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-   -   How To: Nintendo 64 Emu for N900 <Now in Extras-Devel> (https://talk.maemo.org/showthread.php?t=57647)

badboyuk 2010-07-08 11:39

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
lol its cool Izzeho, I just wanted to test it :) I hope you are working on updates to fix current issues. I would love to hear the game with sound as it is a bit wierd. Also a GUI version would be great rather than editing controls and enabling accelerometer all the time. Ive tried other games such as quake 64, duke 64 but I had accelerometer on so was difficult, cudnt find the fire key went thru all of em lol As for quake i cudnt get the level started cause the curser on the menu was going nuts with accelerometer enabled.

Ive also noticed most games bring a message saying "controller pak not found, game wont be saved" I thought we could save games? Doesn't bother me, was just wondering.
Tried Golden eye, the video an everything played okay but the game itself was slow and couldnt figure out the shoot button in that either lol tried almost every key.

Im glad someone has finally worked on and brought us a half working n64 emulator and at least we can see what to expect and how its like.

Cheers for this :)

crail 2010-07-08 11:44

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
i tried starfox with sound and when it got to the planets menu it completely locked the phone up lol. had to take the battery out

badboyuk 2010-07-08 12:17

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
ive not enabled the sound as when I tried a game with sound I could immediately see it was running slower than before and the sound was glitchy so in essence it just ruined it all by having it on.

IzzehO 2010-07-08 12:41

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by badboyuk (Post 744780)
Ive also noticed most games bring a message saying "controller pak not found, game wont be saved" I thought we could save games? Doesn't bother me, was just wondering.

Thats cause I didn't enable memory paks (in controllers) for this version (meant to.. probably will switch it over when next gles plugin comes out. As of the moment by default only saving onto the cartridge is available. If you remember the N64 you could have very small saves on the N64 cartridge (eg. Zelda) whereas others required larger saves that required a memory pak to plug into the controller. To enable the memory pak:

In a new terminal, open blight_input.conf:
leafpad .mupen64plus/blight_input.conf

You'll see on the third line: plugin=1, change it to 2. (Also note: 5 is rumble pak.. but it only works with a Logitech gamepad at the moment.. and thats only if your running mupen64plus on PC)

Save and exit... and your done.

altorn 2010-07-08 13:01

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
I dont remember setting the plugin = 1 to 2 but QUEST64 (Holy Magic Century), which requires a memory pak, worked... And the blight input config file has plugin = 2.. Weird..

badboyuk 2010-07-08 13:05

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Thanks for the quick reply IzzehO :)
I dont require it but I think once there is a more finalised version and if I start playing regurarly then ill end up using it :-P
I never owned a nintendo 64 as I didn't see the need for it at the time. I duno if the PS1 was out then or if it came after but i ended up getting that.
I already had a gameboy, game gear, snes, mega drive then just moved onto the ps1.

Flandry 2010-07-08 13:18

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 738673)
To get accelerometer support
Install Accelemymote from extras-devel repository. Once installed, restart the phone. Then open Accelemymote from the Applications list.

Code:

root
apt-get install joystick
jstest /dev/input/js0

If you get an error here, or js0 is not found, close Accelemymote GUI and open it again, then repeat the jstest line. Accelemymote is rather buggy and seems to fail 1 in 4 times.

I think you're being confused by the fact that accelemymote gui is basically a toggle. I've never once had it fail to start up accelemymote and had no reports of it in the accelemymote thread. I wish you'd inquire instead of make statements like that. Feedback is very useful to devs, but it has to be seen...

The best way to use the accelerometer would be to invoke the backend portion of accelemymote directly in a script that starts the emulator, and shuts it down when the emulator quits. This is what e.g. MAME does. I can help with that...


PS When i type mupen64plus <the name of the rom file, I swear if anyone blindly types this out with the bracket and then posts about it I will end them>, it gives me an error. :P

IzzehO 2010-07-08 14:00

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Flandry (Post 744891)
I think you're being confused by the fact that accelemymote gui is basically a toggle. I've never once had it fail to start up accelemymote and had no reports of it in the accelemymote thread. I wish you'd inquire instead of make statements like that. Feedback is very useful to devs, but it has to be seen...

The best way to use the accelerometer would be to invoke the backend portion of accelemymote directly in a script that starts the emulator, and shuts it down when the emulator quits. This is what e.g. MAME does. I can help with that...


