yashsingh1/xdaforums huggingface dataset:
[Xperia Play Android Development] bubblegumballoon:
Touch pad support is not in this test build but will be implemented again in the finished version.

Also if you are having crashing issues then use unzipped roms.

And once again this is an unfinished version of the GUI so expect there to be bugs.
[Xperia Play Android Development] loismustdie555:
forgive me for being a n00b but, i cannot find any links to the app. all it says on the page is "link removed - update in progress" bubblegumballoon could you pm me the latest build plus the necessary files for touch pad support?

thanks. :)
[Xperia Play Android Development] bubblegumballoon:
No touch pad support in the latest test build.

Honestly the reason you would want to test the newest build is to try the GUI, there is a link to

this build on the forums but I personally wont post any links until its finished.

You can search for it if you want (its in the mupen thread) but I recommend waiting until its finished.

I will be sure to post a link here when paul has finished implementing the GUI properly. :)
[Xperia Play Android Development] loismustdie555:
BTW bubblegumballoon just FYI, the n64 "camera" controls are NOT analog, they are individual buttons in case you did not know, but then again maybe you did. i just thought i would mention that in case you guys came into any coding problems.
[Xperia Play Android Development] paulscode:
The touchpad is implemented using the NativeActivity method described in the official Sony Ericsson documentation. I couldn't say if this works with CM7 or not, depends on how/if the CM developers implemented the interface the same way. I should have the Xperia Play version of the app finished this week, so if anyone has CM7 on their Play they can try it out and let me know whether or not it works.

For those "n64 camera" controls you talk about, which controller buttons are they (I assume the d-pad)? If you need both the dpad and the analog on the screen at the same time, you'll have to create another gamepad layout. Take a look in [sdcard]/app-data/paulscode.android.mupen64plus/skins/gamepads/ to see how they are set up (you can customize your own layouts). Same goes for the touchpad layouts (..skins/touchpads) which have a similar syntax.
[Xperia Play Android Development] bubblegumballoon:
Did you ever try the touch pad build previously? I used it with mario 64 and it

worked perfectly, there should be a video in the OP.

For the camera controls is there any specific game you are referring too? I know

super mario 64 used the c-buttons for camera controls. In one of the previous

touch pad builds the c-buttons where mapped to the xperia plays right touch pad

but you could also map them to physical buttons in you preferred.

In the touch pad build you could also change the sensitivity settings to your liking.

Paul made a couple of posts explaining this a bit better a few pages back.

Hope this answers your question. :)
[Xperia Play Android Development] loismustdie555:
i meant that on the original controller the camera controls are actually buttons not another joystick as some people might think.
[Xperia Play Android Development] acocalypso:
i was talking about Pokemon Snap i use the analog stick like an nintendo 64. but i dont move a bit
[Xperia Play Android Development] paulscode:
I don't think the project would have made it this far if I didn't even know that ;)

That sounds like a bug to me. I'll look into it. --EDIT-- This appears to be a bug with Mupen64Plus itself, not specific to AE (it exists on the official PC version as well).
[Xperia Play Android Development] captain67:
Exactly my thoughts. Anybody who has ever played an n64 game would know that.

Sent from Silent Earth 3
[Xperia Play Android Development] DeanBoro:
Do you think it would be possible to fix the pokemon snap bug as that was one of my all time favourite games, even a possibility of giving you a few beers if you could ;)
[Xperia Play Android Development] bubblegumballoon:
Unfortunately there are no n64 emulators that exist that emulate pokemon snap 100% correctly, every emulator seems to have problems with that game.
[Xperia Play Android Development] paulscode:
I can't promise a fix, but I can promise that it is now on my list of game-specific problems that I will research and talk with experienced emulator-developers about at some point in the future (sadly, that list is quite long at the moment)
[Xperia Play Android Development] DeanBoro:
I managed to get the game working on the pc version by enabling Framebuffer to RDRAM or by setting Anti-Aliasing to 2x
[Xperia Play Android Development] RDilus:
lol fixing with anti-aliasing ?

