yashsingh1/xdaforums huggingface dataset:
[Xperia Play Android Development] igor_anta:
Hey Paul, first I have to complement you on the work, it's amazing. Keep it up, as much as you can ofcourse :D

I tested the latest version and the games that did work previously, work now as well, i think there is a slight increase in performance as well.

Paper Mario get's somewhere, you start OK, get the mail from the princess and the it's fade to black with only sound.

I updated the Xperia Play wiki with some games I tried. I hope you could fix Racer and Tarzan since they both seem very close to 100% playable. I can only hold on to hope for Indiana Jones and Shadows of the Empire though, those games are awesome :)

Cheers!
[Xperia Play Android Development] paulscode:
On Paper Mario, I noticed that there are problems in the initial cutscene with gles2rice. I was able to get through them with gles2n64 (very poor quality graphics), then save the game, and switch to gles2rice. Played the game for a couple of hours with no problems after that. This is on the Galaxy Nexus though, so someone with the Xperia Play will have to confirm if this workaround works.

Note that with gles2rice, SkipFrame must be disabled in Paper Mario.
[Xperia Play Android Development] mehdi.moha:
OH MY GOOOOOOOOOOOD

PAPER MARIO

thank you sooooooooooooo much paul ,

i'll check that apk :D
[Xperia Play Android Development] mehdi.moha:
i'm sorry , i've used n64oid , i'm not familiar with your emultor . i've just wait for the day that you make compatible version with " paper mario ":cowboy:

should i :

run the game with gles2n64 ==> then save the game ==> switch to gles2rice ==> now load the game ??

shold i do that at first the game comes up ?!
[Xperia Play Android Development] clivejefferies:
Goldeneye does not seem to be working very well.
[Xperia Play Android Development] paulscode:
Yes. This is only needed to get through the initial cutscene, so once you are in the game and have saved, gles2rice should work fine (don't forget to disable Skip Frame in the Video settings for gles2rice).
[Xperia Play Android Development] :
I've been wondering how you can make zelda majora's mask work on mupen. Where it's supposed to show the second cutscene of the game, it instead shows a black screen and it stays there
[Xperia Play Android Development] paulscode:
Goldeneye works well in-game on my Nexus with gles2n64, but has problems with the menus. I recommend using gles2rice with SkipFrame disabled to get through the menus, then once you are in-game, save state, switch to gles2n64, reload and load-state. Works for my Nexus, but it is a bit faster than the Xperia Play, so might not work for you. Let me know.

---------- Post added at 04:59 PM ---------- Previous post was at 04:45 PM ----------

This is causes by a problem in the core that I haven't been able to track down yet.
[Xperia Play Android Development] Ozz465:
Thx for all the work , i was wondering is there a ver of the emu you would think works better on a kindle fire running GB .or maybe what setting do you guys recommend??
[Xperia Play Android Development] mehdi.moha:
thank you for your hard working man , you are the last emulator developer that are still alive !!! all of other developers stopped their works n64oid,snesoid,ndsoid,nds4droid,scummVM ...

just one request for " last man standing :D " , paper mario is not completely stable , there is some glitch on graphic , i know that you are so busy , but is there any plan to fix paper mario issues ?

thank you :)
[Xperia Play Android Development] paulscode:
Yes, the thing that will get Paper Mario running almost if not completely perfectly will be fixing the Skip Frame problem with gles2rice. Unfortunately, Kris hasn't been updating the code lately (although he is still around on the forum and talked about working on this a month or so ago). I personally won't have time to spend on it for another 3 or 4 months (I'm getting out of the Air Force and moving across the country, so things are going to be hectic until we get settled into a new house, job, and budget). At some point I want to tackle porting glide64 to gles1 or gles2 (maybe both), so that should provide some more options (the more video plug-ins the better chance of finding a fit for more games).
[Xperia Play Android Development] mehdi.moha:
thank you so much and good luck man :)
[Xperia Play Android Development] FinGerS o FuDgE:
Been trying this out quickly tonight. Super Mario 64 & Mario Kart 64 seemed to work ok (Only played from beginning for 5 mins).

I did try Goldeneye 64, seemed to be having some problems with the controls though..? - I've paired a PS3 Dualshock pad to my S3, and gone into the input settings and mapped out each button, but the codes for both the analogue sticks and D-Pad are the same? Was trying to use the PS3 D-pad for the Mupen64 D-pad, the PS3 left analogue stick for Mupen C-pad and the PS3 right analogue stick for Mupen64 Analogue.

