Author Topic: Beta Testing Has Begun!  (Read 960571 times)

Offline jonjon

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Re: Beta Testing Has Begun!
« Reply #570 on: January 16, 2013, 10:46:50 PM »
The APK is also posted in the first post of this thread, for anyone who doesn't use Google's store.

Thanks!

Offline Paul

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Re: Beta Testing Has Begun!
« Reply #571 on: January 16, 2013, 11:34:08 PM »
Free version is now published on Google Play.  Just need to publish the update to SlideMe tomorrow, and look into F-droid
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Offline chery2k

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Re: Beta Testing Has Begun!
« Reply #572 on: January 17, 2013, 02:17:08 AM »
With the latest version of Mupen64 I can confirm c:buttons dont stick great work guys.  ;D

Offline littleguy

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Re: Beta Testing Has Begun!
« Reply #573 on: January 17, 2013, 09:40:05 AM »
Thanks for confirming.  Paul tracked that one down super fast.
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Offline Paul

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Re: Beta Testing Has Begun!
« Reply #574 on: January 18, 2013, 02:54:00 PM »
I'm going to publish 2.0.1 update tonight.  It will fix the game selection bug on first run and the license will be upgraded to GPLv3.  If anyone has noticed any little problems they'd like me to look at before publishing, let me know (can't promise I'll have time to fix them, but I'll at least take a look)
Device: Samsung Galaxy Nexus i515
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GPU: PowerVR SGX540, 307 MHz
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Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

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Offline jack111

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Re: Beta Testing Has Begun!
« Reply #575 on: January 18, 2013, 09:34:05 PM »
I am wondering how far up the priority list is game compatability. The progress the team has made is awesome kudos to all of you however in the risk of sounding critical certain games are unplayable or will not even load i am sure most people can live with video glitches and such for a while yet however some titles like donkey kong and paper mario are games people download this emulator to play only to get frustrated that the game cannot be played at all or finished
« Last Edit: January 18, 2013, 09:36:56 PM by jack111 »

Offline Paul

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Re: Beta Testing Has Begun!
« Reply #576 on: January 18, 2013, 11:25:05 PM »
Game compatibility is of course high priority moving forward as problems with the front-end settle.  I can't speak for the other devs, but me personally I want to make a serious effort to tackle the long-standing problems like the two you mentioned after getting the Open Pandora project set up (working on that this weekend).  I'll likely be splitting my time between squashing bugs and working on the OUYA interface (I'm not planning to do anything with the Open Pandora front end for a while - hoping to get another dev on board to take that project on)

The DK hit detection problem is actualyy the first problem I want to tackle, because there is another port that has the problem fixed which could be used for comparison.  I feel like this would be the easiest one to track down first.  After that I want to tackle fog (affects virtually every game).  I then want to tackle missing textures in Zelda OOT.

Some problems are issues with the ARM dynarec.  Those problems are probably beyond my ability to fix.  I'm hoping someone with some assembly language skills might come on board to help with that.  One good thing is that the ARM dynarec had been incorporated into the upstream project, so that should help increase its visibility.

Other problems are with the core and with HLE.  Those problems are being tackled by Richard and his team, and should trickle down to the Android version as long as we are able to stay synchronized.  I'm actually looking into how best to restructure the project to further facilitate synchronization (the Open Pandora port will help with that)

The majority of problems are with the video plug-ins, which just need time to mature.  I find gles2n64 the easiest for me to follow in the code, so fixes from me will probably be on it mainly.  Rice, however, has the potential to be far more compatible, if we can better optimize it for speed and fix the issues with frame skip.  Zack mentioned he would be focusing on improving rice.  I'm hoping we can get more devs on board with GLES2 experience to help out.  Greater visibility with the recent front-end update and input improvements, as well as the OUYA and Open Pandora ports will hopefully attract more developers with fresh perspectives.  I'm also planning to port glide napalm to GLES2 when the x86 assembly pieces have been rewritten in C.  Having more options for video plugins will increase overall compatibility of the emulator.

