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Mupen64Plus Android Edition (AE) is a front end of Mupen64Plus for Android. (Not officially supported by the Mupen64Plus team)

License: GNU General Public License v3.0

Makefile 0.46% CMake 0.19% HTML 0.97% Java 3.37% Shell 0.19% C 50.01% C++ 43.65% Python 0.09% Assembly 0.11% QMake 0.01% Batchfile 0.07% Pascal 0.04% M4 0.10% Roff 0.55% Awk 0.08% C# 0.09% DIGITAL Command Language 0.02% Module Management System 0.01% Objective-C++ 0.01% Dockerfile 0.01%

mupen64plus-ae's Introduction

Mupen64Plus-AE

Mupen64Plus, Android Edition (AE) is an Android user interface for Mupen64Plus.

Please visit the official forum for support and discussion.

Get it on F-Droid

Nightly Builds

Download nightly builds from continuous integration: Build Status

Build Instructions

  1. Download and install the prerequisites
    • Android Studio
    • During the installation, make sure the latest SDK and NDK
    • If running Windows, make sure you install Git, Python, awk and required Microsoft Visual C++ Redistributable (i.e. cmake 3.18.1 requires Microsoft Visual C++ Redistributable 2015) and that the binaries are in your path environment variable.
  2. Clone the mupen64plus-ae repository and initialize the working copy
    • git clone https://github.com/mupen64plus-ae/mupen64plus-ae.git
  3. Open the project using Android Studio
  4. Build and run the app from Android Studio
    • Select Build --> Make Project to build
    • Select Run --> Run app to run

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mupen64plus-ae's Issues

Animal Forest (Doubutsu No Mori) english patch rom crash

Hi, I am a big fan of this emulator, but i have run into an issue. I used to use n64oid, because of its compatability, but i switched over to mupen64 because it is nicer and more user friendly. There is just one problem, i used to play animal forest (full english patch version) on n64oid with no problem, but when I play on mupen64 it crashes before it even loads. Please fix this, I paid for the donation version on google play store and I rated 5 stars. There is no doubt in my mind that you wont fix this soon. Thanks :)

Majora's mask Issue

Towards the beginning of the game when you walk into the tree to catch up with the imp the game just freezes. Any help?

Rayman 2 has no in-game text

Device: Odys Next
CPU: Cortex A8 1.2 GHz (1 core)
RAM: 1 GB
Resolution: 800x600
Rom: ICS 4.0.3
App Version: Current market release
Plug-ins: Both gles2n64 and gles2rice
no soundplugin (enabling sound is too much to handle for my poor device)
standard plugins for the rest

Description:
Before I start, I love the app, great work! :)
Rayman 2: The Great Escape: the game itself is perfectly playable (thus far, I'm not that far yet) but there is one minor (yet slightly annoying) problem: none of the in-game text is showing up, not the dialogue, not the help texts, not the storytelling texts. The only text I get is in the stats that show up when you press R and text in the menus.
I have tried several ROMs and all of them do this.
I have also tried it with gles2rice (I normally always use gles2n64 since gles2rice either crashes or gives 1 fps) and it appears to do the same.
It's not a really large bug (the game plays fine), it's just quite annoying that you don't really know what's going on and what you're supposed to do.
Thanks in advance.

Which commit for 1.10?

We have this in f-droid under the old package name. We'd like to include it under the new package name for v1.10 but we're not sure which commit to use the build it. Could you tag the published releases?

Super Mario Star Road misrendered

I've downloaded this game https://sites.google.com/site/supermario64starroad/ and tried to load it, but it came out very misrendered. Instead of rendering the full 3d scene of the game, something that looks like wireframe is rendered instead. https://dl.dropbox.com/u/9681493/pics/smsr-misrender.png

I tried it on the latest mupen64plus build for linux (1.99.1), which I see uses the exact same source code as the current version in the google play website/android market, and on linux is does render just fine.

Btw, awesome work :)

controller issue: phantom analog signal from ps3 controllers.

using both a galaxy camera and a galaxy note 2 with official samsung and chinese knock-off usb adapters, 2 different usb cables, and 2 different original sony ps3 controllers I have this problem.
as soon as I touch one of the analog stick the settings screen in mupen starts registering signals from "AXIS_GENERIC_1" (-1)
it will randomly disappear, but it returns the moment I touch the analog sticks again.
this makes it nearly impossible to assign anything to the analog sticks.

both android devices have built-in support for ps3 controllers so i'm not using any additional controller apps.

