yashsingh1/xdaforums huggingface dataset:
[Xperia Play Android Development] paulscode:
That's weird.. I wasn't expecting that output. Looks like the app isn't actually crashing.. it shuts down "normally" (the same as if you had pressed the "home" button):

V/front_end( 2980): Core: R4300 emulator finished.
V/core ( 2980): R4300 CPU core finished, shutting down
V/core ( 2980): Calling SDL_Quit()
I/SDL ( 2980): [STUB] GL_UnloadLibrary
D/gles2n64( 2980): Stopping OpenGL
V/front_end( 2980): Core Status: Rom closed.
I/ActivityManager( 498): Process paulscode.android.mupen64plus.xperiaplay (pid 2980) has died.

I'll have to think about this one some more.

That's normal behavior for if you had pressed the "Home" button. The icon in the task bar isn't an indicator that the app is still running in the background. It is just a button you can click on to quickly restart the app rather than having to go through the menus again (for example after a call came in while you were playing and you had to quickly leave). One thing I do need to change though is to make it so you can clear the icon out of the status bar without having to click on it and choose "close" from the main menu.
[Xperia Play Android Development] DeanBoro:
Paul I actually know what this problem is.

Something has been changed in his usr/keylayout to make the L button go to home. I will create a flashable zip for him later today which will fix that :)
[Xperia Play Android Development] paulscode:
There is still something wrong, because pressing "Home" should not cause subsequent launches of the emulator to crash. Do you get the same behavior if you press "Home" instead of the "L" button? If so, could you post the logcat for one of those second crashes?
[Xperia Play Android Development] paulscode:
A couple of Xperia Play users are reporting seeing an IO error. Has anyone here seen this? Android Market sucks.. Google seriously needs to provide an interface for responding to comments. I basically just have to hope someone with the same problem visits the forums here or at my website.
[Xperia Play Android Development] jacklebott:
It's not pressing home, since it goes back to my launcher rather than my multitask app (pressing home once doesn't go straight to launcher)

---------- Post added at 03:28 PM ---------- Previous post was at 03:26 PM ----------

No, pressing home works as you'd expect. The force close doesn't seem to be happening anymore. In fact, it was probably actually because I'd go into settings to close the app before, rather than using the app's 'close' button
[Xperia Play Android Development] paulscode:
Could I get anyone who has bought the app on the Android Market (either branch) to please update your rating comment to say the following:

Unfortunately, I can't purchase my own app or post comments. I'm hoping by flooding the top comment blocks, I can get someone who has the problem to notice. It seems to be affecting both branches now (I originally thought it was just the Xperia Play branch). I have no idea where the problem is coming from, so I can't fix it until someone experiencing the problem is willing to run some tests for me.
[Xperia Play Android Development] antEris:
Done.
[Xperia Play Android Development] paulscode:
Looks like google hides reviews that have links in them (probably to cut down on spam). I've revised what to write in the comment. Sorry about that.
[Xperia Play Android Development] antEris:
Re-done ;)
[Xperia Play Android Development] paulscode:
It worked! Thanks everyone. Hopefully I'll be able to solve the problem now that I have someone to run tests.
[Xperia Play Android Development] bubblegumballoon:
Unofficial Build - Mupen64plus (Bubble Build)

Changes

- Uses high res icons made by shuy3n (looks great in the xperia launcher)

- Added swap analog and c buttons option (good for goldeneye)

- Reworded some menu options to make it more obvious what they do.

Bug fixes

- Fixed "Junk graphics bug" (Just forced screen clear)

- Stopped build clashing with the official build (thanks for the help paul!)

Download: http://dl.dropbox.com/u/13594612/paulscode/Mupen64plus (Bubble Build).apk
[Xperia Play Android Development] tmovids:
I'm really sorry about this horribly noobish question, but I can assure you I have searched around.

Is there any way to fix the graphical bug on pokemon stadium?

And is there a googledocs spreadsheet of compatability (all I could find was an archived xda thread when searching)?

Thanks!
[Xperia Play Android Development] bubblegumballoon:
Updated the download link with a slightly newer version.