are you sure about that anti-aliasing only make lines round or smoother greater or how they call it it doenst change resolution of the textures or anything else

so explain me how anti-aliasing fixing it
[Xperia Play Android Development] paulscode:
That would point to a graphics problem and not an input problem. Which video plug-in were you using for this? Obviously the plug-ins we have for GLES2 are very different, but knowing what fixes the problem in the PC version should give me an area of the code to focus on. It does seem weird that anti-aliasing would fix the problem, but perhaps somewhere in the implementation they are using a slightly different pipeline that calls a particular (unrelated) instruction that corrects something... emulation bugs can be really weird sometimes.
[Xperia Play Android Development] CZroe:
The link to builds links to a thread that says they aren't available due to a DB error, so if anyone can get me the older non-GUI build, I'm ready to start testing. :)

Anyway, I see references to problems with ZIP support. I see in Titanium Backup Pro that there is an option "Enable Gingerbread ZIP bug fix." Could this "Gingerbread ZIP bug" be what is causing the issue?
[Xperia Play Android Development] paulscode:
No, the problem with ZIP is that I just don't have the code hooked up at the moment (issues related to the GUI, not to the data). I'll have this implemented soon (I just want to fix the crash bug and the weird "phantom audio-sdl" bug first).

I would prefer folks wait until the next version to resume testing (after the flood of emails I was getting due to the downloaded app data being incompatible between the two versions) That being said, you can technically still use the older versions (you'll find links to them if you read back a few pages on my thread). You will have to replace the app-data with the old archive after running the app once (the link to it is also a few pages back on my thread). However I won't provide technical support if you run into problems, so you'll be on your own if you go that route (should be possible, but I haven't tried it).
[Xperia Play Android Development] CZroe:
Thanks. I was just getting ready to test for the Mario Kart 64 and Blast Corps over-steer quirks but I can wait.

I actually tried going back and in twenty pages of looking for your posts I came across the latest debug one, the old app data, and a bunch of talk about index.php being downloaded instead (but no actual link). Oh well.

I kept going back all the way until Nov 14th, 1 month and 25 pages back! "Resume Test App #4." Something tells me that this isn't the one that needs me to DL the old app data. ;) Even if it were, that's before we were done talking about the controller idiosyncrasies, so it's not the one to test.

I can wait. Thanks for all your work!

Edit: I did get it working with some Xperia touchpad build someone linked too. Had to reboot the phone because it kept trying to download the app data even though I had already provided it!
[Xperia Play Android Development] paulscode:
Gotcha, the controller changes are only in the recent post-GUI versions that I've posted (which uses the new app data, so you wouldn't have to worry about replacing stuff and I can help you if something doesn't work). However, I haven't built an Xperia Play version of this yet, so to test the controls you'd have to use the touchscreen (the option in the GUI to enable this is called "Accurate N64 Stick", under Skins->Virtual Gamepad).
[Xperia Play Android Development] ermacwins:
you got a link? Wanna try on my GS2
[Xperia Play Android Development] paulscode:
Here:

Test APK

Note: it is not complete yet, there are bugs. In particular, turning off the plug-in "enabled" checkboxes will result in a random plug-in being chosen by Mupen64Plus, and clicking "Close" from the in-game menu with gles2rice attached results in the emulator continuing to run in the background, requiring a force-close or reboot to shut it down. This build does no have the Xperia Play touch-pad implemented either.
[Xperia Play Android Development] DeanBoro:
when will play version be released ?
[Xperia Play Android Development] CZroe:
You ask that like theres some marketing reason to pick a specific time and obligate himself to it. :D

Obviously, he wants to get everything working first. :)

---------- Post added at 11:23 AM ---------- Previous post was at 11:12 AM ----------

Played a bit of Zelda and Mario Kart. Blast Corps is incompatible and crashes, so I can't test that one. One thing I noticed was that it will be very hard to play the slingshot aiming games with a pad that jumps to the simulated point you touch, so is there any way to toggle it to a different mode for certain situations? You know: One the simulates dead center as soon as you stop moving and then considers that the center/origin when you start moving again? That would be best for aiming games though typical character movement would still be best the way it is.