Cannot Detect KEYCODE_X- With DualShock3

I can't seem to get the keycode detector in the configuration screen to detect the the X- (pushing left on the left analog stick) press on my DualShock 3. I can map all the other controls pretty well except that.

Using a rooted stock Nexus7 with 4.2.1 and the SixAxis app for DualShock3 bluetooth connection.

360 controller support

Hi,
I notice in the forums you had plans to support xbox 360 controllers at some stage. Any updates on this?

Announcement to all developers

Hey guys, just wanted to suggest that we all disable the crash reporting option on our debug builds. Or at the very least, fill out your username, something like "littleguy (debugging)". I've been looking through the crash reports on BugSense and it makes it harder to scan for genuine bugs in the release. Didn't realize this was happening until I followed a trace to a line of code that didn't exist in the git repo ๐Ÿ˜‰

Thanks!

mupen64 free

It won't let me play any of the roms I have downloaded it just keeps bringing me back to choose game and stuff and I don't have any problems with any other emulators I use

Zelda Bugs

Hi there,

Zelda OOT and MM have still some Bugs on my Nexus 7. I use the newest paid Version from Google Play - 2.0.3.

Paul, in your Forums you told me to install the debug Version for doing some Tests for you. I hadnt Time for that until now - should i install it or is it integraded in the normal Version since 2.0 Release?

  • In OOT with gles2, all rooms inside a house are rendered green and blue.
  • In OOT with Rice, there are some ugly strips at the right side of the screen when the Image transforms to a lighter or darker place.
  • In MM, the game doesn't Display anything else than the Nintendo Logo with gles2. With Rice, it works without any Major Bugs until link is thrown away from the horse. After doing some attacks with the swords in the air, game hangs totally.

Tell me what Information you need - i will Do some testing for you :)

Greetings from Germany,

Karsten

Screenshot_2012-12-23-13-49-51

UnsatisfiedLinkException

Looking through the crash reports, I keep seeing this exception, for all versions. Other than a few null pointer exceptions, these are the dominant cause of crashes.

The three functions that it happens on are
NativeMethods.onResize() ==> jni/SDL/src/core/android/SDL_android.cpp
NativeMethods.init() ==> jni/SDL/src/main/android/SDL_android_main.cpp
NativeMethods.getHeaderCRC ==> jni/front-end/src/main.c

Does this have anything to do with the way the SDL and front-end libraries are loaded (by name rather than path) or are these just the first three functions that happen to elicit the crash (i.e. the plugin libraries would have caused a crash too, but we just never reach them before this crash).

Installing

This is probably a realy noobish thing but, i have no idea on how to install these bug fixes and such on my mupen64. Can I get some help on it please?

Reducing APK size

Two questions:

  1. Any way to remove the duplication of image files in all the touchscreen/pad skins?
  2. Are we using both mupen64plus.cht and mupencheat.txt?

Not sure if symbolic links can be used to address item 1. After installation, the assets remain in a compressed archive and are accessed through a special API (not the normal filesystem). However, we could remove the duplicates altogether from the APK, and instead use AppInfo or a meta-file to tell AssetExtractor to create symbolic links in certain directories.

Item 2 - I'm guessing they're both used, but just wanted to be sure since they're such large files.

Zelda OOT, extreme texture problems

I was playing The Legend of Zelda: OoT. It ran fine. But after updating my Galaxy Tab 2 I got a graphical glitch. Everything looks low res and rooms are pixelated. Can you fix this please!

Ex: No "intendo" at Nintendo logo, Blocky backgrounds, Pixelated rooms, glitchy textures.