PS When i type mupen64plus <the name of the rom file, I swear if anyone blindly types this out with the bracket and then posts about it I will end them>, it gives me an error. :P

I've found first run seems to be hit in miss with a couple of the people I've talked to... I've believe it has to do with PS3 controller getting in the way. My apologies I had to word it that way.. but my issue is this guide is so far directed at noobs.. that if I don't put a *it might not work first try* clause in... they try once.. and then beg for an answer here.

Also I'd love to set up a script as such, but I'm no developer/programmer - nothing.. just a user that works through trial and error =x

Flandry 2010-07-08 14:08

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Here's a modified script. You'll want to test that the sed commands work as intended as i haven't done so. This script could be included in your tarball and simlinked as a different command like mupen64-accel or whatever.

Code:

#! /bin/sh

# See if accelemymote is installed ...
if [ ! -f /opt/maemo/usr/bin/accelemymote ]; then
        echo Accelemymote is not installed!
        exit
fi
# ... and not running. Start it up if so...
if [ ! -f /home/user/.accelemymote/live-trigger ]; then
        touch /home/user/.accelemymote/live-trigger
        /opt/maemo/usr/bin/accelemymote &

        # Enable accelerometer control in config file
        sed -i 's/\(device=\)\(-2\)/\10/' ~/.mupen64plus/blight_input.conf
        # Run emu
        /usr/bin/mupen64plus $1

        # Okay, now done so kill accelemymote and reset config file
        rm  /home/user/.accelemymote/live-trigger
        sed -i 's/\(device=\)\(0\)/\1-2/' ~/.mupen64plus/blight_input.conf

else # accelemymote appears to be already running
        echo Accelemymote appears to be running already. If not, type "rm /home/user/.accelemymote/live-trigger".
fi

Any questions?

IzzehO 2010-07-08 14:29

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Flandry (Post 744944)
Any questions?

Nope, none at all... looks like it works just fine. The sed command loses me a little, can't say I've seen it worked that way before, as in splitting so as to use \1 to represent device=...

The main reason I haven't attempted something like this yet is the hopes a GUI will show up out of the blue to do it all for us. As it is I've got a script that accepts 1, 2, 3 as input... copying a specific input profile to blight_input.conf.

While your here, does accelemymote support deadzones? Only the more recent versions of mupen64plus support deadzone on joysticks (from what I have read)

Will almost certainly include this in the next 'release' I do (can hardly call it that when none of it is my work). Hear on the grapevine the next revision of gles plugin isn't far off.


EDIT: Actually, one,
Code:

# ... and not running. Start it up if so...
if [ ! -f /home/user/.accelemymote/live-trigger ]; then
        touch /home/user/.accelemymote/live-trigger
        /opt/maemo/usr/bin/accelemymote &
fi

What exactly is the live-trigger doing here? Simply creating a file with current time so as to know accelemymote is active?

and the & on the end of accelemymote is that passed to the application?

Flandry 2010-07-08 14:40

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 744966)
Nope, none at all... looks like it works just fine. The sed command loses me a little, can't say I've seen it worked that way before, as in splitting so as to use \1 to represent device=...

The main reason I haven't attempted something like this yet is the hopes a GUI will show up out of the blue to do it all for us. As it is I've got a script that accepts 1, 2, 3 as input... copying a specific input profile to blight_input.conf.

The \1 should refer to the second matched block, so the -2 or 0. The bit i'm not sure about is whether the -2 needs to be in brackets of some kind. The script i borrowed the sed command from was changing a single char in the prboom config file and i don't remember sed syntax very well now.

The gui thing would be nice but might as well make things tidy as possible in the absence of one. I had planned to make the frontend for accelemymote a nice gui to change the settings and calibrate but it's the same thing: might be more effort than it's worth with an already functional alternative.

Quote:

While your here, does accelemymote support deadzones? Only the more recent versions of mupen64plus support deadzone on joysticks (from what I have read)
It all depends how the joystick implementation works in mupen64. Prboom "dead zone" is controlled by setting the maximum pitch and roll in the accelemymote config file, but its joystick implementation is known to be poor. Other apps might take some intermediate position as "on". Is the N64 joystick analog?

Edit: Saw your edit. The live trigger is the noobish hack i use to allow the background accelemymote process to be shut down and to check that it's possibly already running. The backend checks that the trigger file exists periodically and, if it doesn't, shuts down (quits). This can make it a bit confusing if the trigger gets left behind due to a lock-up of the N900 during emulation (for example). The last bit of the script is to draw attention to that potential scenario and provide a hint how to resolve it.

