Author Topic: Version 2.0 Release Candidates  (Read 51677 times)

Offline littleguy

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Re: Version 2.0 Release Candidates
« Reply #30 on: January 09, 2013, 07:27:39 AM »
I checked the Nyko controller on the RC and it is looking promising.  I am seeing an AXIS, instead of an AXIS_HAT with the analoge stick.  However, as soon as I hit any of the analoge sticks or buttons I get a constant AXIS_Y(-) from that time forward (with the exception of down on the left stick... That gives a momentary AXIS_X(-)  Eveyrthing else stays AXIS_Y(-) until I hit a discrete button). 

I'm thinking I need to calibrate the analoge controls, but I can't seem to find the Calibration button anymore...? Any thoughts?

Thanks for the update.  The calibrate button was removed since it was a band-aid for something else that is now addressed differently (though perhaps not perfectly).

I have a couple suggestions, please let me know what you observe.
 1. Quit the app, wiggle all the analog sticks, buttons, and triggers, then start the app again.  Then when you get to the mapping screen, use slow movements when mapping any analog axes.  Let me know if that fixes the stuck y-
 2. Open the controller diagnostics screen under the advanced menu.  Experiment with the different buttons and sticks and report what you observe. In particular, see if the y-axis gets stuck on that screen.
2012 Nexus 7, rooted stock Lollipop
Samsung Galaxy Victory, rooted stock Jelly Bean
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Offline RogerSmith

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Re: Version 2.0 Release Candidates
« Reply #31 on: January 09, 2013, 03:51:29 PM »
@RogerSmith - I may have misinterpreted your post.  Are you asking a question, or identifying a bug?  Did this just appear with the RC or was it in the snapshot builds as well?

I was referring to the earlier issue I had with the last snapshot build. Like I said, placing the roms in the predestined folder is working at the moment.

Offline Paul

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Re: Version 2.0 Release Candidates
« Reply #32 on: January 09, 2013, 11:00:39 PM »
Uploaded Release Candidate 1.  Most of the items on the list of broken functionality have been fixed.  Littleguy is improving the cheats menu (should be fixed in the next release candidate), and I'll work on the credits page.

There will probably be only one or two more release candidates to test the cheats menu before I publish this weekend or early next week, so be sure to post any serious problems that need to be addressed first.  If anyone is working on a translation, be sure to finish it up before Saturday if you want it to appear in the published version and have your name in the credits when we go live.  I'll likely be publishing some quick follow-on updates throughout the following weeks to address any problems that make it through, so if your translation doesn't make it in Beta 2.0, I'll just include it in a follow-on 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)
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Offline Catherine

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Re: Version 2.0 Release Candidates
« Reply #33 on: January 10, 2013, 03:34:27 AM »
Yep, some change from upstream caused a problem on Android.  Sven didn't update rsp-hle-nosound, so that's why it works.

Ehrm, I think your statement cannot be trusted. Just checked using "git diff 2.a.0:jni/rsp-hle 2.a.0:jni/rsp-hle-nosound" and this is the difference

Code: [Select] [nofollow]
diff --git a/Android.mk b/Android.mk
index 7058769..a79aeb5 100644
--- a/Android.mk
+++ b/Android.mk
@@ -2,7 +2,7 @@ LOCAL_PATH := $(call my-dir)
 
 include $(CLEAR_VARS)
 
-LOCAL_MODULE := rsp-hle
+LOCAL_MODULE := rsp-hle-nosound
 #LOCAL_ARM_MODE := arm
 SRCDIR := $(shell readlink $(LOCAL_PATH)/src)src
 
diff --git a/src/main.c b/src/main.c
index 651ac30..62ec5ff 100644
--- a/src/main.c
+++ b/src/main.c
@@ -146,6 +146,9 @@ static int audio_ucode(OSTask_t *task)
     unsigned int i;
     u32 inst1_idx;
 
+    /* TODO mupen64plus-ae specific hack */
+    return 0;
+
     switch(audio_ucode_detect(task))
     {
     case 1: // mario ucode

Offline BHTGO

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Re: Version 2.0 Release Candidates
« Reply #34 on: January 10, 2013, 04:18:29 AM »
There will probably be only one or two more release candidates to test the cheats menu before I publish this weekend or early next week (...) If anyone is working on a translation, be sure to finish it up before Saturday if you want it to appear in the published version and have your name in the credits when we go live.

Please, let us know of this version's final presentation text/credit page/FAQ before you publish so we can go live with a coherent translation experience for the users. :)

Also tested on TF700T with dock/X360 wired pad and no bug/fail to report (both analogs & triggers work just fine!)