Anyone else got around this??
[Xperia Play Android Development] ozzmanj1:
There's a version on the mark. Its pauls. And it runs great
[Xperia Play Android Development] bradsh1:
this is in bad need of the better video plugins. i wish we could get a port of project64 :(

and of course, the best and most complete video plugin ever made, glide64. but no chance of that ever probably.

also no option to switch rice video out of stretched 16:9 mode?
[Xperia Play Android Development] MarkMRL:
I tried this emulator on my Xperia S but it's really slow, on the other hand N64oid runs most games at full speed with only some minor audio skips. The Xperia S has a 1.5Ghz dual core, and the emulator is slow, am I unlucky or are your Xperia Play super powerful?
[Xperia Play Android Development] BundyR25:
You have right, n64oid is far better. This emu is so slow and most games are unplayable

Wysłane z mojego R800i za pomocą Tapatalk
[Xperia Play Android Development] paulscode:
This thread hasn't been active in a while, but I decided to post here rather than to start a new one. Development on the emulator has been continuing, and has make quite a bit of progress since my last post on xd-developers. The video plug-ins are still the main area needing improvement (mainly due to my own lack of GL skills), but they are still improving slowly over time. I've begun focusing donations toward incentives for new developers with GL experience to help out with the video plug-ins. And a port of glide64 is underway (there will be more information on that in the coming weeks, and shouldn't be too long before initial tests for it will begin)

Anyway, the main reason I decided to stop back here is that we are in need of more testers. Interest in the project has understandably declined over time, but that has unfortunately left us with very few testers to try out new functionality on various devices. We currently have a couple of big changes that need to be tested (see my thread here). Thanks in advance for your help!
[Xperia Play Android Development] f3w1n:
If you want a bit of feedback ive been playing zelda ocarina of time and there are some texture issues with both video plugins and with the mipmapping brings more texture problems. Here is a picture of the main texture issue with

gles2n6, this appears mostly in the shops.
[Xperia Play Android Development] paulscode:
Yes, I've known about that problem for a while. It happens anywhere the background is a static 2D texture. Kris tracked the problem down to a function returning early, but I'm not good enough with GL to get any further with solving the problem. I'm hoping we get an experienced dev on board the team at some point to help track down this one and other long-standing problems (like the fog problem for example).

The current testing we need help with are the new input plug-in that littleguy wrote, and the new touchscreen controls system I'm working on (not that these are higher priority than fixing graphics glitches, but they are components that better match our skill sets).
[Xperia Play Android Development] Solar.Plexus:
Hey Paul,

Is there anything that you're specifically wanting to test for? I'd be glad to test out some different games and settings to try and help you guys along. Let the community know, I'm sure there are many of us who are willing to help improve your emulator. Appreciate the work you're doing.
[Xperia Play Android Development] mehdi.moha:
welcome Mr.mark ;)

paper-mario is runing so bad !

i've changed all configuration , but is still the same
[Xperia Play Android Development] f3w1n:
I dont have any problems with the imput neither using the xperia play gamepad or sixaxis controller in my note
[Xperia Play Android Development] paulscode:
The main things right now are to test the input plug-in on different versions of Android (I think we are pretty comfortable with publishing this update - it seems to be very stable), and to test the touchscreen layouts (especially the new "Both" layout) on various devices with different screen sizes and resolutions, and in both landscape and portrait. Once these two updates are published and running smooth, I'll post here when we have new functionality to test (and hopefully a new video plug-in soon!)

I know, sorry about that. I sadly do not have the necessary skills to debug gles2rice to fix the team combat crash and frame skipping problems. Fingers crossed that the glide64 port will make this game playable, or that I can get an experienced GL dev to help fix the problems. :(
[Xperia Play Android Development] r0c0:
Well not anymore, lots of games work now (way more than n64oid), most run fine even if you dont OC, it completely support the touchpad and devolpment is still continuing unlike n64oid (which is also a great emulator btw)

I'm very impressed with the progress of this emulator.
[Xperia Play Android Development] sheraro:
latest 2.3.2 has a problem with o, x and triangle or is it just me ?
[Xperia Play Android Development] TheVicious:
I have problems with O which is back button and there are no way to map anything to this button. Else works great.