I added the ability to swap the analog stick and the c buttons on the touch pads, This is perfect for games like golden eye. :)

To do this you go to...

Settings>Xperia Touchpad>Change> and then choose to have the analog stick on either the left or the right.
[Xperia Play Android Development] paulscode:
There is a wiki (it's still new, though, so not much in it yet.. everyone is encouraged to contribute!) I'm planning to put a large list under the Droid X and Droid Razer sections soon.

BTW, I figured out the cause of the IO Error, in case anyone wants to change their comments back. I'll probably use this method of getting folks attention in the future when I need someone to test a bug that I can't replicate.
[Xperia Play Android Development] CZroe:
The ideal way to play Goldeneye 007 would be to enable true dual analog. The game supports this using two controllers. Map P1 control stick to the right touchpad and map the P2 control stick to the left touchpad.
[Xperia Play Android Development] bubblegumballoon:
Using two controllers at once? I never heard of that haha, I will look into adding that in the next update.

EDIT:

I looked into it and it seems like only player 1's analog stick and the c buttons can be mapped to the touch pad at the moment so I cant just change it by adding a new touchpad mask. This is something paul would have to do its too complicated for me. :p

At least with my newest built you can play golden eye now even it its not full analog controll. :)
[Xperia Play Android Development] paulscode:
I'll look into this. The only thing I need to figure out first is how to force a particular input profile from InputAutoCfg.ini to a particular N64 controller (so that I can create 4 separate input profiles in there - one for each controller). I'll try and get this figured out before the next update I'm hoping to put out later this week.
[Xperia Play Android Development] mehdi.moha:
i wish :rolleyes:some day i can see this :

new changelog :

fix bugs on paper mario ...

:D
[Xperia Play Android Development] bubblegumballoon:
Its not much but for now you can change the video plugin from gles2n64 to gles2rice. It will get rid of the annoying flickering glitch, The graphics are still a bit messed up though.
[Xperia Play Android Development] IE-coRe:
Hey Guys. Do you know Super Mario Star Road? its a Super Mario 64 Rom hack with 120 Star in completly new levels created by a user. Problem is i dont get it working on Mupen64plus AE... black textures over all.... Someone got a sulution?

[YOUTUBE]youtube.com/watch?v=_JBdxcnyxeQ[/YOUTUBE]
[Xperia Play Android Development] bubblegumballoon:
Is it like that with both video plugins?
[Xperia Play Android Development] IE-coRe:
on gles2rice the textures are a bit buggy but okay, but with this plugin the game is unplayable slow. This is strange becouse it is just a modden super mario 64...
[Xperia Play Android Development] bubblegumballoon:
Who knows what crazy changes there are bhind the scenes though. Do you have n64oid? How does it run on that? N64oid uses another version of the rice plugin so it would probably have the same issues too.
[Xperia Play Android Development] paulscode:
You could try playing around with the various config files (creating a profile for the game in gles2n64rom.conf and mupen64plus.ini, and playing with the settings in gles2n64.conf). Otherwise, you might have to wait for gles2rice to be finished. You can get some of the required information from the logcat output (CRC code, ROM name string, etc). Anyway, this game is a low priority at the moment, since there are still problems I need to fix with more popular games.
[Xperia Play Android Development] IE-coRe:
Yes i understand. I will try on n64oid but i dont think it will much better becouse i looked around a bit and found out that this game even lags on some not so powefull PCs. It seems to be very extended i think a normal N64 is not able to play that;)

But sad that i cant play it on the play...

EDIT: It works on N64oid!! Smooth as butter!!! This gives me hopes...
[Xperia Play Android Development] paulscode:
Yes, N64oid's video plug-in is (almost certainly, based on unique behaviours) a port of Rice video. Once Kris finishes his port of Rice and more optimizations are added, the game should work pretty well in Mupne64Plus AE as well.
[Xperia Play Android Development] IE-coRe:
Thats great to hear. =) Thanks.
[Xperia Play Android Development] paulscode:
I'm also looking into adding the ability to link with N64oid video plug-ins, for those who own N64oid. Using the source code Yongzh posted back before he pulled gles2n64 from the project, I should be able to mimic the API to make the plug-in think it is attached to N64oid (obviously if he has since changed the API, it won't work). I'm planning to look into this after the next update.
[Xperia Play Android Development] mehdi.moha:
good news :D

i'm sure that next update apply graphic plugin as well as possible . papare mario full bug fix :)
[Xperia Play Android Development] captain67:
The new interface is looking good. controls are great. Now we just need less lag and it'll be perfect.

