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Anyone got a version of dosbox that works on the hd2?
Audio Oblivion said:
Anyone got a version of dosbox that works on the hd2?
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would be possible, not to hard, but we have to make a control scheme for every game apart.
Commander keen, biomenace and c&c on HD2 would be awesome.
Descent 3 using the G sensor would be awesome - lots more potential with dosbox and its like than with console emulators.
xedahh said:
Descent 3 using the G sensor would be awesome - lots more potential with dosbox and its like than with console emulators.
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problem is still that so few good developers are interested in windows mobile...
It would be super...but there's not a big chance we will have a dev that will work on this.
Cant hurt to ask but i doubt they even wanna reply to this thread.
I use dosbox on my pc to run wolfenstein 3d and quake. If your interested in running wolf3d on your HD2 then check THIS out, I havent got it working yet, (not that Ive tried much) but you might, Im not sure if its designed for wvga devices as I can get it running, but it doesnt fill up the whole screen so i keep cliking the manila soft keys
Sorry, went a little off topic there
borgqueenx said:
would be possible, not to hard, but we have to make a control scheme for every game apart.
Commander keen, biomenace and c&c on HD2 would be awesome.
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Click to collapse
This sounds good, when we can expect your fingerfriendly version of DosBox ?
Here a Pocket PC port.
AnnaW said:
This sounds good, when we can expect your fingerfriendly version of DosBox ?
Here a Pocket PC port.
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i'd be happy to make control schemes, but someone with photoshop skills should fill the buttons i will make in MS paint
First we need that port to support multitouch screens and cotrol schemes.
If that port works and is not fake, then it would be a piece of cake for the developer to add this.
I cant code that launguage however, but have enough knowledge if things in coding terms are easy or not.
EDIT:
Wait...can someone try the DOSBox PPC toolbar editor...maby it is for mapping keys to the touchscreen...
But it would still be hard without transparant buttons.
Would be awesome to have a functional dosbox on the HD2. the processor of the device should have enough power to handle all retro games.
if you guys can try commander keen 4 on your HD2 and it works, let me know. i will map the rest of all schemes because im a huge fan of dosbox.
EDIT2:
I do think its for the lower part of the screen for touch controls. someone would have to try the port though.
I do have photoshop and fireworks but don't seem to be able to bring any alpha channels into the tool - I have a test RGBA png file attached in case anyone can figure it out.
Probably more to the point - this PPC port of dosbox does not support wvga, not even sure if it supports vga, maybe we're barking up the wrong tree?
xedahh said:
I do have photoshop and fireworks but don't seem to be able to bring any alpha channels into the tool - I have a test RGBA png file attached in case anyone can figure it out.
Probably more to the point - this PPC port of dosbox does not support wvga, not even sure if it supports vga, maybe we're barking up the wrong tree?
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time to contact the creator i guess. lets hope he's still interested.
who is the lead dev for the dosbox port?
are they still developing?
Audio Oblivion said:
who is the lead dev for the dosbox port?
are they still developing?
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Dont know and i dont know. Pressing the "help me" links gives you a mail adress though. Try to use that.
Well I thought I'd post about my success in getting some dos games running on the Leo. Personally, I'm far more interested in running dos games than console games, so I hope others will join in and share their experiences here also so we can get a bit of momentum going.
First impressions were that it was a bit of a mixed bag. There is not a clear winner in term of dos emulation for the Leo in terms of taking advantage of the screen resolution, cpu and achieving broad game compatibility.
Speaking generally, n0p's port has the most attention on XDA as far as I can see, and perhaps rightly so in terms of the kernel, but I think the praise is overdone where the Leo is concerned as it is a very awkward experience using it on the Leo. Even with the 0.73 version, the lack of WVGA support means that we're stuck with big piece of unused screen realestate and a tiny, horrible keyboard overlay at the bottom that is barely usable. PocketDos has a much better UI in that regard, with the option of using your own pim, although it doesn't run the more sophisticated/demanding games as well as DosBox.
