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Posts: 314 | Thanked: 567 times | Joined on Oct 2011
#41
Originally Posted by algis87 View Post
Can you help me connect sixaxis to emumaster? I tried what was written in the wiki page, but my phone can't find sixaxis. I paired my phone BT adress on MotionJoy, entered all the commands in terminal, but SixAxis Monitor can't find my gamepad. What am I doing wrong?
Also after the terminal inputs my bluetooth didn't work until reboot.
MotionJoy reverses the address of the BT address - it should be done like that:
Original BT address: 12:34:56:78:9A:BC
Address in MotionJoy: BC.9A.78.56.34.12

You must not restart the device. You can't use normal bluetooth functions because of the way it is done.
 

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Posts: 485 | Thanked: 708 times | Joined on Feb 2010 @ Galiza
#42
Ok, i have the new version installed in my phone, and this are my first thoughts:

- Pros:
  • I really like the new buttons, stylish and very neat. And if you could add the R2/L2 buttons for the PSX emu, then i'm done with it.

- Cons:
  • Did you mess with the PSX emu? It works worst than the previous version! Many games run slower than in 0.0.2 (Tekken 3, Chrono Cross), others had random crashes (Crash Bandicoot 2)
  • In this version, at difference from 0.0.2, the PSX emu don't recognizes .IMG games, and you have to manually change the file extension to .BIN in order to run it (didn't test .ISO and others)
  • Don't know why landscape support was removed in this version. Is very useful when you are in a game and enter in the emu settings. Now you have to turn your phone to edit, resume and turn it again to landscape.
  • "Show FPS" doesn't display current frames, only drawed frames (FS0 shows 50fps, FS1 shows 25fps, FS2 shows 17fps and so). Don't know it you like it this way, and didn't remember if previous version have this issue before, but i prefer total frames (drawed+skipped)
  • When a game doesn't work in the PSX emu (like Final Fantasy IX PAL, wich won't boot at all) the process keeps running, even after you close the emu (/opt/emumaster/bin/psx FFIXCD1.bin when i run top)

- Wish list:
  • Can you add enable/disable sound option into global settings?
  • Can you add bilinear filtering to GBA emu?
  • I know you are working in analog gamepad / Dual Shock support, can't wait to test it
  • Game Boy, Mega Drive & NEO-GEO support (low priority)
  • Fast-Forward button (may be a physical button, like a volume key, in order to not saturate the screen) (low priority)

Said that, i really support this project, recently donated a few bucks to the cause, and may be i will donate again if you keep improving the emu. I really appreciate your hard work, and your pressence in the community, asking users to share thoughts and improvements to the emu. Thanks!

Last edited by Hariainm; 2011-12-20 at 17:06.
 

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Posts: 2 | Thanked: 0 times | Joined on Dec 2011
#43
Got Ports of call to work - kinda, but was wondering if there is any way I can anter text without an external keyboard under amiga emulation ?.

thnx
 
Posts: 36 | Thanked: 36 times | Joined on Nov 2011 @ KL, Msia
#44
Hi Elemental.

I have downloaded your source code using mercurial, and I wish to help you fix bugs and write some code when I have the time.

How and where do I submit patches for review? I cant find the mailing list. Never used bit bucket before.

Last edited by zero.vishnu; 2011-12-20 at 18:48.
 
Posts: 334 | Thanked: 616 times | Joined on Sep 2010
#45
A request for Amiga emulation: configurable controls.

Touch based controls don't do very well with Amiga style controls, where jumping was often controlled by pushing stick up. This is painfully imprecise with touch controls for instance in my favourite game Parasol Stars, but applies to pretty much any platformer on Amiga (in Rick Dangerous 2 it seems nigh impossible to get bombs sliding or doing precise platforming).

On Amiga this was done because most joysticks at the time didn't have second button wired to different function, but with phone touch controls it'd be nice to have an option to map 'up' and 'down' for the some of the right thumb buttons as well. Note: it might be necessary to have up and down active for left thumb too at the same time, since many games required keeping fire button down and then choosing direction with the stick.
 

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Posts: 314 | Thanked: 567 times | Joined on Oct 2011
#46
Originally Posted by Hariainm View Post
Ok, i have the new version installed in my phone, and this are my first thoughts:

- Pros:
  • I really like the new buttons, stylish and very neat. And if you could add the R2/L2 buttons for the PSX emu, then i'm done with it.

