Author Topic: Alpha Testing Underway!  (Read 483924 times)

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Alpha Testing Underway!
« Reply #435 on: December 05, 2011, 04:11:13 PM »
well guys back to the topic before. I installed the app but i had some problems, the first great thing is that the game started (super mario 64) but the touchscreen didnt react, there were no buttons expect the circle on the left, but i wasnt able to use it.

The emulator should run fine on the Ace (laggy without overclocking, since it is an ARM6 device).  The problem you are having is that, like I said before, the app will not work at the moment unless you manually replace the app-data with the old version (I am in the middle of a major update, and the virtual gamepad is one of the things that has changed significantly).  If you want to try the emulator now, the old app-data is located here.  Unzip it and replace the contents of [sdcard]/app-data/paulscode.android.mupen64plus/  Otherwise, you'll have to hold off until I release the next version.  Sorry for the inconvenience (I was hoping to finish the updates yesterday, but I didn't get everything done).
« Last Edit: December 05, 2011, 04:16:04 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 Chaim

  • bit
  • Posts: 2
    • View Profile
Re: Alpha Testing Underway!
« Reply #436 on: December 05, 2011, 07:02:07 PM »
No problem for this  ;D.Thanks for everything, you are a very good dev ;).We will wait two years if necessary :o.
Device:LG P500
Cpu:Qualcomm MSM7227 ARM1136EJ-S
*Clock:480-729mhz(overclocked)
*Features:armv6-compatible processor rev5 (v6l), swp - half - thumb - fastmult - vfp -edsp - java
Resolution:320x480 - 180ppi
Gpu:Qualcomm Adreno 200
Extra:using a kernel that don't has touch screen lag (100%of cpu usage)

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Alpha Testing Underway!
« Reply #437 on: December 05, 2011, 08:01:26 PM »
Finished implementing the "SDL button" concept for the virtual gamepad (it took a little longer to debug than I anticipated).  The syntax works like this:

In the [MASK_COLOR] section, SDL scancodes are associated with mask colors similar to the way N64 buttons are associated with mask color codes, except the actual scancode is also written in the definition.  The following example entry would associate the mask color 3840560 with SDL scancode 102:
Code: [Select]
Scancode_102=3840560
Then the button itself is defined similar to the way N64 buttons are defined, except info must have one of the scancodes that was listed in the above [MASK_COLOR] section.  So for example, if our button image was called "FFWD.png", the mask color image would be called "FFWD.bmp", and the entry would look something like this:
Code: [Select]
[FFWD]
info=Scancode_102
x=0
y=25
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 kane

  • byte
  • *
  • Posts: 10
    • View Profile
Re: Alpha Testing Underway!
« Reply #438 on: December 06, 2011, 06:54:22 AM »
well ok, i tried it but it didnt work for any reason, i think i?m just anable in these themes. I have to wait for the next update, because i can?t do it alone. Hope this wont take to much time, but it doesnt matter, i have to wait anyway.

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Alpha Testing Underway!
« Reply #439 on: December 06, 2011, 07:15:44 AM »
It will be done soon.  I expect to post some tests this week, and have the official build ready by this weekend.  Could be sooner, depending on how much time I have in the evenings to work on it.  I have a 2 year-old son who likes to play Mario on my phone, and he doesn't really understand when I tell him "Daddy needs to use the phone for a while"  ;D
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 kane

  • byte
  • *
  • Posts: 10
    • View Profile
Re: Alpha Testing Underway!
« Reply #440 on: December 06, 2011, 09:02:52 AM »
it would be great if you could finish it this week. But this is not the end for me, i need a step-to-step explanation, i hope it wont be that complicated. i hope you are strong enough to help a noob to get through ^^