Betrayal at Krondor
I got BAK working, albeit slowly, on N0p's port. The speed is reasonable -- much better than the Symbian DoxBox port I was running on
my E71. Audio in particular is much closer to what it should be. It still judders enough to be annoying instead of easy listening, but it's close enough that I wonder whether smaller memory optimisations or tweaks might make it work properly. The lack of WVGA resolution really hurts in combat though, because hitting the right grid square is pretty hard and makes it a bit of a chore to play. At least when adventuring you can use the stick-to-road button to travel easily about Midkemia. Not sure how to right-click consistently either.
I couldn't get BaK to run on Pocket Dos, although I suspect it might work with different memory settings. From what I recall, it needed a healthy EMS allocation to work back in the day.
Jones in the Fast Lane
With Jones, it's the opposite to BaK. It really struggles on N0p's port but absolutely flies on Pocket Dos. It's actually perfect (although I had sound down so can't comment on audio). The ability to resize the screen and change to landscape makes it a wonderful experience.
N0p's port can run Jones but only barely - the cursor is bugged with the touchscreen so that you can't select anything on the right-hand-side of the screen and it's also nowhere near as fast or smooth as on Pocket Dos. Don't know why it struggles so much as it isn't a very demanding game.
UFO
Given the lack of a WVGAFix for WM6.5, Pocket UFO won't work on the Leo and we're stuck with running UFO on dos. Here, n0p's port is the best. It's fairly playable although, again, surprising slow. Unfortunately Pocket Dos wouldn't load it properly.
Here's a list of games I intend to try in the near future:
Space Quest series
Police Quest series
Heroes Quest series
Dune 2
Syndicate
As far as I can understand there is no properly working dosbox for Leo.
I wish I can play Commander Keen. That's my favorite dos game. I guess we can only hope that someone will port a proper dosbox version to the Leo.
Any updates or so for Dos games to play on the HD2 yet? I know id love this as well. =)
I have been interested in the HD2, but I've been curious about Dos emulation. I don't own any WP devices at the moment.
I realize this thread is a few years old, but are there any updates since this last post?
** I haven't been around to keep this thread updated. Thankfully, AriStar has done a great job maintaining an extension of this thread over on the developers board. For the most updated status, please follow this link: http://forum.xda-developers.com/showthread.php?t=1097428 **
I'm looking start up a bounty to get a development effort going around the Native PSX Emulator that comes on the Xperia PLAY.
The preloaded Crash Bandicoot as well as the selection of PSX games available from Sony use this native emulator, the performance in which is PERFECT, compared to FPse and PSX4Droid which have sound and choppiness issues at times.
Some discussion on this topic is in another thread, here: http://forum.xda-developers.com/showthread.php?t=1044755 . We can see the psx image on the SD card with little effort, however the formatting of this image and the steps required to inject our own images is still unknown.
My ultimate goal here is to be able to run FF7 in the Native PSX emulator and support the disc changes needed. (From the PSX Emulator menus, disc swapping looks to be included, but as no multi-disc games are released, this may be tricky).
I'd like to throw in $20 to start this bounty and get discussion going.
Please post under this thread if you can contribute either to the bounty or to the development effort. If you have any requirements attached to your bounty contribution (ie: "Must be able to play FF7") then please include those as well.
Bounty now up to (or over): $280 + Xperia X1
Levistras said:
My ultimate goal here is to be able to run FF7 in the Native PSX emulator and support the disc changes needed. (From the PSX Emulator menus, disc swapping looks to be included, but as no multi-disc games are released, this may be tricky).
Click to expand...
Click to collapse
Disc swapping is probably less of an issue than it sounds - you only have to swap discs once every 10-12 hours for most games, and almost every single game that has a disc swap also lets you save after completing the disc and before the swap, so in theory if the PSX Emulator only allows for once disc at a time, you just make a wrapped image of each disc, save when you hit the end of one disc, and boot the image for the second/third/etc disc and voila.