Screenshot_2013-01-14-15-32-17
Screenshot_2013-01-14-15-33-29
Screenshot_2013-01-14-15-32-40
Screenshot_2013-01-14-15-33-43
Screenshot_2013-01-14-15-32-33

Multi-player define problem

Hey guys.I have one issue with the new multiplayer controller define option. I am using a N64 controller adapter listed here:

http://www.amazon.com/May-Flash-Controller-Adapter-Nintendo-64/dp/B002B9FIUU

By telling from the picture, it is a two controllers in one USB adapter. I think what this new option is trying to differentiate which USB adapter is hooked up to what controller in the case that its one controller per adapter. But my problem is that I have two in one, so when I try to identify each controller, the adapter goes from player 1 to player 2. This is different coming off of its last update on Jan 3rd to its newest one on Jan 7th. I think this can be fixed later on down the line because most two player games aren't fully working just as yet. But I figured I'd post so you guys know its there. Thanks for all the hard work, later.

Large app data ZIP in the repository is undesirable

We need to see if there is a way to have the app data zip file created by the Android SDK at build time, rather than pre-zipped in the repository. The size of the repo grows enormously with each change, and it is difficult to track the actual changes to the zip file's contents.

legend of zelda ocarina of time

If i use the start button i can equip things but when i use this it set de background to de room your first are (links house) but i wanst there i was some where else and if i press back it still it crashes it doenst do anything anymore it sticks at the screen where you begin (links house ) i use galaxy note 2 and use the rice plugin some help would appricate like the game very much go way back but do you got some answers

Auto crash reporting system

I just added a new branch to showcase an automated crash reporting system -- ACRA, which is free, open-source, and easy to use:
http://acra.ch/

I'm sure there are plenty of similar systems, but this one took me all of 15 minutes to integrate. Crashes automatically generate a logcat of the error and other device info, all of which can then be viewed on a google doc:
http://tinyurl.com/c6n4quo

If you don't like google docs, you can use other backends too, like custom server scripts, email, or your own custom module.

Give it a whirl, see what you think. I put the crash report settings on the main menu, and included a button that intentionally crashes the app.

Android 17

A couple weeks ago I installed ADK 17 (JB 4.2) on my development PC. I don't think there's any hurry, but if you find a convenient time to update your machines, just post here. When we're all updated we'll bump the targetapi in the manifest. Again, no need to jump on this right away, just whenever you happen to get around to it.

Edit: Github is great but why doesn't it have a place for simple inter-dev communication like this? Maybe I should just post this on paulscode.com but it seems like such minutiae that has no relevance to the general public.

Jar references

Could you please give references for the jars i.e licences and download urls? I can't find any info on Ouya jar in particular and I'm skeptical that any of them could be compatible with GPLv2

Auto-save on close not saving

When I load the app and press 'Resume' it just starts the last game I had at the beginning, not where I left off. Not sure if progress is not being saved on close, or not being loaded on resume. This refers to the source code build; the app market build works fine in this regard.

Something in DataDownloader.java

There's the method:

private boolean saveZippedFiles( Resources res, String path, long totalLen, CountingInputStream stream, byte[] buf, String url )

in Datadownloader.java, but further in that method (line 437) I see:

path = getOutFilePath( entry.getName() );

Is it supposed to be like this? Modifying the given parameter 'path' to the method is kind of odd (not to mention dangerous in some other scenarios).

Unused methods.

Just took the time to go through the java code and find all the unused methods.

Just thought I'd list them here and get input on which ones will not be needed in the future, or will be used in the future.

Considering the amount of refactoring done in regards to the UI, it'd be good to discuss this because it can get rid of potential 'scrap' code left behind.

  • AbstractController.java
  • getPlayerNumber
  • AbstractProvider.java
    • unregisterAllListeners
    • axisToInputCode
  • AppData.java
    • isFirstRun
    • setFirstRun
    • isUpgradedVer19
  • AxisProvider.java
    • setInputCodeFilter
  • ConfigFile.java
    • listIterator
  • CoreInterface.java
    • setExtraArgs
    • runOnUiThread
  • InputMap.java
    • unregisterListener
  • LazyProvider.java
    • removeProvider
    • resetBiases
  • PathPreference.java
    • getSelectionMode
    • setSelectionMode
  • Utility.java
    • getHeaderName
    • getHeaderCRC
    • getTexturePackName
    • unzipAll

Manual polygon-offset option

Add a preference for manually selecting the polygon-offset profile in the Video menu. Should solve some flickering problems. The only question is what to write in the UI list. I could use the following for now:

Auto
OMAP
OMAP (alternate)
IMAP
Qualcomm
Tegra

feature request/restore: missing options to disable autosave and cheat engine.

