Author Topic: Porting Yabause to Android  (Read 435339 times)

Offline MattyGlen

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Re: Porting Yabause to Android
« Reply #90 on: February 22, 2012, 09:57:38 PM »
I've had this image stuck in my head for the past few day. Finally put a rough copy together in PS.

Very Nice!  I'd love to use that if you don't mind :)  Would work great for a splash screen.  Could you also do a hires icon (512 x 512), that I could scale to various sizes for use as the App, status-bar, and launcher icons?  I'm not much of a graphics designer myself.


 Nope! .......  <---- Just kidding  ;)  i'll start compositing a cleaner version this afternoon and have it on your desk by tomorrow morning (which will be tomorrow afternoon where you are).

Which format would you prefer? PNG, JPG, PSD,  or other?

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 #91 on: February 23, 2012, 04:49:57 AM »
PNG is preferable.  Thanks again!
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

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Re: Porting Yabause to Android
« Reply #92 on: February 23, 2012, 06:11:31 AM »
I've had this image stuck in my head for the past few day. Finally put a rough copy together in PS.

Very Nice!  I'd love to use that if you don't mind :)  Would work great for a splash screen.  Could you also do a hires icon (512 x 512), that I could scale to various sizes for use as the App, status-bar, and launcher icons?  I'm not much of a graphics designer myself.


 Finished a few. Take a look and let me know if you would like anything changed, added, removed etc.
 I used a high resolution so you can re-size them to your liking. (If you don't have time to re-size them, message me with the sizes you would like and i'll upload them for you)

 Sorry for the file size (13MB) there's 8 different versions in the .zip package.




   
EDIT.
Ooops, forgot to mention: There's HD Icons in there as well. (512x512)
« Last Edit: February 23, 2012, 07:49:13 PM 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 Paul

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Re: Porting Yabause to Android
« Reply #93 on: February 23, 2012, 07:09:11 AM »
I really like the versions with the Sega Saturn logo around the planet, but I think it crosses into a legal grey area, since the logo is copyrighted.  So I'll probably stick with the other version.  I'll also use the flat background for the actual app icon (for the really small ones like the status-bar icon I may remove the word "Yabause" as well, depending on if it is still readable or not).  For the splash screen I'll definitely use the star background.  I may play around with some curve borders for the icons.  I haven't decided on whether to use the grey or green android.. I really like both!
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

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Re: Porting Yabause to Android
« Reply #94 on: February 23, 2012, 03:43:41 PM »
Ari64 added optimization into the dynarec for both ARM7 and ARM6, as compiler options.  What I'll probably do is package the APK to deploy ARM7 if the user has it, or ARM6 if not.  Since Android has no interface to deploy separate native libraries for ARM5 vs ARM6 via the APK, I'll post a separate ARM5 branch for those who want to use the app but don't have an ARM6+ device.
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

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Re: Porting Yabause to Android
« Reply #95 on: February 23, 2012, 07:46:47 PM »
I really like the versions with the Sega Saturn logo around the planet, but I think it crosses into a legal grey area, since the logo is copyrighted.  So I'll probably stick with the other version.  I'll also use the flat background for the actual app icon (for the really small ones like the status-bar icon I may remove the word "Yabause" as well, depending on if it is still readable or not).  For the splash screen I'll definitely use the star background.  I may play around with some curve borders for the icons.  I haven't decided on whether to use the grey or green android.. I really like both!


Yeah i was going to leave out the Saturn S-ring but i thought it looked to eye catching not to share. Nevermind, it's better to stay clear of any legal grey areas even if they're a very "light grey"   :D .


May i ask who did the stats bar & app icon for Mupen64Plus AE?
Would really like to get my hands on the layered file.

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 #96 on: February 23, 2012, 08:07:27 PM »
That was shuy3n.  You could PM him, he may have the layered version.
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

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Re: Porting Yabause to Android
« Reply #97 on: February 27, 2012, 11:14:59 PM »


Converted and tested:

(E)  Rayman
(E)  Duke Nukem 3D
(E)  Warcraft II - The Dark Saga
(E)  X-Men Children of the Atom
(E)  The Need For Speed
(E)  Virtua Cop 2
(E)  Rayman

(U)  Lost World Jurassic Park
(U)  Sonic R
(U)  Sonic Jam
(U)  Sonic 3d Blast
(U)  Virtua Fighter Remix
(U)  X-Men Vs StreetFighter
(U)  Marvel Super Heroes vs. Street Fighter
(U)  Virtua Fighter Kids

(J)  Thunder Force - Gold Pack
(J)  Doom



Added to:
Compatibility Spreadsheet



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 altharic

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Re: Porting Yabause to Android
« Reply #98 on: February 28, 2012, 02:18:30 AM »
Is there a new version?

Offline Paul

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Re: Porting Yabause to Android
« Reply #99 on: February 28, 2012, 04:57:20 AM »
I should have the update ready by sometime this comming weekend.  The queue of things to I need to get done seems to keep growing..

1) Finish setting up my PC (hardware/ bootloader) when the IDE-SATA adapters come in.
2) Finish moving the website to the new hosting service
3) Post the Mupen64Plus AE update
4) Rearrange the Yabause code into a more Android-friendly layout
5) Plug in Ari64's newest version of the dynarec
6) Post the Yabause 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 altharic

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Re: Porting Yabause to Android
« Reply #100 on: February 28, 2012, 11:55:01 AM »
Sounds like we are in for a treat thank you for your continued work on this project.

Offline trev186

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Re: Porting Yabause to Android
« Reply #101 on: February 29, 2012, 09:21:00 PM »
I should have the update ready by sometime this comming weekend.  The queue of things to I need to get done seems to keep growing..

1) Finish setting up my PC (hardware/ bootloader) when the IDE-SATA adapters come in.
2) Finish moving the website to the new hosting service
3) Post the Mupen64Plus AE update
4) Rearrange the Yabause code into a more Android-friendly layout
5) Plug in Ari64's newest version of the dynarec
6) Post the Yabause AE update

Looking forward to the new version

Offline Paul

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Re: Porting Yabause to Android
« Reply #102 on: February 29, 2012, 10:11:46 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)
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

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Re: Porting Yabause to Android
« Reply #103 on: March 01, 2012, 01:34:29 AM »
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)

Would it be to difficult at this stage to add hardware key mapping?
(and a setting to disable onscreen controls?)

If it isn't to difficult, this would be very handy while testing games and updating the game thread.

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 #104 on: March 01, 2012, 05:14:04 AM »
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)

Would it be to difficult at this stage to add hardware key mapping?
(and a setting to disable onscreen controls?)

If it isn't to difficult, this would be very handy while testing games and updating the game thread.



I'll see how difficult it would be.  To be honest, I'm not sure where keymapping is done in Yabause yet (still learning where everything is at in the code).  Disabling onscreen controls will be easy.. I'll definitely add that option to the update if I can get the keymapping part figured out.
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