IzzehO 2010-07-08 14:50

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Flandry (Post 744982)
The \1 should refer to the second matched block, so the -2 or 0. The bit i'm not sure about is whether the -2 needs to be in brackets of some kind. The script i borrowed the sed command from was changing a single char in the prboom config file and i don't remember sed syntax very well now.

Perhaps the resolution is to take a more ugly approach?

sed -i 's/device=-2/device=0/' ~/.mupen64plus/blight_input.conf


Quote:

The gui thing would be nice but might as well make things tidy as possible in the absence of one. I had planned to make the frontend for accelemymote a nice gui to change the settings and calibrate but it's the same thing: might be more effort than it's worth with an already functional alternative.
Yeah I guess your right. My main gripe is I had hoped this would draw attention from others that actually knew what they were doing. As, other than producing the GUI (and I in no way want to undermine this), the only work involved is a regular recompile of whatever work Pandora put in to it.

It's a massive shame the GTK GUI didn't port down to the N900 very well. Or that we aren't running of Mupen64plus V1.99... as that has a much neater looking QT4 GUI.

I'll probably try and work out an auto install script on the weekend... but it seems redundant when you would still need to wget the install script. How many problems does running a script from inside MyDocs cause? (assuming its downloaded onto the device through the browser?).

EDIT: I'll try have a crack at this on my own.. do you have any issue with me sending you a rough copy if I get stuck?

Quote:

It all depends how the joystick implementation works in mupen64. Prboom "dead zone" is controlled by setting the maximum pitch and roll in the accelemymote config file, but its joystick implementation is known to be poor. Other apps might take some intermediate position as "on". Is the N64 joystick analog?
It is well and truly analog... blight has done a fantastic job with it. PS3 controller works perfectly with sensitivity (as my understanding digital is on/off)... this scales perfectly, I'm able to slow walk, walk and run in Super Mario 64 for example (with PS3 and accelemymote). But with activation almost immediately, its a nightmare for menus... and means sensitivity in racers makes driving in a straight line very hard (I'm sure you know what I mean)

EDIT2: Final note: have ya tried the emulator yet? it's a lot of fun :P Especially with Accelemymote for games like Mario Kart.

Flandry 2010-07-08 14:56

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 744991)
Perhaps the resolution is to take a more ugly approach?

sed -i 's/device=-2/device=0/' ~/.mupen64plus/blight_input.conf

Much more comprehensible, anyway. :D

Quote:

I'll probably try and work out an auto install script on the weekend... but it seems redundant when you would still need to wget the install script. How many problems does running a script from inside MyDocs cause? (assuming its downloaded onto the device through the browser?)
I don't think you can mark files executable in FAT but maybe i'm getting confused.

Quote:

It is well and truly analog... blight has done a fantastic job with it. PS3 controller works perfectly with sensitivity (as my understanding digital is on/off)... this scales perfectly, I'm able to slow walk, walk and run in Super Mario 64 for example (with PS3 and accelemymote). But with activation almost immediately, its a nightmare for menus... and means sensitivity in racers makes driving in a straight line very hard (I'm sure you know what I mean)
Yeah i know what you mean. I haven't had a good candidate to test analog input so a deadzone hasn't been necessary. I'll add that to the list for accelemymote requests.

Arichman 2010-07-08 14:57

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
I know this is probably a stupid question but... How do I switch back to using the phone keyboard after setting it to the PS3 SIXAXIS Contoller? I tried figure it out on my own but ended up messing up the emulator. I had to re-update and lost all my saves.

IzzehO 2010-07-08 15:03

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Arichman (Post 745000)
I know this is probably a stupid question but... How do I switch back to using the phone keyboard after setting it to the PS3 SIXAXIS Contoller? I tried figure it out on my own but ended up messing up the emulator. I had to re-update and lost all my saves.

Well lets hope you haven't done any irrepairable damage. First off I'll explain what its doing... basically I've got two config files in there.. one for PS3 controller and one for keyboard. It wasn't my brightest idea setting it so confusingly... but it made sense at the time.

Essentially I have rename the keyboard one to something (blight_input.conf becomes blight_input.conf3) and rename the PS3 one to the one that the emulator looks for (blight_input.conf2 to blight_input.conf).

So basically to change it back... do it in the reverse:
mv blight_input.conf blight_input.conf2
mv blight_input.conf3 blight_input.conf

If you've done something entirely wrong and overwritten one of the files.. your best bet is to reinstall as though you are "updating" and download again :P

IzzehO 2010-07-08 15:08

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Flandry (Post 744999)
Much more comprehensible, anyway. :D

I don't think you can mark files executable in FAT but maybe i'm getting confused.