I'm not too big a fan of the changes made to the settings screen, but I can live with that.
my only issue is that the cheat menu and auto save/load can't be disabled.
I have no choice but to go through the cheat menu every time I start a game while I have no intention of ever using cheats, and while I can choose whether to resume or restart I can't choose to skip saving when I leave a game.

Emulator enhancements

Two things

  1. Give the menus a back ground.
  2. Add scanning for ROMs.
    (BTW great emulator).

Duplicate if conditions.

PeripheralController.java

Line 200 and Line 274 both have the same if conditions

if ( keyDown )

Was there a possible mistake here?

Star Wars episode 1 racer, pod and character graphics don't show.(edit: not a bug, altered option behaviour)

the pod doesn't show in a race(the engines do show), the character and pod don't show in character select, and the movement of the podracer in character select seems to be inverted.
this is something most emulators have some difficulty with.
the current play store version handles this fine if all video settings are enabled(compatibility rather than speed), but in the latest RC(RC5) this doesn't work.
this is using the n64 video plugin.
the rice plugin does show them properly, but a lot of menus don't show properly(a lot is off-screen)
EDIT: solved.
the depth hack option had to be enabled to fix this problem on older versions of mupen, but it has to be disabled in newer versions.
it's a bit confusing when options are inverted like this.

Xperia Play Control Force Close

i have been trying the last couple versions of mupen and every time i activate the xperia play controls the app force closes when i start the game.

Menu reorganization

I just pushed a new branch in which the menu organization has been changed somewhat. With all the latest developments things were starting to look a little cluttered.

Please weigh in on what you do and don't like, and by all means please edit as you see fit. The more opinions the better... the goal is just to generate ideas. If we like what comes out of it, I'll make some polishing/formatting passes on the xml files and squash the commits before merging into master.

Polygon offset for shadows and decals

I see a lot of stitching in Super Mario 64 for Mario's shadow and the star decals on the doors. Is this a core Mupen64 issue or is it something that can be addressed in Android?

Possible sources of the problem might be

  • wrong polygon offset value in OpenGL?
  • z-buffer only 16-bit, rather than 32-bit?

Share touchscreen controls for multiplayer

http://www.paulscode.com/forum/index.php?topic=833.msg8060#msg8060

xavouine said:
Just tried RC6 on my TF300 (JB 4.1) and it is super smooth.

The only issue I've come up with is that you can't use the "share controller" with the on-screen input. In turn-based games for example, it would be nice to be able to both use the controls on-screen for those who don't have an external controller. ( Like I thought I was part of until I remembered my keyboard) .

I'm not a pro at programming but I was wondering if it was perhaps possible to integrate a "switch controller" in the in-game mini-menu.

Random freezes with gles2n64 plug-in

Currently only had time to test on Mario64. The game randomly freezes, generally when there is a scene change (such as when you press start to play) or when you load a save-state. It seems to only affect gles2n64 (although I haven't had a lot of time to test - it didn't occur when I had gles2rice attached instead). The freeze is somewhat random in nature -- a place where it froze one time did not freeze there another time. However it is very easy to replicate, and definitely a serious problem. More tests will need to be run to confirm whether it is limited to gles2n64, if there are any settings (such as frame skip) that have any effect on it, and if it affects a lot of devices or only certain ones. If you are experiencing this problem please post your findings and mention what device you are running the app on. (Problem exists as of commit 7075cdd but unsure when it began specifically)

F-zero X junk graphics

When I am playing f zero x, even with force scream clear, there are some junk graphics. (EDIT sorry, scrap this, its with the gl2rice, not n64. rice doesn't have force scream clear.)

games no longer load on galaxy note 2

when you click to resume or restart games, you eitger get returned to the mainmenu or get stuck in a black screen with the virtual touchpad present. Your previous version was working pretty well, especially with the joypads:) Another thing I wish ciuld be added is sensitivity controls for the analog stick.

feature request: large touchscreen controls option.

on 5"+ devices such as the note 2 there is plenty of space for larger controls, and it would really benefit the accuracy of the analog stick if this space was actually used.