Offline TFreestone

  • Cyan Team
  • byte
  • *
  • Posts: 31
    • View Profile
    • AtshruDev Coding Blog
Re: Alpha Testing Underway!
« Reply #441 on: December 06, 2011, 09:41:58 AM »
it would be great if you could finish it this week. But this is not the end for me, i need a step-to-step explanation, i hope it wont be that complicated. i hope you are strong enough to help a noob to get through ^^
the only reason its complicated now is because the current official build doesn't match the updated app data. once paul release the new apk this weekend or whenever it should all just magically work again ;) so just a few more days.
My twitter: https://twitter.com/T0umas9
My Phone: Google Nexus 4 Paranoid Android 4.3b1 KK (4.4.2)
Chip: Qualcomm APQ8064 Snapdragon
CPU: Quad-core 1.5 GHz Krait
GPU:   Adreno 320
RAM: 2Gb
Accelerometer, gyro
768 x 1280 pixels, 4.7 inches (~318 ppi pixel density)

Offline firstpoke

  • byte
  • *
  • Posts: 27
    • View Profile
Re: Alpha Testing Underway!
« Reply #442 on: December 06, 2011, 11:02:09 AM »
First, great work! I've tested the last alpha and only some audio laggings and framerate laggings are there. The graphics looks cool! (tested with: Acer Picasso A500, Android 3.2)

This version didnt run at the first try. I had to add the Downloadfile "mupen64plus_data.zip" to the "assets" folder, and after "Home" to add to the function "onUserLeaveHint()" this:

stopEmulator();
nativeQuit();
 

Joystick and Analog-Key Events:

It would be nice, if you integarte my analog-key script from my USBJoystick Center app, for analog joystick moves with normal key mappings (DPAD left = left / strength=0...64, DPAD right = right / strength=0...64, ...):

Code: [Select]
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {

int[] values = getKeyData(keyCode, event);
textInfo.setText("Keycode: " + values[0] + " | Strength: " + values[1]);
return false;
}


private int[] getKeyData(int keyCode, KeyEvent event) {

int[] values = {0,0};
int action = event.getAction();

if(keyCode > 255) { // * get analog value (0,1,2,3,...,62,63,64) for the keyCode *

if(action == KeyEvent.ACTION_DOWN) {
values[0] = (int)(keyCode/100);
values[1] = (keyCode-(values[0]*100));
}
else if(action == KeyEvent.ACTION_UP) {
values[0] = (int)(keyCode/100);
values[1] = 0;
}
}
else { // * get digital value (0 or 64) for the keyCode *

if(action == KeyEvent.ACTION_DOWN) {
values[0] = keyCode;
values[1] = 64;
}
else if(action == KeyEvent.ACTION_UP) {
values[0] = keyCode;
values[1] = 0;
}
}

return values;
}


You need the "strength" value of the mapped and pressed key to multiply it with the moving object in the game.

I will release a new version of my "USB Joystick Center" tomorrow with the new Analog-Key option, and a "USB Joystick to Analog-Key" Demo too.

Update, here is the video:
http://www.youtube.com/watch?v=OVm5rqc9PlM

greetings
poke
« Last Edit: December 06, 2011, 03:47:15 PM by firstpoke »

Offline kane

  • byte
  • *
  • Posts: 10
    • View Profile
Re: Alpha Testing Underway!
« Reply #443 on: December 06, 2011, 01:21:52 PM »
So there will be a version of this akp. where i dont have to change anything? just install it and i will be able to start playing, just like a normal app ? I get the feeling i?m going on somebodies nerves here, sorry for that.

Offline Mats

  • int
  • **
  • Posts: 65
    • View Profile
Re: Alpha Testing Underway!
« Reply #444 on: December 06, 2011, 01:49:51 PM »
So there will be a version of this akp. where i dont have to change anything? just install it and i will be able to start playing, just like a normal app ? I get the feeling i?m going on somebodies nerves here, sorry for that.
yes install it and let it downloade the app-data and start playing  ;D