Now, I was thinking that a third mode could be used for driving games. Basically, the entire touch area between both circle pads is sensitive to input, but it can be hard to get it to register maximum left and right inputs without causing it to register on and off (your finger is on the verge of coming off the touch-sensitive area) due to your thumb being comparatively large. Because racing games typically only need a lot of sensitivity for left/right input, it makes sense to use more of that area and pad the sides with a bit of space that registers as maximum left or right anywhere inside it. A slider overlay on the screen could help by giving the player feedback: starting in the middle shows a dot in the middle; moving to either side slides the dot to the left or right, when you reach the maximum range of the N64, it stops moving even though you still have room to move on the touch sensitive area).

I hope I'm not suggesting anything that would be too much work, but I feel that these changes could greatly improve playability of certain titles.

---------- Post added at 11:30 AM ---------- Previous post was at 11:23 AM ----------

Oh yeah! Back to Zelda and Mario Kart: I spun out constantly when playing as Toad on Moo Moo Farms despite not really noticing myself get bumped too much, but I could not duplicate it on Time Trial mode. I tried a bit of Wario Stadium, which usually triggers it on the Virtual Console due to bumps causing you to land in an over-steer condition and spin out, but it didn't happen in a few laps. I need to tailor my controls to really put the game through it's paces (need R bumper to = R button for hop/powerslide) to learn anything definitive. The chargel-ess and magic-less sword spin on Zelda isn't as bad as other emulators, likely due to the circular areas with no PC square area conversion. I think the difficulty remaining was mostly due to the fact that my thumb is so large compared to the small area that it does not register as being at the edge unless I am so far away from center that it sometimes doesn't sense me at all (especially when spinning around it). I know it's does not incorporate the latest input method but I will thoroughly vet this one to see if there is an improvement when I test the latest.

Thanks!
[Xperia Play Android Development] paulscode:
CZero, where some of those tests with the earlier version? The latest version does a stick "capture", which should make spin-attack and anything that requires full-throttle much easier to do (you can slide your thumb way beyond the edge to make sure you have full throttle). This in particular eliminates the need for the third mode you mentioned. If full-throttle left and down are a problem due to the position of the analog control on the screen (touch-screen version only, of course), you can try moving it to the right and up a bit to give your thumb more room. Can't really move the touch pad, but you could play with the radius values some more to fine-tune it to your particular thumb.

I'll look into your idea of "re-origin'ing" the stick rather than it springing back to center when you let up, I could see that being useful in some cases.

DeanBoro, the Play version will be released very soon. After I fix the couple bugs I mentioned, that is next on my list (I'm hoping to have both versions complete and ready for Beta testing this weekend, but these things can be hard to predict).
[Xperia Play Android Development] bubblegumballoon:
New test build has been released :)
[Xperia Play Android Development] paulscode:
I finished the Xperia Play version. I posted links to the APK and source code on my site. It hasn't actually been tested on an Xperia Play yet though (sadly, I don't own one myself), so it will probably need a little debugging to get it going.
[Xperia Play Android Development] MizuhoChan:
I'm not quite sure how to configure the touchpads, but the default is the left pad is the c-buttons and the right seems to do nothing.

No wait, the left one is both the analogue stick and the c-buttons. Somehow. It's working well though, nice 30 FPS on Mario.
[Xperia Play Android Development] NeoandGeo:
I just tested out Mario 64 on the new Xperia Play build on your site with touchpad support. Works great, but sometimes if I slide from a far corner of the left touchpad it activated the C button of the direction I slid from. The right touchpad doesn't do anything at all.

This is on Cyanogenmod 7 FXP 049 CDMA

BTW, I literally jumped for joy after I saw the touchpad worked for movement. :D
[Xperia Play Android Development] BuckM:
Great job Paul, GUIs looking good. As stated above both the analog and the C buttons are mapped to the left touchpad, right pad is empty.
[Xperia Play Android Development] paulscode:
Hey, thanks, I should have checked back here earlier. I've been pulling my hair trying to figure out why the c-buttons weren't working (didn't think the might be on top of the analog control). I'll see if I can figure out what's causing this (the pad.ini is correct, so must be a problem in the loader).