Offline gdark100

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Re: Version 2.0 Release Candidates
« Reply #35 on: January 10, 2013, 06:25:56 AM »
Hi, i made a translation to portuguese brazil, i want to upload it and made registration and a language request on transinfex. Never used this site before... How i can upload my translation? It will be included in the emulator?

Sorry for my bad english.  ;D
Motorola Xoom 2 ME:
OMAP CPU Dual Core @ 1.2 Ghz and PowerVR SGX 540 GPU
8.2'' 1280x800 Screen
1GB Ram Dual Channel
32 GB internal storage

Galaxy SII Lite:
NovaThor U8500 CPU Dual Core @ 1.0 Ghz and Mali-400MP GPU
4.0'' 800x480 Screen
768MB Ram
8GB internal storage

Huawei U8150:
Qualcomm CPU @ 532 Mhz, no GPU
3'' 240x320 Screen
256 MB Ram

Offline Paul

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Re: Version 2.0 Release Candidates
« Reply #36 on: January 10, 2013, 07:24:01 AM »
Ehrm, I think your statement cannot be trusted.

That was of course a wild guess as to the cause of the problem before I actually investigated it.  Since the problem started after that commit you referenced, and because it affected rsp-hle only but NOT rsp-hle-nosound (which is different by only a single line of code), that was a perfectly logical conclusion for a starting point for debugging.  Obviously I then looked at the diff and saw that in fact the same changes were made to both and that it was only external unused stuff that was changed.  I clarified this this in both chat and in this thread, so you're taking something I wrote out of context here a little, aren't you?
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: Version 2.0 Release Candidates
« Reply #37 on: January 10, 2013, 07:28:44 AM »
Please, let us know of this version's final presentation text/credit page/FAQ before you publish so we can go live with a coherent translation experience for the users. :)

These will be threads here on the forum, rather than frames within the app like last time.  The reason for this is because they change too often and it is far to easy to fall out of sync.  The initial post for each of these two threads will be in English, and anyone who wants to translate can just reply with a translation.  I'll have these up this evening (it's next on my to-do list)
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: Version 2.0 Release Candidates
« Reply #38 on: January 10, 2013, 07:30:06 AM »
Hi, i made a translation to portuguese brazil, i want to upload it and made registration and a language request on transinfex. Never used this site before... How i can upload my translation? It will be included in the emulator?

I approved the Portuguese translation team.  You should be able to input your translations now.  Let me know if you have trouble figuring out Transifex.
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 gdark100

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Re: Version 2.0 Release Candidates
« Reply #39 on: January 10, 2013, 07:38:07 AM »
Hi, i made a translation to portuguese brazil, i want to upload it and made registration and a language request on transinfex. Never used this site before... How i can upload my translation? It will be included in the emulator?

I approved the Portuguese translation team.  You should be able to input your translations now.  Let me know if you have trouble figuring out Transifex.
Thanks, i tried to upload my translation, but i get this error message:
"Upload codec can't decode byte 0xe3 in position 1954"  :(

Edit: Just replaced the line with the original english string, now the file uploaded successfully. The string was: "<string name="toast_sdInaccessible">"  ;D
« Last Edit: January 10, 2013, 07:48:10 AM by gdark100 »
Motorola Xoom 2 ME:
OMAP CPU Dual Core @ 1.2 Ghz and PowerVR SGX 540 GPU
8.2'' 1280x800 Screen
1GB Ram Dual Channel
32 GB internal storage

Galaxy SII Lite:
NovaThor U8500 CPU Dual Core @ 1.0 Ghz and Mali-400MP GPU
4.0'' 800x480 Screen
768MB Ram
8GB internal storage

Huawei U8150:
Qualcomm CPU @ 532 Mhz, no GPU
3'' 240x320 Screen
256 MB Ram

Offline Paul

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Re: Version 2.0 Release Candidates
« Reply #40 on: January 10, 2013, 07:46:29 AM »
You might have to enter them through the web interface rather than uploading all at once.  I suspect it is sensitive to anything not encoded in UTF 8.
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 karl_87

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Re: Version 2.0 Release Candidates
« Reply #41 on: January 10, 2013, 11:08:01 AM »
Hi Paul

Emulator works great on my Archos Gamepad, and the buttons seem to map well - good job! but for some reason when I play Zelda - Ocarina of Time, it suffers from massive black flickering backgrounds, if i change the video plugin to the other one, the problems seem to stop but the framerate is so low its unplayable, not sure if this is specific to my device or i haven't got something setup correctly? any ideas? cheers for the work so far