While ultimately it would be a great feature, it's probably not strictly necessary and will amount to a minor nuisance in the short term.
Also, put me down for $10CDN towards the bounty as well.
10 Euro more. As long as it works, I'm cool with it.
Nice idea.
But my games run perfect in fpse.
Tell me what games you find choppy and i'll test them for you. So far i've played -
Time Crisis (touch screen as light gun, dam awesome)
Demolition Derby
Rampage Universal Tour
Point Blank (touch screen as light gun, dam awesome)
Strider 2
Die Hard Trilogy
and they all run flawlessly.
Would of tried more but i've been hooked on the nes/snes/master system/genesis and native xperia play games (backstab/nova2 etc) for the last month.
dsswoosh said:
Nice idea.
But my games run perfect in fpse.
Tell me what games you find choppy and i'll test them for you. So far i've played -
Time Crisis (touch screen as light gun, dam awesome)
Demolition Derby
Rampage Universal Tour
Point Blank (touch screen as light gun, dam awesome)
Strider 2
Die Hard Trilogy
and they all run flawlessly.
Would of tried more but i've been hooked on the nes/snes/master system/genesis and native xperia play games (backstab/nova2 etc) for the last month.
Click to expand...
Click to collapse
The one I care most about is Final Fantasy 7. Battle sequences tend to be choppy, the sound slows to a crawl when coming into and out of battle. The music sound sync in general also just isn't perfect. It's "good enough" for the most part, but stammers a bit, feels like a beginner drummer that can't really keep time.
Levistras said:
The one I care most about is Final Fantasy 7. Battle sequences tend to be choppy, the sound slows to a crawl when coming into and out of battle. The music sound sync in general also just isn't perfect. It's "good enough" for the most part, but stammers a bit, feels like a beginner drummer that can't really keep time.
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Yeah sound emulation is more difficult to do than it seems. A ton of emulators (even today's Gamecube/Wii emulator, or the PS2 one) have sound issues more than anything else.
Also, I'll throw in $20 CAD for this. Hopefully it's actually possible and Sony's emulator is actually already complete. It'd be a shame to crack it but only find out it needs to be patched by Sony anyway.
Levistras said:
The one I care most about is Final Fantasy 7. Battle sequences tend to be choppy, the sound slows to a crawl when coming into and out of battle. The music sound sync in general also just isn't perfect. It's "good enough" for the most part, but stammers a bit, feels like a beginner drummer that can't really keep time.
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Click to collapse
final fantasy VII runs pefect to me on fpse, did you turn the sound sync and boost mode on?
AndroHero said:
final fantasy VII runs pefect to me on fpse, did you turn the sound sync and boost mode on?
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Yeah ive turned on sound sync. It helps but the sound is not accurate. It eliminates the stutter but the actual sounds are inaccurate, plus the graphics arent smoothed and are overly sharp and a bit ugly. Compared to the smoothed graphics of the official Sony emu they look poor. PSX games run at 1/2 the res of the Xperia screen so smoothing is essential. Fpse slows to a crawl when smoothed
Fpse is good, but still has a way to go before its good enough for me to use for everything.
Sent from my R800a using XDA App
I'll throw in £5 UK into the bounty.
Thats about $5000 US isn't it?!
illuminerdi said:
Yeah ive turned on sound sync. It helps but the sound is not accurate. It eliminates the stutter but the actual sounds are inaccurate, plus the graphics arent smoothed and are overly sharp and a bit ugly. Compared to the smoothed graphics of the official Sony emu they look poor. PSX games run at 1/2 the res of the Xperia screen so smoothing is essential. Fpse slows to a crawl when smoothed
Fpse is good, but still has a way to go before its good enough for me to use for everything.
Sent from my R800a using XDA App
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Click to collapse
Does the XPlays native emulator really have smoothing? I did think that Crash looked better than I remembered but put that down to the small screen and the fact that last time I played crash 1 was on a large HDTV.
