck yes, on Mupen update!
« Last Edit: April 10, 2012, 03:14:56 AM by bobthewindham »
I am good at many things, great at nothing. I am bobthewindham.

Offline MattyGlen

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Re: Porting Yabause to Android
« Reply #158 on: April 10, 2012, 11:52:36 PM »
I am having trouble getting the games to run. I have a BIOS pack trio the "U.S." .bin file I have looks just like the Japanese, and the Euro looks like the U.S. - regardless, none of them will load my Clockwork Knight.

Should I be naming the BIOS files something specific? Does anyone have any idea why my (U) BIOS file would look like a Japanese one? Or advise on how can I tell I have the right one, maybe? Also, I read that the games MUST be .cue files. I tried renaming the .bin file as .cue, but it came up with "This disc is not supported..." I have some other games I will rip tomorrow. do .iso files work better/worse?

Also, heck yes, on Mupen update!






There are videos of each bios set on the compatibility spread sheet which will show you what each region should look like.
Link:  Compatibility Spreadsheet
If you’re having any issues with bios files I would first try Google for another bios set.  Personally I’ve been using EUR most of the time as it’s loading all loadable games so far.
As for your games, if you’re using .bin format it must have a corresponding .cue file (cuesheet), don't rename the .bin file. 

eg.
Clockwork Knight.bin
Clockwork Knight.cue

The latest version of  ImgBurn will do the entire job for you. So if you have other discs your going to convert to bin/cue just redo Clockwork Knight as well.  ;)



« Last Edit: April 10, 2012, 11:55:52 PM by MattyGlen »
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Offline bobthewindham

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Re: Porting Yabause to Android
« Reply #159 on: April 11, 2012, 02:26:16 AM »
I have literally done all of those things. I appreciate the detailed directions, and quick response though. I'll keep trying.

*EDIT*
So I have pretty much confirmed that my "PAL" BIOS is actually the U.S. BIOS, which is great, cause that's what I want. However, I have re-ripped my Clockwork Knight and still cannot get it to boot up. I just get the System tray/CD player thing. I'm totally stoked that I get this much though. I freakin' love you guys.
« Last Edit: April 11, 2012, 02:44:50 AM by bobthewindham »
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Offline MattyGlen

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Re: Porting Yabause to Android
« Reply #160 on: April 11, 2012, 06:20:05 PM »
I have literally done all of those things. I appreciate the detailed directions, and quick response though. I'll keep trying.

*EDIT*
So I have pretty much confirmed that my "PAL" BIOS is actually the U.S. BIOS, which is great, cause that's what I want. However, I have re-ripped my Clockwork Knight and still cannot get it to boot up. I just get the System tray/CD player thing. I'm totally stoked that I get this much though. I freakin' love you guys.

That's Strange. What device are you running Yabause AE on?

It still sounds like it could be the game image that's the problem but:

Try uninstalling Yabause AE, then re-download the latest build and do a fresh install.

After that, start converting any other games you have to see if they're loading.

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

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Re: Porting Yabause to Android
« Reply #161 on: April 11, 2012, 06:48:46 PM »
I would agree that this sounds like a problem with the CD image.  You might try editing your .cue file (with any text editor) and make sure the relative path to (and/or name of) the .bin file are correct (for where they will reside on your phone).  If both will be in the same folder on the phone, you should just need the filename with no path
« Last Edit: April 11, 2012, 06:50:18 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 bobthewindham

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Re: Porting Yabause to Android
« Reply #162 on: April 12, 2012, 01:55:02 AM »
Droid x2, rooted, stock ROM, 2.3.4

game files are in the same folder sd-ext/media/roms/saturn/clockwork knight/.bin .cue

i still haven't gotten around to trying any other games, but i have now tried clockwork knight in bin/cue setup and .iso. maybe it is my game though. it has some scratches, but in my experience, imgburn won't create an image of a fubar disc.

the .apk i have is the pre-alpha, march, 12th build.
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Offline trev186

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Re: Porting Yabause to Android
« Reply #163 on: April 12, 2012, 08:36:23 AM »
Droid x2, rooted, stock ROM, 2.3.4

game files are in the same folder sd-ext/media/roms/saturn/clockwork knight/.bin .cue

i still haven't gotten around to trying any other games, but i have now tried clockwork knight in bin/cue setup and .iso. maybe it is my game though. it has some scratches, but in my experience, imgburn won't create an image of a fubar disc.

the .apk i have is the pre-alpha, march, 12th build.

Dude....

Obviously u are creating the rom wrong...either ur bin is ripped wrong or ur disc is damaged...

In any case I also have clockwork night and can confirm it works....

So I recommend u find another version of your rom and try it.. either rip it with a different program or find a Google elsewhere (use your imagination)

We have like 8 post now dedicated to ripping clockwork night a game we know works...lets not cloud the thread with rom creation details which can be easily googled

Offline bobthewindham

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Re: Porting Yabause to Android
« Reply #164 on: April 13, 2012, 02:41:38 AM »
Yeah, partner, thanks.

I ripped some others today, Night Warriors, because it isn't on the spreadsheet and my copy is pristine. Booted, but crashed as the Capcom logo was animating. Also, Nights, because it was confirmed to be playable (somewhat). Mine got to the Sonic Team logo and froze. As for CWN, I don't know what's going on. I've got PSX games that look worse and have made clean, playable eboots from them. The same image runs on my Yabause PSP emulator, it just doesn't cooperate with this for some reason.

Anyway, sorry to bog the thread down with my useless bug reporting. Still very pumped up about this!
I am good at many things, great at nothing. I am bobthewindham.