Sent from Asgard
[Xperia Play Android Development] paulscode:
The next update doesn't have any speed optimizations or graphics fixes yet (still working on compatibility bugs - fixed the Zelda crash on Galaxy S2 and Yinlips Console problem). I still need to figure out the black alpha-textures bug on Droid Bionic, Razer, Atrix (probably get that one in the next update). I'll probably also try to solve the Majora's Mask crash at the forest portal after that.

Then at that point, I'll tackle a couple of speed optimizations I have planned (to hopefully improve performance on more devices and games), and then I'll begin tackling graphics problems. It will likely be a few weeks until I get there, though. Kris is making great progress on his Rice port, so gles2rice will most likely improve as well in the next updates I post, depending on when he releases his updates for the HP Touchpad.
[Xperia Play Android Development] igor_anta:
Great work supporting this device Paul! I hope your emu gets a needed speed boost in the near future.

I just wanted to ask, will Indiana Jones and The Infernal Machine ever be on the compatibility green list? It would be awesome to run thatt game on the Play:-) Cheers!
[Xperia Play Android Development] CZroe:
I agree, especially considering the exclusivity of it, but targeting compatibility with particular games is way down the list. The games he mentions are the most thoroughly-tested on other emulators so finding the solutions to those problems will likely fix a lot more.
[Xperia Play Android Development] bubblegumballoon:
I updated my unofficial build to have a slight speed boost when using the gles2rice video plugin.

I added a link to download my builds in the OP or you can download it here:

http://dl.dropbox.com/u/13594612/paulscode/Mupen64plus (Bubble Build).apk

Make sure to unistall any previous build I have made before using this or it wont download the new app data.

EDIT: Fixed a tiny bug that stops my configs clashing with the official build too, it should work.
[Xperia Play Android Development] paulscode:
I posted an update today (see my website for details on what changes were made). Next thing I'm focussing on is multi-controller support and combining the code branches into one project, and setting up a git repository. If anyone would like write access to the repository once it's set up, PM me to discuss it.
[Xperia Play Android Development] mehdi.moha:
thank you paul , you are #1

i'm sorry for my question , :o

" PAPER MARIO " still is full of bug ... , is there any hope to fix that ?

another question :

there is an option on n64oid that enable us to load external textures , can we use that rextuers on yout amazing APK ?

thanks
[Xperia Play Android Development] paulscode:
I'll tackle this when I get to the game-specific bug-fixes. I want to fix one more device-specific compatibility problem and do one big speed optimization before I begin working on individual games. When I get to that point, I will take votes for which games I'll tackle first. Paper Mario will probably be near the top of the list, but I expect Majora's Mask and a couple others will probably come first. It will happen eventually..

This is coming soon. Kris is working out a few remaining graphics bugs with his port of Rice, and he will then enable the hi-res texture pieces. I'll write in an interface in the GUI and post an update as soon as this happens (I don't have a time line on this yet).
[Xperia Play Android Development] DeanBoro:
Paul you should make it so you can create icons on the homescreens which load certain games :D
[Xperia Play Android Development] NeoandGeo:
Small suggestion. High resolution icon for the PlayStation launcher. :D
[Xperia Play Android Development] paulscode:
Voting for the artwork competition has begun. Everyone is invited to participate, and have a say in which graphics will be used in both the app and the Android Market listing!