--EDIT-- Problem should be fixed now. Let me know if you come across any other issues.
[Xperia Play Android Development] MizuhoChan:
That new RC2 didn't seem to overwrite the Xperia Play version I installed earlier, then when it finished installing, wouldn't boot. And I got an app-data folder on my sdcard.
[Xperia Play Android Development] paulscode:
Sorry, my bad. I posted the wrong APK. I really need to get some sleep. Just uninstall that one and delete the app-data folder (it's the old version prior to the GUI, and crashed because it has the wrong app data). I fixed the link.
[Xperia Play Android Development] CZroe:
All of my testing was done with the old version. Like I was saying, I wanted to get a good feel for it until you released the new one so that I could more easily recognize the differences. I see that you've made a release. Awesome! I'm at work now but I will download and test it when I get home. Thanks for everything! By the way, if you would be willing to write an Adaptoid driver, I would gladly donate one of mine, even though my twin brother will be livid! ;) It is the USB 1.0/1.1 device with an API allowing direct I/O including Controller Pak, Rumble Pak, Microphone, Bio Clip, Transfer Pak, etc for N64 emulators with an Adaptoid input plugin.
[Xperia Play Android Development] bubblegumballoon:
The finished xperia play version has been posted and the emulator should be on the android market soon. So now you can have automatic updates instead of having to manually go to paulscode every time. :)
[Xperia Play Android Development] T1Aaron:
This is awesome, thanks for creating a Xperia Play version for us Paul. Highly appreciated!! And thank you too bubble for keeping us updated.

Can't wait until this hits the market!
[Xperia Play Android Development] paulscode:
Hey, thanks for the offer, but do you really want to donate something worth that much? I did a quick search on Ebay and they seem to be quite expensive nowadays since they are no longer in production. Do you know of some good technical references online for processing input from this device (I can write some tests for you to run rather than you sending me your adapter.. that's what I did with the Xperia Play controls since I don't actually own one of those either).

Also, so everyone knows (I don't think I mentioned it here), the version on the market will be listed for $1 USD, and the description will clearly state that folks may purchase it to support development and get automatic updates through the market, but that it is free to download from my website. One of the things that donation money will be spent on (assuming a lot of people actually decide to donate) is on various odds-and-ends hardware to help me improve the app's features.
[Xperia Play Android Development] NeoandGeo:
Nice. Will be purchasing this as soon as its put up on the market. Thanks for all the hard work. :)
[Xperia Play Android Development] bubblegumballoon:
Also this app shouldn't be removed from the market like n64oid did since this emulator complies with the GPL (the source code and a free version are available).
[Xperia Play Android Development] crono141:
Is there a way to change the default open directory? Also, I had a wait/fc attempting to open Mario64 (inside a zip) and now the mupen64 icon is stuck in my status bar. Mupen64 won't launch anymore either.
[Xperia Play Android Development] bubblegumballoon:
I made a video demonstrating the latest version of the emulator, please excuse my funny accent. :)

[YOUTUBE]dpkeqLopaI0[/YOUTUBE]

Remember if you want continued updates for this emulator I highly recommend buying it for a dollar when it becomes available on the android market. Also try and help report bugs on paulscode.com :)
[Xperia Play Android Development] TLRtheory:
Wow, this is truly remarkable work.

As long as Xperia PLAY never gets left out, I also wouldn't mind paying for this. If I ever get to relive Bomberman 64 on my Xperia PLAY, I think I'd have the happy equivalent of a heart attack.
[Xperia Play Android Development] bubblegumballoon:
Well its been submitted to the android market so expect it to pop up any time soon. It should show up in under an hour but the times are usually random so it could be in 5 minutes. :)
[Xperia Play Android Development] bubblegumballoon:
Now on the android market!

https://market.android.com/developer?pub=Paul+Lamb
[Xperia Play Android Development] paulscode:
Yes, it will remember what you opened last, and start there.