I dont think it does, sony erricson has already done alot of things in an attempt to save the phones battery life (like the whole no autobrightness off thing)
I doubt they would add smoothing as it would get use up more of the CPU thus draining more battery life.
The only advantage I see with the official ps1 emulator is that fram rates are excellent and there are no graphical glitches.
Correct me if Im wrong, wouldn't one advantage be that Fpse doesn't really support the dual touch pads, but the native app should support them for any game launched through it.
Also for an update,
bounty is at 20CAD+10CAD+10Euro+20CAD+5GBP
50 CAD+10 EUR +5GBP
or about
75 US Dollars if u think in those terms .
bubblegumballon said:
I dont think it does, sony erricson has already done alot of things in an attempt to save the phones battery life (like the whole no autobrightness off thing)
I doubt they would add smoothing as it would get use up more of the CPU thus draining more battery life.
The only advantage I see with the official ps1 emulator is that fram rates are excellent and there are no graphical glitches.
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It does smooth, trust me - playing Wild Arms is proof enough for me - the graphics are softer and less pixellated than in FF7 via FPSE.
I'll see if I can take some comparative screenshots of Wild Arms in the Sony Emu vs FPSE (as I do have WA on CD as well) just to be 100% sure, but I'm already 99% sure it smooths (is that a word?).
Besides, smoothing wouldn't add that much hit to the battery - you're basically just talking about the bilinear interpolation function of the graphics chip, which is a pretty minor hit overall.
The reason FPSE chugs when smoothing is because FPSE is a generic Android app, written to work on ANY Android phone - so it probably has NO hardware GPU access at all - which in my opinion is pretty lame and shoddy programming. There are, what, like 30 different graphics chips currently used by Android devices? If I'm correct, they'd basically have to write in detection and calls for every chip into FPSE.
Whereas the Sony emulator was written explicitly for the Xperia Play and its hardware (the Adreno GPU). That's why it's 10x more efficient and faster than FPSE, and why it can turn on smoothing and still run better than FPSE does.
I know, my first post but trust me Im good for $10CAD
count me in for $10 CAD
put me in for $20USD
put me in for 10 AUD
illuminerdi said:
It does smooth, trust me - playing Wild Arms is proof enough for me - the graphics are softer and less pixellated than in FF7 via FPSE.
I'll see if I can take some comparative screenshots of Wild Arms in the Sony Emu vs FPSE (as I do have WA on CD as well) just to be 100% sure, but I'm already 99% sure it smooths (is that a word?).
Besides, smoothing wouldn't add that much hit to the battery - you're basically just talking about the bilinear interpolation function of the graphics chip, which is a pretty minor hit overall.
The reason FPSE chugs when smoothing is because FPSE is a generic Android app, written to work on ANY Android phone - so it probably has NO hardware GPU access at all - which in my opinion is pretty lame and shoddy programming. There are, what, like 30 different graphics chips currently used by Android devices? If I'm correct, they'd basically have to write in detection and calls for every chip into FPSE.
Whereas the Sony emulator was written explicitly for the Xperia Play and its hardware (the Adreno GPU). That's why it's 10x more efficient and faster than FPSE, and why it can turn on smoothing and still run better than FPSE does.
Click to expand...
Click to collapse
Opengl should solcem ost of the problems of the multitude of gpu chips there are as the calls to all the gpu's would become the same.
Also, to reply to an earlier post, the touchpads will probably be supported in a future version of fpse, probably the devs don't have an xperia play just yet.
The game ISO is in a file called image.ps and appears to be encrypted. That encryption will need to be cracked before we can do any sort of injection of PSX ISOs.
ill throw in £5 GBP ive tied reverse engineering the app, tried and failed; i dont know what source code their using, but i cant get it recognized by anything so far!
Okay, so I got minecraft to work using Backtrack (HERE) in one of the other threads, but it runs poor(<1 FPS).
Basically, what I did was install the dummy video driver for xorg(xserver-xorg-video-dummy, iirc), and use THIS script to launch it. I then attached x11vnc to it.