Wysyłane z mojego R800i za pomocą Tapatalk 2
[Xperia Play Android Development] TheBasterd:
Awesome emulator!

This emulator is quite good. Its a real joy to play Doom 64 on my Note 2.

Here are some screenshots :
[Xperia Play Android Development] antEris:
Yaaaaaaaaaaaaaaaaay!
[Xperia Play Android Development] Cat_On_Droid:
well done mayt! Today i wanted to Bump this thread to see how far is the progress.
[Xperia Play Android Development] bubblegumballoon:
Here the latest build if you wanna try it out: http://www.paulscode.com/source/Mupen64Plus-AE/16OCT2011/Mupen64Plus-debug.apk

If you find any bugs please say, you can either help on pauls website (its in the op) or I can pass stuff onto him for you if your feeling too lazy :P
[Xperia Play Android Development] Cat_On_Droid:
one big factor thats seperating me and Mupen..

does banjo tooei run well like KAZOOIE in N64oid?
[Xperia Play Android Development] bubblegumballoon:
banjo tooie runs ok but it has a tendency to crash alot, banjo kazooie runs fine.
[Xperia Play Android Development] Cat_On_Droid:
does kazooei run faster on mupen than oid?
[Xperia Play Android Development] bubblegumballoon:
It runs full speed on both for me.
[Xperia Play Android Development] Nipit:
Does it support Xperia analogs sticks?
[Xperia Play Android Development] Cat_On_Droid:
WIP. But mupen has more chanbce of adding analog than oid.
[Xperia Play Android Development] Cat_On_Droid:
hows the progress bubble?

---------- Post added at 03:52 PM ---------- Previous post was at 03:39 PM ----------

i got MUpen AE. But it doesnt let me set the xperia play controls. It runs faster than N64oid...also i couldnt select my rom :(
[Xperia Play Android Development] IE-coRe:
Thats becouse the GUI (Grafical User Interface) is not done jet. The dev said he will implement Xperia Play controls once the GUI is done.
[Xperia Play Android Development] bubblegumballoon:
Update: In some of the latest test builds paul has managed to get the xperiaplay touchpads to work with the analog stick, and really it works! Its still not done yet theres still some kinks like mapping the c buttons to the right of the touch pad but other than that this is the first emulator for android to support xperia play controls. :D

You can find the test if you really want it (its not on the main project page) but im not going to link to it until its done though. :)
[Xperia Play Android Development] IE-coRe:
Found it......and love it :):):)
[Xperia Play Android Development] bubblegumballoon:
Just so you know there is a newer test that makes the C buttons work now too! :D
[Xperia Play Android Development] IE-coRe:
Damn that one is PERFECT!! The only thing is i dont now how to disable the virtual keypad... its in may way!!
[Xperia Play Android Development] antEris:
Yaaaaaaaaaaaaaaaaaaaay!
[Xperia Play Android Development] bubblegumballoon:
heres a vid of the touch pads in action! :)

[YOUTUBE]u03oxMJzJpU[/YOUTUBE]
[Xperia Play Android Development] IE-coRe:
Is this your Video? Then how did you disable the virtual key? They are annoying me^^
[Xperia Play Android Development] bubblegumballoon:
Yep its mine, go into the app data and wonder about until you find a skins folder, delete it. Dont delete the xperia skins folder though, the touch pads need them.
[Xperia Play Android Development] Cat_On_Droid:
BUBBLE, can i replace SuperMario64 with Banjo game pls? And is the TouchPad update APK Availbile yet?
[Xperia Play Android Development] bubblegumballoon:
You can replace mario 64 with any n64 game you want. And the test build is on the paulscode forums.

The link to paulscode is in the op. any questions you have will be answers by that link like how to change games or remap buttons etc.
[Xperia Play Android Development] IE-coRe:
Thanks man now its perfect.
[Xperia Play Android Development] bubblegumballoon:
No problem :)

Once the GUI is done configuring controls and settings will be super easy, but im happy just having touch pad support for now. :D
[Xperia Play Android Development] Cat_On_Droid:
I deleted Mario sixty 4.and put in Kazooie.n64, it won't start ::(
[Xperia Play Android Development] IE-coRe:
you hace to rename it like the mario file was named....
[Xperia Play Android Development] Cat_On_Droid:
LOL i deleted it so I can't remember xD
[Xperia Play Android Development] IE-coRe:
mario.n64 was the name^^
[Xperia Play Android Development] Cat_On_Droid:
Still crashes...