We're also holding a screenshot competition. If you missed out on the artwork competition or if you just weren't artistic enough, here is another chance. This one will be open for a while, to make sure we get a lot of entries to choose from. As with the artwork competition, winners will receive a cash prize from the Market donations. Visit my website for more details.
[Xperia Play Android Development] mehdi.moha:
hey paul

you konw , you are really #1 developer.

none of developers on XDA are not answering the questions as nice/patiently... as you do.

god bless you man
[Xperia Play Android Development] Mael5trom:
I think we can all agree the main game needed working on n64 is body harvest... Underrated, under exposed, gaming greatness!
[Xperia Play Android Development] Mariol:
This emulator rocks, i cant put my phone down!

keep up the good work!
[Xperia Play Android Development] jacklebott:
So Paul, is there any progress on why pressing the Camera button exits the app? Just wondering
[Xperia Play Android Development] paulscode:
Posted a couple updates today (second one was to just fix the launcher icon)

* Version 1.6**

Fixed several causes for Crash Reports

Consolidated source code (reduced complexity)

Added minor optimization to build settings

Added Help option to main menu (links to paulscode.com forum)

Added touch layout with analog control on right side of touchpad (either "Restore App Data", or visit paulscode.com to import manually)

Updated graphics by Artwork Competition winner shuy3n!

* Version 1.6.2 **

Fixed hi-res launcher icon (thanks, Epic_bubble!)
[Xperia Play Android Development] paulscode:
Anyone notice Mario 64 running worse since the update? I changed the compiler options which provided a very small improvement on my phone, but could have had a negative impact on other devices. If so, I can change it back. I just noticed one comment from an Xperia Play user that said Mario was running poorly since the last update, so wanted to see if that is happening to anyone else.

The other thing that is different since the last update is the Tribuffer Optimization, which is disabled by default (gles2n64 video settings). I don't notice any difference on my phone with it enabled or disabled, but maybe it affects other devices. Could I get some feedback on whether tribuffer optimization enabled/ disabled has a noticeable affect on anyone's device?

I'm trying to get a feel for which of these two changed (if not both of them) might have had a negative effect on the Xperia Play (and possibly other devices.

---------- Post added at 05:20 AM ---------- Previous post was at 04:30 AM ----------

Not yet. I actually haven't looked into this too closely. There may be a setting in the manifest to prevent this. I assume its treating this as an "orientation change" (like plugging into a dock, rotating the phone, receiving a call, etc), that I just need to tell the OS that I'm handling)
[Xperia Play Android Development] bubblegumballoon:
Added in the latest update. :)
[Xperia Play Android Development] IE-coRe:
Yes i noticed that! I was wondering becouse nothing was able to fix that even at 1.6 ghz mario 64 is strange laggy with the latest version. Please fix it. :)
[Xperia Play Android Development] paulscode:
Ok, there are a couple new things that I changed which could potentially have caused the lag. I'll write a test for each of them to see which one is the culprit. I'll post them shortly.
[Xperia Play Android Development] paulscode:
Can I get some folks to compare the following builds to the latest official build, running Mario 64? Let me know if there is any speed differences between the three versions.

Thumb build option

Tribuffer hard-coded

(Please make sure gles2n64 is the selected video plug-in, and tribuffer opt is enabled before running the tests).
[Xperia Play Android Development] IE-coRe:
Both dont bring very much improvment, the Thumb build a little more than the other. I noticed that disabeling the "force screen clear " option brings a little performence boost.
[Xperia Play Android Development] paulscode:
Thanks, I'll add THUMB back in and change "Force Screen Clear" to disabled by default (folks can enable it if needed)
[Xperia Play Android Development] paulscode:
I posted the update. Let me know if the slowdown problem hasn't gone away (based on the tests, it should be fixed, but you never know..)
[Xperia Play Android Development] Delirious17:
I see a cheat file in the data files...will cheats be supported soon?

Thanks so much for your work!
[Xperia Play Android Development] CZroe:
Just wanted to give some input: Can we get an auto-save feature? As it is, even locking your phone dumps the ROM from memory and requires you to start over or load the ROM and your last save state. I can't tell you how many times I've set my phone down for a moment and returned to find it auto-locked and back on the menu with no "resume" option. Yes, I can change my autolock setting but I shouldn't have to. Next, if you are in too much of a hurry to resume at your last save state, loading a save state too early will dump you back at the home screen (crashes out of the program). Next, Mupen64 is seen as "Main Menu" in the recent apps/task manager, even when currently running a game. It should probably say "Mupen64" or something. :P Now, without resume or autosave/load states, I can't figure out why the application bothers to have a notification bar icon as if it were really suspended or doing anything when it stopped emulating with no suspension mechanism the moment you do anything else.