I suspected an issue like this. Which means the user has to input almost as many commands. While I'm at asking you questions (wheels ticking for this script), is there any alternative to the rootsh command? sudo is so unreliable (given OpenSSH and others forcing a password on to root) and I'm running rootsh v1.5 for that exact reason. And there isn't, how can you use root (or sudo gainroot) and then return to being regular user?

Quote:

Yeah i know what you mean. I haven't had a good candidate to test analog input so a deadzone hasn't been necessary. I'll add that to the list for accelemymote requests.
Well you have a perfect one now.. I can't think of a more ideal test client: Multiple game forms to try... and in my opinion it is one of the best implementations of joystick around. Add to that blight works with mouse press... an A and B button with accelerometer means the keyboard can stayed closed for several games.

EDIT: Did it again with the double post x.x.. Get ahead of myself and keep hitting the Post Reply instead of amending my new post to the previous post.

Flandry 2010-07-08 15:29

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 745012)
I suspected an issue like this. Which means the user has to input almost as many commands. While I'm at asking you questions (wheels ticking for this script), is there any alternative to the rootsh command? sudo is so unreliable (given OpenSSH and others forcing a password on to root) and I'm running rootsh v1.5 for that exact reason. And there isn't, how can you use root (or sudo gainroot) and then return to being regular user?

I haven't installed ssh so root access is as simple as "sudo gainroot" for me, and "exit" to go back to user. Getting around the need for root would probably most elegantly be accomplished by making the whole thing an installable package in the repo that can pull in all the dependencies, but i know that's not news to you.

IzzehO 2010-07-08 15:35

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Flandry (Post 745034)
I haven't installed ssh so root access is as simple as "sudo gainroot" for me, and "exit" to go back to user. Getting around the need for root would probably most elegantly be accomplished by making the whole thing an installable package in the repo that can pull in all the dependencies, but i know that's not news to you.

Seriously considering taking that step :P Any "noobs guide to building a deb" guides out there? Of course I'd have to actually master being able to compile the actual program first I think.

Cue 2010-07-08 16:32

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 745039)
Seriously considering taking that step :P Any "noobs guide to building a deb" guides out there? Of course I'd have to actually master being able to compile the actual program first I think.

these wiki pages are a good place to start
http://wiki.maemo.org/Uploading_to_Extras-devel
http://wiki.maemo.org/Documentation/...ebian_Packages

Lazarpandar 2010-07-08 17:38

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
This is fantastic, something I've been waiting for for a long long time!

I've tried it out and have two problems, for starters in the gles2n64.conf file I changed the resolution to 400x240 in hopes to get a higher framerate but it seems to stay at 800x480 no matter what I put in there.

The other problem is more of a question/suggestion. Is there any way to assign two different keyboard keys to the same N64 button? This would really help for joystick key mapping because you could make W forward, S backward, Q or A left and E or D right, so you wouldn't have a problem moving diagonal in any direction.

Well if there isn't a way to do that I think it would be a great feature. Thanks for the help!

Nemesis82 2010-07-08 18:12

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Nemesis82 (Post 744646)
is it possible to map the same button on two separate keyboard keys?

example X axis: (a,d) and (z,c)
Y axis: (s,x)
in this way we can press for example up and left or down and right without problem. So diagonals would be simple to use

sorry for my english..

same suggestion here ^^. It would be more simple to play 3d games like mario 64

cfh11 2010-07-08 18:14

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Nemesis82 (Post 745149)
same suggestion here ^^. It would be more simple to play 3d games like mario 64

Try accelerometer control, you'll be glad you did ;)

javispedro 2010-07-08 19:22

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Flandry (Post 744982)
The last bit of the script is to draw attention to that potential scenario and provide a hint how to resolve it.

Using /tmp for the file would mean that at least it gets cleaned upon reboot.

javispedro 2010-07-08 19:28

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 744991)
It's a massive shame the GTK GUI didn't port down to the N900 very well. Or that we aren't running of Mupen64plus V1.99... as that has a much neater looking QT4 GUI.

The QT GUI looks uglier. The issue is that they just don't scale down to the N900 screen size, and it has to be done manually, or just skip it altogether and create a new GUI (because, for a start, are we ever going to use another sound or video plugin? no need for that dialog).