I notice currently on my galaxy note 2 that the smallest twitch of my thumb changes analog controls nearly from 0 to max, and a slightly larger analog stick would solve this.
the current medium(largest) size in mupen is actually the same as the small(smallest) size in n64oid.

Issue mapping C buttons on n64 controller

Hi,

I've been trying to map the buttons for an n64 controller connected to my tablet using an n64 to USB adapter. I'm able to map all the buttons apart from c-right and c-up

Joe

Allow screen size options, as in "default", stretched, 2xsai, full etc.

I don't know when this was on the list, but I think it'd be a nice thing to add. I was trying to play banjoo kazooie on my phone and the FPS was just down right horrible. Only ~20 and random drops to 12, I was using the gles2n64 plugin. Now then, I know my phone's GPU isn't the world's most powerful (sgx 540), and the screen resolution is down right huge(1280x720), but I was hoping for "semi" playable gameplay. Now then it seems the default is to do "full screen" and whilst I know that the system is down right hard as hell to emulate well, I'd still like the option of turning down the resolution a bit or some other options.

I'm going to try compiling it myself, and setting some compile flags to target my phone itself and see if that makes it any better(i am hoping it does). I'm going to root my phone and try setting the CPU clock to where the original hardware says it's supposed to be(1.5ghz vs 1.2ghz) and see if that makes it any better.

Also I'm running this on the galaxy nexus. If you have any sort of debugging that I can do for you, I'm more than willing to try to get this thing running better, but my current goal is to compile with mtune/march with my cpu as the target.

Use gettext and online translation services

Currently translators are forced to manually update and send xml files to you in order to add new and update existing translations. This may be convenient for you but reduces number of potential translators. To make process of translating Mupen64Plus easier you can adopt technique similar to one used by FDroid: use .po files to store text and generate .xml string descriptors with shell script. Gettext files can be easily translated with any of online translation services such as Transifex.

conkers bad fur day glitching out

Conkers bad fur day Rom keeps glitching when I go on, the graphics don't show up, all I see are blobs on the screen that move and the sound is glitchy too, I don't really care about sound, just please make the game playable :) thank you in advance

Parallel compilation

Hey guys, just discovered a way to cut my JNI compile time by more than a factor of 3.

In Eclipse, right-click the project, go to Properties->C/C++ Build. Then go to Builder Settings tab, uncheck "Use default build command" and replace the build command with "ndk-build -jN" where N is a number between 1 and 2 times the number of processor threads, e.g.
core i5 use 4<=N<=8
core i7 use 8<=N<=16

I used -j4 on my i5@4GHz and went from 9 minutes to 2:45.

On a related note, when I did this, Eclipse did a major reorganization of .cproject in the root directory. I'm running Eclipse Juno, don't know if it's a version thing or what. Basically I'm just wondering if it would be safe to push an updated version of .cproject. Maybe use -j4 option so that it's ok for dual-cores. Otherwise I'll just maintain a dirty copy of my own and never push it.

Edit: See here for more info: https://groups.google.com/forum/?fromgroups=#!topic/android-ndk/_opUVbirdc4

Master branch to be replaced soon!

I rolled back the head of master to keep experimental work on their own separate TEMPORARY branches. Master will be replaced by concept_menu_prefs_inputs branch soon, so please commit any final work to the concept_menu_prefs_inputs and NOT to master. After concept_menu_prefs_inputs has been made into the new master branch, the temporary experimental branches should eventually be removed after anything useful is chery picked from them. Any new big concepts should be branched from concept_menu_prefs_inputs.

PLEASE TREAT concept_menu_prefs_inputs AS THE MASTER BRANCH IN THE MEAN TIME

Conkers Bad Fur Day: Graphical bug in chapter mad pitchfork

Screenshot_2013-01-16-17-43-52
Screenshot_2013-01-16-17-44-06

The problem happens with the plugin gles2rice. Every combination with the visual settings like fast texture loading have been set or unset, but the problem has always happened. Everything seems too be working just fine until you have the first encounter with Franky the mad pitchfork. After you spoke with him, he should start chasing you, but he's not even visible anymore, although he was displayed before without any problems. Additionally the previously moving hey bales don't move anymore.

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