- Cons:
  • Did you mess with the PSX emu? It works worst than the previous version! Many games run slower than in 0.0.2 (Tekken 3, Chrono Cross), others had random crashes (Crash Bandicoot 2)
  • In this version, at difference from 0.0.2, the PSX emu don't recognizes .IMG games, and you have to manually change the file extension to .BIN in order to run it (didn't test .ISO and others)
  • Don't know why landscape support was removed in this version. Is very useful when you are in a game and enter in the emu settings. Now you have to turn your phone to edit, resume and turn it again to landscape.
  • "Show FPS" doesn't display current frames, only drawed frames (FS0 shows 50fps, FS1 shows 25fps, FS2 shows 17fps and so). Don't know it you like it this way, and didn't remember if previous version have this issue before, but i prefer total frames (drawed+skipped)
  • When a game doesn't work in the PSX emu (like Final Fantasy IX PAL, wich won't boot at all) the process keeps running, even after you close the emu (/opt/emumaster/bin/psx FFIXCD1.bin when i run top)

- Wish list:
  • Can you add enable/disable sound option into global settings?
  • Can you add bilinear filtering to GBA emu?
  • I know you are working in analog gamepad / Dual Shock support, can't wait to test it
  • Game Boy, Mega Drive & NEO-GEO support (low priority)
  • Fast-Forward button (may be a physical button, like a volume key, in order to not saturate the screen) (low priority)

Said that, i really support this project, recently donated a few bucks to the cause, and may be i will donate again if you keep improving the emu. I really appreciate your hard work, and your pressence in the community, asking users to share thoughts and improvements to the emu. Thanks!
  • Ok, I will add L2/R2 as an option (issue added in bugtrucker)
  • It is because of 10s lag bug which is fixed in the 0.1.1 (mentioned in one of my previous posts)
  • Also fixed in the 0.1.1 version
  • The new UI was designed from scratch, I will add landscape mode, but it will differ from previous one (issue added in bugtrucker)
  • It would be a constant if in this way, no matter what frameskip is set it would be e.g. 60. I will stick with counting only visible ones
  • I will investigate it (issue added in bugtrucker)
  • Enable/disable sound option globally - no problem (issue in bugtrucker added). But if you change local option then the global won't apply. I will make it clear when I write wiki page about it.
  • Bilinear filtering - I will think about it (issue added in bugtrucker)
  • Yes, but for now it has low priority
  • MegaDrive, MegaCD - big YES, and it has high priority - I am implementing it right now. Gameboy, yes but low priority
  • I will implement fast forward but I must really think how it make available for user (issue added in bugtrucker)
 

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Posts: 314 | Thanked: 567 times | Joined on Oct 2011
#47
Originally Posted by mawrick View Post
Got Ports of call to work - kinda, but was wondering if there is any way I can anter text without an external keyboard under amiga emulation ?.
The on-screen keyboard will be available in one of the next versions.
 
Posts: 314 | Thanked: 567 times | Joined on Oct 2011
#48
Originally Posted by zero.vishnu View Post
I have downloaded your source code using mercurial, and I wish to help you fix bugs and write some code when I have the time.
How and where do I submit patches for review? I cant find the mailing list. Never used bit bucket before.
I must add you to the project at the bitbucket if you want to join me. But I have limit to 5 free users. So I must carefuly get new users involed to the project. Well, I have a proposition. Let say you will find a serious bug f couple of smaller and support me with at least 10$ and I will add you to the project. I have an option to move to another server - have you got an idea (hg or git + wiki + bugtracker)? But it will take more time, I am not going to switch right now though.
 
Posts: 49 | Thanked: 14 times | Joined on Feb 2011
#49
Nice work with the emulator any plans for a nintendo 64 support? it will made the emulator just perfect
 
Posts: 314 | Thanked: 567 times | Joined on Oct 2011
#50
Originally Posted by Manatus View Post
A request for Amiga emulation: configurable controls.

Touch based controls don't do very well with Amiga style controls, where jumping was often controlled by pushing stick up. This is painfully imprecise with touch controls for instance in my favourite game Parasol Stars, but applies to pretty much any platformer on Amiga (in Rick Dangerous 2 it seems nigh impossible to get bombs sliding or doing precise platforming).

On Amiga this was done because most joysticks at the time didn't have second button wired to different function, but with phone touch controls it'd be nice to have an option to map 'up' and 'down' for the some of the right thumb buttons as well. Note: it might be necessary to have up and down active for left thumb too at the same time, since many games required keeping fire button down and then choosing direction with the stick.
The request added in the bugtracker. It will be added as an option in the touch screen function list.
 

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