Offline TFreestone

  • Cyan Team
  • byte
  • *
  • Posts: 31
    • View Profile
    • AtshruDev Coding Blog
Re: Alpha Testing Underway!
« Reply #445 on: December 06, 2011, 02:02:36 PM »
So there will be a version of this akp. where i dont have to change anything? just install it and i will be able to start playing, just like a normal app ? I get the feeling i?m going on somebodies nerves here, sorry for that.
yep should be :) the goal of this app is for it to available on market and that can only happen when its uber user friendly. since its in alpha right now there are a lot of changes happening so we users may have to tweak some things manually. the only reason you are having trouble is because of how the app obtains it's data. correct me if i'm wrong paul, but i think the app connects to a server the first time you run it and it downloads the app data it needs to run. the older builds use the old app data but that has been changed on the server, so when your app on your phone downloads and tries to use it, it doesnt work. so you have to manually downgrade the app data. however once the app is done being updated in full eg in a few days, the app data on the server and the app you download here will match and it all will work automatically.   
« Last Edit: December 06, 2011, 02:04:27 PM by TFreestone »
My twitter: https://twitter.com/T0umas9
My Phone: Google Nexus 4 Paranoid Android 4.3b1 KK (4.4.2)
Chip: Qualcomm APQ8064 Snapdragon
CPU: Quad-core 1.5 GHz Krait
GPU:   Adreno 320
RAM: 2Gb
Accelerometer, gyro
768 x 1280 pixels, 4.7 inches (~318 ppi pixel density)

Offline scorpio16v

  • long
  • ***
  • Posts: 203
    • View Profile
Re: Alpha Testing Underway!
« Reply #446 on: December 06, 2011, 02:07:55 PM »
@ firstpoke

Is there a special reason why your app doesn't support the Samsung Galay 2 USB-Host port and only hc devices ?
I've seen your video from market, but I didn't understand the way how to map the analog sticks.

Ah, and another thing. As the SGS2 and my Android TV box have both USB host and can run the sixaxis maping app, is it possible to make your pairingtool compatible with it ?
Or at least to make an option in your app to map another bt mac adress, so we can pair the sixaxis from a hc tablet for other devices ?


Offline firstpoke

  • byte
  • *
  • Posts: 27
    • View Profile
Re: Alpha Testing Underway!
« Reply #447 on: December 06, 2011, 02:44:22 PM »
@scorpio16v

The problem is, that Samsung removed the Android USB Host API from the SGS2. I would if I could support the GoogleTV, but Im on a Mac... and there is no Google Update for that (only Linux). So I have to wait since google released a Mac Plugin.

The MAC-option to write another MAC-Adress is interesting. I think about it. Thanks.

Quote
I've seen your video from market, but I didn't understand the way how to map the analog sticks.

Its easy... tap on a key... move the joystick in one direction, so do it for all 4 directions. Thats it.
« Last Edit: December 06, 2011, 02:47:25 PM by firstpoke »

Offline Paul

  • Administrator
  • double
  • *****
  • Posts: 3499
  • Developer
    • View Profile
    • PaulsCode.Com
Re: Alpha Testing Underway!
« Reply #448 on: December 06, 2011, 04:08:12 PM »
It would be nice, if you integarte my analog-key script from my USBJoystick Center app, for analog joystick moves with normal key mappings (DPAD left = left / strength=0...64, DPAD right = right / strength=0...64, ...)
Sure, I can add that.  I'll look into it after I get the current update finished and well-tested.  Do you happen to know if those high key-codes will pass through a NativeActivity as well (for the XPeria Play folks)?  Not that they'd actually need another joystick..
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 xperia64

  • Moderator
  • double
  • *****
  • Posts: 591
    • View Profile
    • My Apps
Re: Alpha Testing Underway!
« Reply #449 on: December 06, 2011, 05:49:44 PM »
It would be nice, if you integarte my analog-key script from my USBJoystick Center app, for analog joystick moves with normal key mappings (DPAD left = left / strength=0...64, DPAD right = right / strength=0...64, ...)
Sure, I can add that.  I'll look into it after I get the current update finished and well-tested.  Do you happen to know if those high key-codes will pass through a NativeActivity as well (for the XPeria Play folks)?  Not that they'd actually need another joystick..
multiplayer lol