- Updated 18 December 2011 -Alpha Testing Phase Has EndedVisit
this thread to get involved in Beta Testing
(includes links to latest versions and source code)Bug-fixes completed:- pointed front-end to correct configuration path so defaults are not always used
- fixed crash on devices without SDCard at /mnt/sdcard
- shut down app smoothly when user presses "Home" to leave
- mapped common Android buttons to recognizable SDL scancodes
- SDL scancodes print to logcat output when buttons are pressed (for manual input config)
- mapped all known Android keycodes to unique SDL scancodes
- added Toast message displaying SDL scancodes for keys when pressed
- stopped device from entering sleep mode while app is running
- fixed 50-second crash bug
- fixed toast message code crash after 257 button presses
- added on-screen virtual gamepad
- added gamepad layouts for small screens and tablets
- fixed problem where touchscreen stopped responding after 50 seconds
- fixed problem where virtual gamepad was preventing keys mapped to analog axis from functioning
- fixed performance drain caused by redrawing the analog stick
- fixed "easy-to-drop" analog stick, improved responsiveness- enabled volume up/down keys to control the volume
- fixed random crashes
- created separate SDL Scancode Finder app, removed scancode notifications from emulator app
- fixed crash when slide-out keypads or gamepads are opened or closed while app is running
- fixed crash caused by incoming calls or other view changes
- implemented Eeprom clock emulation
- fixed virtual gamepad responsiveness on some devices
- fixed missing key detection for core functions
- added game session save/ resume capability
- added save-game slot choosing capability
- implemented a basic GUI
- added support for zipped ROMs
- fixed menu crash when leaving game and returning to menu
- fixed plug-in "enable" checkboxes
- added option to disable volume keys when using them as controller buttons
- improved virtual gamepad redraw speed
- fixed "disappearing button" bug in virtual gamepad
- fixed analog-image unresponsive bug in virtual gamepad
- added customizable FPS indicator
- added option to emulate analog control as an octagon (more accurate)
- implemented "stick capture" logic making full-throttle moves easier
- fixed reverse mapping bug for analog up/down
- fixed gamepad forgetting what settings you picked
GLES2N64 Bug-fixes:- fixed polygon sort-order problem (introduced depth-buffer bug on Qualcomm chipsets!)
- fixed side-bar graphics glitches
- fixed depth-buffer bug on Qualcomm chip-sets
- fixed shader bug on devices without Neon
- added hardware profiling to fix missing shadows and door stars in Mario64
- added screen-stretch option
- added frame-skip interface
GLES2Rice Bug-fixes:- Frame sized incorrectly
- Most polygons missing or textured black
- Fixed emulator not stopping after choosing "Close" from in-game menu
- Fixed incorrect normals problem
Remaining known problems: (at the end of the Alpha Testing phase)
- virtual gamepad analog stick disappears randomly (reappears quickly, or stays gone until next touch event)
- Emulation runs too fast on some devices
- RGB565 format causes poor dithering effect on some devices (should use RGB888)
- Core reset function freezes the app
- APK compiled from source code hangs on black screen (see notes below for workaround)
GLES2N64 Problems:- Mario's hat and face have incorrectly-shaded polygons on devices without Neon when VEC4 optimization enabled
- Mario's right-eye colored red on devices without Neon when VEC4 optimization disabled
GLES2Rice Problems:- Slow frame-rate
- 2D texture problems
- Flickering shadows, carpets, etc. in Mario64
- Incorrect sorting of some objects
- Incorrect texture coordinates
- Hi-res texture support not implemented
- Screen-stretch not implemented
- Frame-skip not implemented
This product is not affiliated with, nor authorized, endorsed or licensed in any way by Nintendo Corporation, its affiliates or subsidiaries. All trademarks are property of their respective holders. All individual games screen shots or audio that are simulated by Mupen64Plus AE are property of their respective copyright holders and are only used for the purpose of informing the customer of the software's functionality. You must have the right to a given ROM before you play it.