How do I get the Xperia controls working?
[Xperia Play Android Development] IE-coRe:
Look at the first post of the original mupen thread there is a tutorial
[Xperia Play Android Development] Cat_On_Droid:
What about the crashes? Do you I even have the latest apk? I'm using the one in first post of Pauls website
[Xperia Play Android Development] IE-coRe:
This is the newest buil for all devices but if you want Xperia Play Touchpad support you have to use this one:

http://www.paulscode.com/forum/index.php?topic=60.msg1391#msg1391

Than first uninstall your actual mupen64plus and delete the folder on your sd card /app-data/paulscode.android.mupen64plus.

Then install the apk of the touchpad version and run it so that the contend is downloaded. Then setup the controls. Then if you want to change the rom rename your rom to mario.n64 and copy it to /app-data/paulscode.android.mupen64plus./roms and overwrite the old one. make sure that there is no old save file becouse that may couse crashes.

Than your game should work.
[Xperia Play Android Development] Cat_On_Droid:
this gotta fix it! I'll post back in a second!!

---------- Post added at 08:20 PM ---------- Previous post was at 07:57 PM ----------

pee'd off now more than ever..

NOTHING.WORKS

Rage face + FFFFUU - :(
[Xperia Play Android Development] Logseman:
Man, he's still debugging the whole thing. Wait for a while...
[Xperia Play Android Development] Cat_On_Droid:
Well mr Bubble and (asumption here) IE-Core got it working , but mine didnt work :( im starving for some Banjo Tooie....
[Xperia Play Android Development] IE-coRe:
öhhhhhm i only play mario 64, i havent tried anything else.... I only told you how it should work.... or do you have problems with the controls?

EDIT:

Okay now i tried south park the game, it starts but has no textures.

will post again in a few minits i will try mario kart and smash bros.
[Xperia Play Android Development] bubblegumballoon:
It's just a test build atm. If your having issues just wait until the finished version.
[Xperia Play Android Development] IE-coRe:
Okay i tried Mario kart and smash bros and both worked well, a bit unsmooth but they worked. Maybe it is importen that you have to rename the roms from .z64 or .v64 to .n64. The emulator only plays .n64 files.
[Xperia Play Android Development] IE-coRe:
By the way... New version released...
[Xperia Play Android Development] bubblegumballoon:
It fixes some bugs with the c-buttons and the source is released too. :)
[Xperia Play Android Development] paulscode:
Finally, 10 posts! Way to promote spamming, admin! ;) JK, all 10 were totally legit :D

I haven't done any testing on other ROMs, and Yongzh has mentioned there is some issue with Banjo Tooie and Ari64's dynarec, which both of our emulator cores are based on. However, I can see if there is anything obvious that can be fixed. Could you post the logcat output after experiencing the problem? (you can use the free app "aLogcat" for this)

For now you must name the rom "mario.n64", regardless of the actual game or format. The emulator is smart enough to figure out what the actual format is. The name is currently hard-coded, because vanilla Mupen64Plus is a command-line emulator, and command-line arguments are not possible in a touch-to-execute type of scenario. When I finish the GUI, it will make this type of thing a lot easier. It will probably be another two or three more weeks of development to finish putting it together and testing.
[Xperia Play Android Development] Krislawl:
youve doing an awesome job with it man
[Xperia Play Android Development] BuckM:
Hey Paul! The emulators coming along great, thanks a lot for supporting the Xperia Play. One thing I noticed with the touchpads (specifically the left) is that the mapping on the left side and bottom seem to be right on (ie. easy to run full speed in mario), whereas the top portion and right side don't seem to achieve the full range (harder to run full speed, the right side spills over to the space between the two pads before it reaches its max). Other than this the touchpads are great.
[Xperia Play Android Development] paulscode:
Thanks, I figured that would be the case. Do you happen to know what the actual "pixel" coordinates for the border of the pads are? I assumed a radius of 180, since the documented height of the pad is 360. This is probably also due to the fact that I used square borders for the limits of the pad, which would spill over on the corners (I'll look into improving the latter after I finish the GUI)
[Xperia Play Android Development] sonicfreak360:
I hate to be the one asking, but how close are you to finishing the gui?
[Xperia Play Android Development] paulscode:
I'd estimate about two or three weeks.
[Xperia Play Android Development] sonicfreak360:
Good enough for me :-P have fun!
[Xperia Play Android Development] BuckM:
Paul, from what I was able to find (which isn't much) you're probably right about the radius, I think the problem is actually that the mapping is too exact. To get the max value you have to touch the very edge of the pad, with the bottom and left this is easier because youre physically using a smaller portion of your thumb. When you go to the top or right youre using a broader part which registers closer to center making it hard to achieve full range. As for the squared off part causing the spill over I can confirm this as it only still registers the stick directly above or below the right radius. That being said unless you want to add extra buttons to this part ) ( its really not a problem. Once again thanks for the support, I can see why many devs avoid those pads now ;)
[Xperia Play Android Development] AndroHero:
Paul great work with mupen, you'll be nearly as famous as paul o'brien soon :D
[Xperia Play Android Development] bubblegumballoon:
Super Mario 64 is pretty much perfect on mupen64plus but no other games have really been tested yet, I tried ocarina of time and it was very stuttery and there were a few graphic issues. Overclocking is required to play the game at a smooth speed but its worth it for the touch pads haha.
[Xperia Play Android Development] paulscode:
I had an idea for improving the touch pad analog control, and couldn't wait until finishing the GUI to try it out:

Xperia Play Touch-Pad Example (source code) Version date: 27 Oct, 2011

You will need to delete the folder /mnt/sdcard/app-data/paulscode.android.mupen64plus/ so it re-downloads the current version. Alternately, you can just replace the file mnt/sdcard/app-data/paulscode.android.mupen64plus/skins/touchpads/Mupen64Plus-AE-Xperia-Play/pad.ini with this one:

pad.ini Version date: 27 Oct, 2011

You will notice that the config options in the ANALOG section are a bit different now: Version date: 27 Oct, 2011

[ANALOG]
info=Analog
x=0
y=50
min=1
max=55
buff=55

You can customize the analog control's sensitivity by playing around with the numbers for "min", "max", and "buff". All three of these values are percentages between 0 and 100 (for easy scaling by simply changing the dimensions of the mask). "min" defines the size of the "dead zone". "max" defines the distance at which the axis becomes "full throttle". "buff" defines the distance past "max" that is still full throttle (beyond which you would drop the imaginary analog "stick").

Graphically, the settings come together like this:
[Xperia Play Android Development] Nhialor:
U r the man. I'll test tomorrow
[Xperia Play Android Development] BuckM:
Paul, I tried playing around with the values but unfortunately they don't seem to be applying, to check I set min to 100 (which should give it a complete deadzone right?) and the pads worked the same as before. I tried replacing just the file and also redownloading, both no luck.

**EDIT** Looks like bubblegumballons right, don't know what the problem was, just deleted everything and downloaded from your link and it worked, will report values after testing

**EDIT 2**

These values work well for me:

min =1 (didn't want to limit the space any more)

max = 55

buff >= 55 (if buff>=max it fills out the rest of the pad as "full throttle"?)
[Xperia Play Android Development] bubblegumballoon:
Changing the values definitely works for me.
[Xperia Play Android Development] Nhialor:
tbh, i think you have it fairly accurate, although i did find that movie forward and right was a bit tougher as the base of my thumb would be touching nearly the center of the touchpads!
[Xperia Play Android Development] paulscode:
You should be able to improve right by increasing buff, and forward by decreasing max.
[Xperia Play Android Development] paulscode:
Anyone else prefer these values or the other ones? (or have some of your own?)

To fill the rest of the pad or extend beyond the edge, buff+max should be equal to or greater than 100:
[Xperia Play Android Development] bubblegumballoon:
I tried those values and they seemed to be the best ive tried so far. :)

any other people like those values?
[Xperia Play Android Development] antEris:
1 55 55 seems perfect. Its the best the pads have worked in any game I've played on my...play :)
[Xperia Play Android Development] eros78:
I'm glad to see the someone implemented touch controls for an emulator as this really takes full advantage of the form factor. Now if we can get fpse to get analog support.

Does any know if there is a compatibility list l. I would like to see how it handles some other titles without the hassle of renaming mario file. I know its in alpha but I know someone has taken the time to check some other titles.
[Xperia Play Android Development] emann56:
WHOA! :eek: I've tried those values and wow! Best touch pad controls on the xperia play. Gameloft should hire paul;)