You'll have to force close the app through Settings, or reboot your phone. It probably has the SDL thread looping in the background so when you start it it tries to resume where it left off. Let me know if that doesn't fix the problem. I'll see if there is any way to prevent it from getting into a state like that.
[Xperia Play Android Development] sonicfreak360:
I can't find it, what is the exact name? The link provides nothing :-(
[Xperia Play Android Development] paulscode:
The exact name is "Mupen64Plus, AE (Xperia Play)"
[Xperia Play Android Development] bubblegumballoon:
The emulator only recently got published on the market so it might take a while before it shows up for all countries. I can confirm that its currently available in the UK.
[Xperia Play Android Development] speedyink:
I just purchased my copy :)
[Xperia Play Android Development] jacklebott:
Purchased the app as soon as I heard it was on the market :D
[Xperia Play Android Development] xSoNiCcRaCkErSx:
Bought it! Don't know how you managed it, but the touchpads work better than any other game I have tried in terms of preciseness and sensitivity. Loving the GUI you added on there too.

Thanks for all the hard work and dedication paulscode!:D
[Xperia Play Android Development] paulscode:
Thanks so much, everyone, for your donations. I was definitely not expecting this much support, and I will continue to do my best to improve the project and get more people involved to make this the best emulator ever.

I think the secret was using the multiple radius math and those settings that BuckM came up with, along with some great insight from CZroe on how to properly emulate the control. And of course bubblegumballoon who got me interested in the Xperia Play in the first place. The real secret to success is a great team of people working together :D
[Xperia Play Android Development] sfex3best:
Great app

But I have a problem for some reason I can control my character with left touchpad and also the cleft cup cright cdown is controlled with the left touchpad. And the right touchpad doesn't work at all.

Any idea on how to fix? :D
[Xperia Play Android Development] paulscode:
Are you using the latest build? That problem was in the version before last, but I thought I had corrected it. Anyone else experiencing this again?
[Xperia Play Android Development] sfex3best:
Yeah I'm using the new one from the market.

But i did used to have the old build too.
[Xperia Play Android Development] paulscode:
Hmm. You could try deleting the folder [sdcard]/Android/data/paulscode.android.mupen64plus, so it re-downloads all the settings fresh again. If that doesn't work, I'll put together a test for you to run to see where it is breaking down. It will probably be a couple days, though, because we're heading out on a road trip tomorrow and I won't have access to my computer.
[Xperia Play Android Development] sfex3best:
I tried that same result.

But don't worry I can wait :D
[Xperia Play Android Development] paulscode:
I put together a quick test for you to run. It will install a second app called "Mupen64 Plus TEST", so make sure you run that one not the official build. First start a game. Once the game has loaded, press the right touchpad a few times where the C buttons should be. Then shut down the app and grab the logcat output (if you are unfamiliar with logcat, let me know and I'll post the instructions for accessing the logs).

Touchpad Mask Position Test
[Xperia Play Android Development] m2maddy:
Hi Paul,

I installed this and test Super Mario 64 and it rocks, no lag or glitches. Great app and the Xperia Controls work like a charm.

--

Maddy
[Xperia Play Android Development] speedyink:
He's right, the test version works perfectly fine. Is the logcat still relevant?

Awesome, saves from n64oid work on mupen as well =D
[Xperia Play Android Development] mehdi.moha:
hi MR. BIG MAN paul :D

thank you so much , i've check it on paper mario , glitch and many slow motions :)

a question , is there any way to map a button and change them ?

this option is very useful .

any help is really appreciated :)
[Xperia Play Android Development] paulscode:
If sfex3best can verify that the test version works, I'll post an update to the market next time I have access to my computer. If not, a logcat from after a session when it didn't work will be helpful in tracking the bug down.

---------- Post added at 05:00 PM ---------- Previous post was at 04:43 PM ----------

Buttons can be mapped from Settings->Input->Configure. Choose the button you want to map from the list, and a "Key Listener" dialog box will pop up. Press the key on your phone that you want to map the button to. You can do the same thing to change them. To unmap a button, press the "Menu" key when the "Key Listener" dialog pops up after choosing the button you want to unmap from the list.
[Xperia Play Android Development] sfex3best:
Cool the test version works perfectly both TouchPads working. :-)

I have no idea how to grab the logcat tho sorry