Now, I recall you saying something about per-game config settings being stored someplace other than the ROM directory, but it's been somewhat of a standard that the settings bear the name of the ROM and be stored in the same directory so that they can be managed together. Same goes for the game's SRAM, FlashRAM, and EEPROM data. If it isn't that way already, I'd like to see that. It would make configuring Goldeneye 007 with dual-analog that much easier when the two-into-one controller mapping feature arrives. :)
[Xperia Play Android Development] paulscode:
Cheats are on my to-do list. I'll work on it soon (a few more high-priority stuff I need to do first)

CZero, thanks for the great input. I agree the auto-save stinks right now. The reason for this is that I can't figure out how to get the rendering context back after the SDLSurface is destroyed. I can suspend and resume the game, but video is gone upon resuming. I would have fixed this sooner, but I'm about to remove SDL entirely, so there's really no point in fixing code that I'm about to trash anyway. There are a number of open-source examples for suspending and resuming games with a normal GL surface, so I expect I won't have any problem fixing this once SDL is out of the way. The taskbar icon is pointless now, but it is there in preparation for when the bug is fixed (I should be able to just plop in the resume code and go)

The task manager lists the window title of the first activity that was run. Since I made the window title of the main menu "Main Menu", and that is the first Activity to run, that is why it shows up as "Main Menu" in the task manager. I should be able to just change the main menu's window title to "Mupen64Plus, AE" to fix this (I'll see if that works).

Mupen64Plus has separate folders for configuration data (including game settings), save states/ game RAM, and the ROMs themselves. I'm not planning to change this, because it is a standard of the original PC branch (I'm trying to remain true to the original project and not alter it arbitrarily like Yongzh did with N64oid). Additionally, game-specific settings are compiled into a single config file, rather than creating hundreds of individual config files (more organized that way). I'd rather provide user-friendly interface to the configurations through the gui, so you don't have to manually play around with the config files anyway (so it wouldn't matter where they are located).

---------- Post added at 11:46 PM ---------- Previous post was at 11:41 PM ----------

Is anyone still having the speed reduction with Mario64 in the latest build (v1.7)? One user on the market claims to still be having the problem.

He's listed on the Developer Console as running the emulator on SEMC Xperia Play (R800i). Since a lot of you here are are running it on that same phone, I thought this would be the best place to ask. I'm thinking he may just have the gles2rice video plug-in selected, but if Mario64 running with the gles2n64 plug-in is still slower than it was in previous builds, let me know.
[Xperia Play Android Development] jacklebott:
Yeah, with gles2n64 it's still running slower than it did a few builds ago
[Xperia Play Android Development] paulscode:
The big difference from v1.5 to 1.6 was the THUMB build option (which I changed back). Going back one more from v1.4 to v1.5, the big difference there was moving tribuffer opt out of being hard-coded. Folks here with the Xperia Play have mentioned that the test I posted earlier with it hard-coded again had no improvement, though. All prior changes between versions were bug-fixes, so if any of those are the cause, I can't really change them without causing old problems to resurface..

Maybe I'll post a test with tribuffer opt hardcoded again for you to test, jacklebot, since your phone setup seems to be the one affected (specific to your phone model/ Android version combination maybe?) To be honest I have no idea why it is running slower.. Could you try a quick "Reset Default" settings to see if it helps?

---------- Post added at 04:13 AM ---------- Previous post was at 03:24 AM ----------

@jacklebot, let me know if this version is any better or still the same:

Tribuffer Hardcoded
[Xperia Play Android Development] jacklebott:
I did a full wipe of the app, then tried it. Still lagged just as much

The 'Tribuffer Hardcoded" test you posted actually worked with about 20% fewer stutters or slowdowns. Much more fluid too
[Xperia Play Android Development] CZroe:
Could an auto-save feature work around the SDLSurface problem by starting emulation over completely (same as the user does) and then loading a save-state that was saved when they left the app?