The Pandora solves this by having DPI!=Screen DPI[*] so that fonts and buttons are small, very small. On the N900 (3.5inch) this would look too small.

* Note: the N900 actually does this too but then increases the default font sizes.

Spotfist 2010-07-08 19:43

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Just gave this a bash and... WOW! Supermario plays perfectly with no OC as many people have stated. most importantly though is that there is a version of starcraft for the n64!!!! I gave it a try, seems to work if a little slow but has some major graphical issues :(

So many people on this forum have been looking for a copy of this game, looks like an N64 version would make for a good play! ;)

SavageD 2010-07-08 20:39

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Nemesis82 (Post 744646)
is it possible to map the same button on two separate keyboard keys?

example X axis: (a,d) and (z,c)
Y axis: (s,x)
in this way we can press for example up and left or down and right without problem. So diagonals would be simple to use

sorry for my english..

I love this idea, it'd make every game more playable...tony hawks, starcraft, star fox, mario kart, doom 64 would all be a breeze to play. Not to mention fighters like super smash bros, which is a pain to play currently....I've been bragging about this for a long time and sadly I don't think anyone is gonna consider the idea -_-, and I mean no offense to anyone, but I seriously hate accelerometers, twisting and turning phone sucks, not to mention how it'd look in public....

pingu 2010-07-08 21:24

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
I don't know if it should be like that but mupen doesn't show the gui althogh i am able to run games.
I tried both "mupen64plus" and "mupen64plus my_rom.z64". I can see mupen64plus info in the terminal but the gui isn't shown.

scotty_m 2010-07-08 21:52

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
I can't set the mupen64plus file to executable using chmod for the first run and keep on getting permission denied error whatever I try. Please could someone help with this?

pingu 2010-07-08 21:58

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
double check that you are in the directory where the executable is. than run "chmod +x mupen64plus" don't type the whole mupen64plus, but only part of it and press tab button on screen (it should complete what you written)

Nokia 5700 2010-07-08 22:25

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by scotty_m (Post 745404)
I can't set the mupen64plus file to executable using chmod for the first run and keep on getting permission denied error whatever I try. Please could someone help with this?

Run this command:
Code:

chmod +x [filename here]
It allows the file to be executed. ;)
Oh and, do not include the [ and ], theyre just to show.

IzzehO 2010-07-09 00:00

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by javispedro (Post 745240)
The QT GUI looks uglier. The issue is that they just don't scale down to the N900 screen size, and it has to be done manually, or just skip it altogether and create a new GUI (because, for a start, are we ever going to use another sound or video plugin? no need for that dialog).

The Pandora solves this by having DPI!=Screen DPI[*] so that fonts and buttons are small, very small. On the N900 (3.5inch) this would look too small.

* Note: the N900 actually does this too but then increases the default font sizes.

Hmm.. perhaps the screenshots I saw were of something else then... any plans to take over the project javis :D

Flandry 2010-07-09 00:34

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by javispedro (Post 745234)
Using /tmp for the file would mean that at least it gets cleaned upon reboot.

One of those little tidbits of understanding that arrived after initial implementation. Thanks for reminding me to get around to that if not a real daemon.

nax3000 2010-07-09 01:07

Re: How To: Nintendo 64 Emu for N900 &lt;Updated July 6th&gt;
 
Quote:

Originally Posted by javispedro (Post 745240)
The QT GUI looks uglier. The issue is that they just don't scale down to the N900 screen size, and it has to be done manually, or just skip it altogether and create a new GUI (because, for a start, are we ever going to use another sound or video plugin? no need for that dialog).

The Pandora solves this by having DPI!=Screen DPI[*] so that fonts and buttons are small, very small. On the N900 (3.5inch) this would look too small.

* Note: the N900 actually does this too but then increases the default font sizes.

Would it be possible to scrap the whole GUI and make one like drnoksnes/picodrive?
________
Medical Marijuana Dispensaries

javispedro 2010-07-09 01:41

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 745519)
Hmm.. perhaps the screenshots I saw were of something else then... any plans to take over the project javis :D

I am slowly working on it. I fixed
-the open rom dialogs -- hildon style and most extensions are now visible by default
-the blight input plugin config dialog -- ok and cancel buttons are now visible without extra trickery
-pulled r20 gles2n64, made all gles2n64 resolutions settings work again with sdl_gles
-fix gles2n64 x86 builds (for scratchbox) -- but the plugin crashes either way with the sdk GLES2 simulation libraries.
-fixed close window -> quit
-and created initial packaging.