Long answer to a simple question, but just wanted to give a basic overview of how I'm hoping to move forward with the project.
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Offline snapuswip3

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Re: Beta Testing Has Begun!
« Reply #577 on: January 19, 2013, 01:15:56 PM »
Loving the new version!

A couple things:
(All on xperia play)

FZero runs better with rice video, however there is a strange border around the picture, made from bits of the picture. Same problem in super smash Bros

The action button is still a square block on majoras mask.


Are we likely to see a glide video plugin? Or vibrate as rumble function?

Honestly playing super Mario 64 on xperia play is amazing, just hoping to see more iconic games at the same mature state

Offline Paul

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Re: Beta Testing Has Begun!
« Reply #578 on: January 19, 2013, 04:13:30 PM »
The action button problem in MM, that's rice, right?  I think Gilles mentioned he knew what caused that and was working on it, not sure. That problem and the junk graphics (and zoom issue) were all introduced with the rice unstretched and centered option.  Hopefully won't take too long to track down.

I'll look into porting glide napalm to GLES2 once the x86 assembly pieces have been rewritten in C (a member of the MP64+ team is working on that, I understand)

I once tried to implement rumble as vibrate, but was never able to get it working.  I even showed my implementation to Richard, and he thought that it should work (asked me to make sure I was using a game that had rumble). I suspect it is related to the way we are interfacing with the input plug-in directly, while the rumble code is expecting a Joystick to be hooked up for it to use rumble.  I haven't had time to look at it in a while.
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 littleguy

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Re: Beta Testing Has Begun!
« Reply #579 on: January 19, 2013, 04:35:21 PM »
I recall seeing in the Android docs that gamepad rumble is accessed a little differently than phone vibrate, though I think it's mostly the same API.  Currently, the core calls out to the java side to actuate phone vibration, but I've never actually tested it.  What's the easiest way/game to test rumble on?
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Offline Paul

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Re: Beta Testing Has Begun!
« Reply #580 on: January 19, 2013, 05:34:43 PM »
The vibrating works (or it did).  I was never able to get the signals to start/ stop rumble, though, so nothing is being sent through JNI to actually do the vibrating.  It's in one of the C files for input-sdl.  I can look it up for you when I get home from dinner.
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: Beta Testing Has Begun!
« Reply #581 on: January 19, 2013, 06:11:28 PM »
It's in one of the C files for input-sdl.  I can look it up for you when I get home from dinner.

The area in question begins around line 445 in jni/input-sdl/src/plugin.c.  As you can see, I put in some debug messages in there, but the messages "*Data exists! Vibrating..." and "*Data doesn't exist! Stopping Vibration..." never appear in the log, in areas of games that I know are supposed to rumble.
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 snapuswip3

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Re: Beta Testing Has Begun!
« Reply #582 on: January 20, 2013, 01:30:13 AM »
The mm button problem is actually in gles2n64 plugin. It doesn't happen on my nexus 7 tho, only xperia play...

Offline gdark100

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Re: Beta Testing Has Begun!
« Reply #583 on: January 20, 2013, 06:34:50 PM »
I'm happy to see the improvements you will make the plugin, I'm anxious to play conker's bad fur day, both emulators have trouble in the barn and you can not proceed further. I think the problem glesn64 regarding this game is related to ZBuffer
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Pau

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Re: Beta Testing Has Begun!
« Reply #584 on: January 21, 2013, 02:45:35 AM »
I'll look into porting glide napalm to GLES2 once the x86 assembly pieces have been rewritten in C (a member of the MP64+ team is working on that, I understand)

ecsv already ported the asm stuff: http://code.google.com/p/mupen64plus/issues/detail?id=170#c15
« Last Edit: January 21, 2013, 02:49:40 AM by Pau »