Author Topic: Alpha Testing Underway!  (Read 299687 times)

Offline xperia64

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Re: Alpha Testing Underway!
« Reply #45 on: November 05, 2011, 08:34:18 PM »
the rice plugin apparently planted grass in the front hall of the castle  ;)

Offline Paul

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Re: Alpha Testing Underway!
« Reply #46 on: November 05, 2011, 08:56:56 PM »
Haha, without knowing exactly how the game textures are formatted in Mario64, I would guess that is most likely related to the texture-coordinates bug (other possible causes could be an incorrect index or color format).  I have to say, though, in as little time as it's been since Kris began porting the code to GLES2, I am absolutely amazed at how well it works already!  It took me like six months to get gles2n64 (which was already ported to Android) just to the level of performance that this plug-in is now.
« Last Edit: November 05, 2011, 09:02:30 PM by Paul »
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Offline Kris

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Re: Alpha Testing Underway!
« Reply #47 on: November 05, 2011, 09:49:25 PM »
Yeah the incorrect sorting is related to alpha test, at the moment the blending usually makes the right bits transparent but it still writes a new depth value. The method of solving this is to discard the fragment but the docs for pretty much every embedded gpu discourage it for perf reasons, still It's what gles2n64 does and how I plan to fix it.

It's cool you've managed to get it running, I released it before it was finished as I was curious if different cpus e.g Cortex-A9 had the same sort of problems, I guess they do. Whilst the coodinates are definatley wrong I think the colours could be slightly off too.

There are some titles that work a bit better than gles2n64, the menus in wipeout are visible and yoshis story and paper mario work a bit better. I'm still wondering if the early Majora's Mask hang is only on my port or if its a fix not in the current source release of n64oid.

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Re: Alpha Testing Underway!
« Reply #48 on: November 05, 2011, 11:38:28 PM »
I'm getting about 4fps higher on my Aria with the rice plugin then I am with gles2n64 :O
And it seems to start up faster too..

Offline scorpio16v

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Re: Alpha Testing Underway!
« Reply #49 on: November 06, 2011, 12:35:01 AM »
On my tablet, pilotwings is slow and nearly stocked in the menue screens.
SGS2 performs slightly faster.
Even on mario, the sound is stuttering heavy.
On Super Smash Bros. the no-eyes-bug is gone.
The light bug in shadowman is not fixed.
Conker's Bad Day on SGS2 has not the big poligons.

My Android TV-Box shows only a black screen.
logcat didn't show an error.

http://db.tt/Y0flMuC2

I'm uploading a video comparsion between tegra 2 OC@ 1600 MHz' without sound plugin and exynos @stock 1200 MHz with sound.
The SGS performs faster.

http://www.youtube.com/watch?v=C1KBVh-V_MQ

How can we configure framskip in rice plugin ? Is the emulator missing the config file for it ?

ps. I'm sure on n64oid it's rice plugin. Why ? All the same bugs. Compare both photos. The lines in the upper right on radar, the messed texture between sky and sea. And on n64oid, there is some stuttering in sound, that wasn't so much under gles2n64.

mupenplus64 - ae


n64oid


sorry for the very big pix, but this needs to be illustrated for all.
« Last Edit: November 06, 2011, 03:11:11 AM by scorpio16v »

Offline Mats

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Re: Alpha Testing Underway!
« Reply #50 on: November 06, 2011, 04:21:02 AM »
yeah ! ,that was a cind of weird :-S then he need to make the source code official, right ???

Offline Paul

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Re: Alpha Testing Underway!
« Reply #51 on: November 06, 2011, 06:50:30 AM »
Well, legally he needs to release the full source code whether he used code from Rice or wrote it entirely himself, because he is distributing it as part of a whole work based on code that's licensed by the GPL.  He is operating on the (incorrect) assumption that he doesn't have to release the source code for pieces he wrote himself, based on the following section of the GPL:

Quote
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections...

The problem with this is that he apparently didn't read the rest of that sentence and the next one:

Quote
...when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.

I'm not sure how you can be any more clear about it than that.. But, yeh, you're right.. Yongzh can't even make his argument for keeping the video plug-in closed source if it can be shown that it contains code from another work that's licensed by the GPL.  I think the only Mupen64Plus video plug-in that was released without any license attached was Orkin's original code for GLN64 (subsequent branches, including gles2n64 were all licensed by the GPL).
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Offline Mats

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Re: Alpha Testing Underway!
« Reply #52 on: November 06, 2011, 07:51:59 AM »
okey  ;D

Offline Mats

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Re: Alpha Testing Underway!
« Reply #53 on: November 06, 2011, 07:54:17 AM »
mupen64plus is an open source emulator , right how could n64oid be an closed source emulator, it,s weird  ;D

Offline Epic_bubble

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Re: Alpha Testing Underway!
« Reply #54 on: November 06, 2011, 08:10:56 AM »
mupen64plus is an open source emulator , right how could n64oid be an closed source emulator, it,s weird  ;D

yonghz took mupen64plus's open source code, changed it to make n64oid and kept most of the changes to himself therefore making a it a closed source emulator (partially closed source anyway)
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Offline Mats

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Re: Alpha Testing Underway!
« Reply #55 on: November 06, 2011, 08:13:05 AM »
okei :-D

Offline Mats

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Re: Alpha Testing Underway!
« Reply #56 on: November 06, 2011, 08:35:40 AM »
would it be frameskip on the gui ? ;D

Offline Paul

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Re: Alpha Testing Underway!
« Reply #57 on: November 06, 2011, 09:13:21 AM »
would it be frameskip on the gui ? ;D
eventually
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Offline Paul

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Re: Alpha Testing Underway!
« Reply #58 on: November 06, 2011, 10:16:19 AM »
It's cool you've managed to get it running, I released it before it was finished as I was curious if different cpus e.g Cortex-A9 had the same sort of problems, I guess they do. Whilst the coodinates are definatley wrong I think the colours could be slightly off too.

I definitely appreciate you releasing the code even if it isn't complete yet.  I'm sure I speak for everyone when I say it's always great to see the results of someone's hard work.  Keep us posted!  You're definitely a more experienced developer than I am when it comes to GL, but I'll see if I can help fix any of the remaining problems once I finish writing my GUI.

I'm still wondering if the early Majora's Mask hang is only on my port or if its a fix not in the current source release of n64oid.

I'll give it a try, one sec.  That's one of the games I own.. I've been trying to stay legal by only keeping ROMs on my computer that I bought the actual N64 cartridge.  I own a large library of N64 games, and I'll buy any that I don't have if needed to solve game-specific problems (such as Dobutsu no Mori, which I bought on Ebay before working on the EPROM clock emulation component recently).

--EDIT-- Emulation freezes on Mupen64Plus AE too, after walking through one of the forest exits.
« Last Edit: November 06, 2011, 10:38:17 AM by Paul »
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
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Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
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Offline Kris

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Re: Alpha Testing Underway!
« Reply #59 on: November 06, 2011, 11:23:06 AM »
The alpha test issue was quite simple to fix you can try it here, there are still some related issues remaining. I'd keep the current OGLGraphicsContext that your using there's only changes in 3 or 4 files.

Thanks for the info about Zelda, I've haven't had a good look for the cause yet.

Rice stores its settings in mupen64plus's own config I think, but mine is empty, passing --savesettings might work. There is an option to skip every other frame not much else and I don't know if it works.

Also at the top of OGLDebug.h there is #define OPENGL_DEBUG this checks for errors after most gl calls and should probably be removed for release builds.