You'll find the packages in my depot, but I'm not linking directly to them because they will do nothing for most people, and they have the default config files. Also, they're not optified: ensure enough rootfs space (~3MiB) or it'll break your N900.

I am installing mupen64plus with gtk+2 GUI to /usr/bin, plugins to /usr/lib/mupen64plus/ (so this HAS to be set in config files, UNLESS you delete them from your ~ and let the application recreate them).

IzzehO 2010-07-09 01:44

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by javispedro (Post 745601)
I am slowly working on it. I fixed
-the open rom dialogs -- hildon style and most extensions are now visible by default
-the blight input plugin config dialog -- ok and cancel buttons are now visible without extra trickery
-pulled r20 gles2n64, made all gles2n64 resolutions settings work again with sdl_gles
-fix gles2n64 x86 builds (for scratchbox) -- but the plugin crashes either way with the sdk GLES2 simulation libraries.
-fixed close window -> quit
-and created initial packaging.

You'll find the packages in my depot, but I'm not linking directly to them because they will do nothing for most people. Also, they're not optified: ensure enough rootfs space (~3MiB) or it'll break your N900.

I am installing mupen64plus with gtk+2 GUI to /usr/bin, plugins to /usr/lib/mupen64plus/ (so this HAS to be set in config files, UNLESS you delete them from your ~ and let the application recreate them).

Awesome news! If you need a code lackey ishurmer was really interested in working on this sort of thing I believe. I'll go try it out from your depot and see what I can find. After bug reports at all? or is the list too long to matter at the moment? Have you managed to set up key stop to exit the emulator? ishurmers work around seems to work fairly well.

javispedro 2010-07-09 01:49

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by IzzehO (Post 745603)
Have you managed to set up key stop to exit the emulator? ishurmers work around seems to work fairly well.

Yes, I added that. Actually also setting "stop" flag but from stop_it function (which is the one that does it on the older recompiler).

Seems to be checked at interrupt firing time by at least the arm and x86 recompiler. Poor amd64 users :)


As for bug reports, I'd need to know if they happen on the Pandora too (if I didn't introduce the bug, chances are I am not going to be able to fix it).

IzzehO 2010-07-09 02:20

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by javispedro (Post 745605)
Yes, I added that. Actually also setting "stop" flag but from stop_it function (which is the one that does it on the older recompiler).

Seems to be checked at interrupt firing time by at least the arm and x86 recompiler. Poor amd64 users :)

Lol I moved off amd64 for that very reason... it never seems to get the love and forcing package installations is a pain.

Quote:

As for bug reports, I'd need to know if they happen on the Pandora too (if I didn't introduce the bug, chances are I am not going to be able to fix it).
Yeah I understand that, hopefully I can distinguish between.

altorn 2010-07-09 02:25

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
i'm using an AMD64 Phenom II x4... :(

doesnt matter, it's mostly just instruction sets, someone could try rewriting the code right?

javispedro, looking forward to a working hildon GUI! (i don't like Qt either, but since i program in C++ as well, Qt APIs are a bit easier to understand)

IzzehO 2010-07-09 03:10

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Gave it a quick play around. Crashes with seg fault trying to load a ROM with the GUI. Also of note is that all the conf files created in /home/user/.mupen64plus are owned by root... making it difficult to modify manually.

Blight input configuration in the GUI now works flawlessy, however. Tried execution with mupen64plus <romname>, it crashed and now my GUI reverts back to the black GUI as well, not sure whats going on :P

Ah found the issue... it doesn't find the gles config file and crashes for it...

Now its starting at 320x240 resolution in bottom left of screen and ignoring the width= and height= in config file, are these the correct setting names for this version?

Fixed... framebuffer enable=0 stopped resolution scaling.

Also after setting Kbd Mapping Stop = 113, I can now stop emulation with q... wonderful work javis! :D

EDIT: If you are considering a full rewrite of the GUI... how hard would it be to seperate out the blight input configuration GUI and put that in? It works spectacularly as it is now.

scotty_m 2010-07-09 08:23

Re: How To: Nintendo 64 Emu for N900 <Updated July 6th>
 
Quote:

Originally Posted by Nokia 5700 (Post 745439)
Run this command:
Code:

chmod +x [filename here]
It allows the file to be executed. ;)
Oh and, do not include the [ and ], theyre just to show.

I had already run chmod but it's not changing permissions - doing ls -la afterwards shows that nothing has changed for that file. I don't know why it's ignoring me setting permissions


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