Offline gdark100

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Re: Version 2.0 Release Candidates
« Reply #42 on: January 10, 2013, 11:36:26 AM »
i tested zelda oot today, have some glitches too, the walking path keep flickering in black, tested with both plugins. Also, the sound is choppy  :(

Found a bug, the first time you open the emulator, can't select a Rom. You need to close the emulator and open again, but only first time after you install. I have a Motorola Xoom 2, with 1.2ghz dual core.
Motorola Xoom 2 ME:
OMAP CPU Dual Core @ 1.2 Ghz and PowerVR SGX 540 GPU
8.2'' 1280x800 Screen
1GB Ram Dual Channel
32 GB internal storage

Galaxy SII Lite:
NovaThor U8500 CPU Dual Core @ 1.0 Ghz and Mali-400MP GPU
4.0'' 800x480 Screen
768MB Ram
8GB internal storage

Huawei U8150:
Qualcomm CPU @ 532 Mhz, no GPU
3'' 240x320 Screen
256 MB Ram

Offline Paul

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Re: Version 2.0 Release Candidates
« Reply #43 on: January 10, 2013, 12:07:30 PM »
Emulator works great on my Archos Gamepad, and the buttons seem to map well - good job! but for some reason when I play Zelda - Ocarina of Time, it suffers from massive black flickering backgrounds, if i change the video plugin to the other one, the problems seem to stop but the framerate is so low its unplayable, not sure if this is specific to my device or i haven't got something setup correctly? any ideas? cheers for the work so far

I know of a couple settings that can cause flickering in Zelda.  One is Tribuffer Opt, which is currently hardcoded so you can't turn it off at the moment.  The other is Hack Z.  I think it shows up in the gles2n64 video settings as "Depth Test" or something.  You could try checking/ unchecking that option to see if it helps gles2n64.

For gles2rice, you could try enabling Auto Frameskip to help speed it up (generally works for Zelda OOT, but not a lot of other games -- will crash some devices).

Some folks have also reported that using the "Exactly" Frameskip options (gles2n64 video settings), for example "Exactly 1", can greatly improve speed.  Might be worth a try.  Also, it has been reported for some devices that enabling Stretch Screen (both video plug-ins) improves speed a little.  Also see if there is any difference using the framelimiter setting (both plug-ins).  You could really tinker around with all the settings though to see what helps on your particular device.  If you find a good profile of settings, please post them here for other users with similar devices to try.

i tested zelda oot today, have some glitches too, the walking path keep flickering in black, tested with both plugins.
Could you also try the Hack Z setting (called "Depth Test in" in the menu I believe)?  Could you also test Mario 64 and see if the shadows are missing, flickery, or floating way far off the ground?  That could indicate a problem with polygon offset, which can also cause flickering.

Also, the sound is choppy  :(
Choppy sound means slow emulation (for many devices this happens most noticeably during the cutsceens, in the forest with all the fairies, and in the large open-field).   Could you try playing with the settings as well (in particular the Frame Skip options), and report what settings you used if you are able to improve performance?
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 zack

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Re: Version 2.0 Release Candidates
« Reply #44 on: January 10, 2013, 12:47:45 PM »
Ok so i'm getting a crash upon pressing "play".

Game tested Mario 64.
Devices tested on: Xperia Play, Samsung Galaxy S2.

Code: [Select]
e.android.mupen64plusae/error.log, error message: /mnt/sdcard/Android/data/paulscode.android.mupen64plusae/error.log (No such file or directory)
W/dalvikvm(  937): threadid=11: thread exiting with uncaught exception (group=0x2aac8578)
E/ACRA    (  937): ACRA caught a NullPointerException exception for paulscode.android.mupen64plusae. Building report.
D/CustomizationProvider(  850): openFile -- START uri=content://com.sonyericsson.provider.customization/settings/com.sonyericsson.textinput.uxp
I/CustomizationProvider(  850): No configuration file: /system/etc/customization/settings/com/sonyericsson/textinput/uxp/custom_settings.xml
D/dalvikvm(  937): GC_CONCURRENT freed 1716K, 55% free 3460K/7559K, external 4678K/5428K, paused 7ms+13ms
I/ACRA    (  937): READ_LOGS not allowed. ACRA will not include LogCat and DropBox data.
D/ACRA    (  937): Writing crash report file 1357843249000.stacktrace.
D/ACRA    (  937): About to start ReportSenderWorker from #handleException
D/ACRA    (  937): Mark all pending reports as approved.

Sent a crash report also, hopefully it sent :)

This is both on Rc0 and building from source with the latest from github..