The default TinyVNC server doesn't support OpenGL, you'll need to use xorg + x11vnc + the dummy
As far as getting minecraft to run, I got the appropriate liblwjgl build from HERE.
I got the appropriate jinput build from HERE
After you run MC for the first time, it'll download everything and crash. Replace the ~/.minecraft/bin/native/ files with the ones in these packages. The packages don't need to be installed, just extracted to get at those files.
You'll also need libmawt, provided by THIS package. That does need to be installed. Mine was broken on install, I didn't care to fix it, but it still worked. It just needs at that one file.
I got the best luck connecting to a network server with the MC process renice'd to -15 or so.
This is what should launch it:
Code:
./Xdummy :2 &
x11vnc -display :2 -noshm &
nice -n -15 java -jar minecraft.jar
Then connect to localhost:5900 for VNC.
As I said, it's unplayable right now. I was hoping someone could help come up with some ideas on getting it to play decently, as it's good for little more than getting on and chatting to people right now.
The only idea I had for boosting it was to find a tegra driver and try to get X to start with that without trying to attach to a VT(Will that dummy file do it?).
Also, the controls for VNC aren't suited for MC, obviously. I was using an external keyboard when I was playing with it.
I'll post a video of it running as soon as I can get a camera. My Iconia is my camera, heh.
Yeah, it runs poor on my HP Touchsmart tm2 with i3, so I doubt this would be any close. It's surprising though, considering the 8-bit graphics in the game itself.
Sent from my A500 using XDA Premium App
well thats 8 bit graphics on top of rendering millions and millions of cubes. from a game design stand point. its really impressive.
gh123man said:
well thats 8 bit graphics on top of rendering millions and millions of cubes. from a game design stand point. its really impressive.
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I'm assuming that was sarcasm...
It really is impressive. Most 3d games contain static rendered floors and walls. Whereas Minecraft requires that each individual block be rendered as a stand-alone manipulative item. It really does require a lot of number crunching and resources.
Yea, MC's large memory usage isn't just inefficient code.
Haha, well you're right from the standpoint of the fact that it's millions of blocks rendered, but if it's going to be that intensive, why use the 8-bit blocks? I love the game, but honestly, it's a little frustrating that it only works on my quad-core desktop. I'm curious to see how much fog will have to be in place for the Xperia Play version out soon.
Sent from my A500 using XDA Premium App
cybermage1 said:
I'm assuming that was sarcasm...
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*facepalm*
The amount of power needed to run something isn't just determined by flashy colours.
Maddmatt said:
*facepalm*
The amount of power needed to run something isn't just determined by flashy colours.
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Right but seriously - a cube at most is three polygons (squares) rendered at any given time. You don't bother to render faces that you can't see due to occlusion. If you store the world in a matrix(s) optimized for calculating what's viewable then OpenGL with hardware acceleration handles all of that very well and very fast.
If you're telling me that the reason Minecraft performance sucks (and yes, I think we all agree it does) is because it's rendering so many cubes, and if that's correct.... then the developer is truly dumb. And rich, but still dumb.
I've done OpenGL and DirectX graphics programming for isometric views before and it's amazing the amount of data that can be rendered very fast on a 486 when done correctly.
The Tegra2 renders somewhere (couldn't find exact specs) near 35 million polygons per second. If Minecraft is generating 35 million polygons for every frame, that would explain the 1 fps and support my opinion.
But I digress from the original topic. It'd be nice if the developer would put out an optimized Android version - just think how many more of us (including me) would buy it yet AGAIN just to be able to play on our tablets and phones. lol.
Rendering isn't the only slow part, it has to calculate what to render, light, etc... for each block.
Each chunk (16x16x128) has 32768 blocks in it, at any one time you may have upwards 500 chunks loaded (checking right now, I have 441 after playing for maybe 20 minutes), that is 16,384,000 blocks. Granted, you're never rendering all of those at once, but just cycling through all of them and reading all of them is incredibly intensive, on both RAM and CPU.
In the MC code(Check MCP for tools to decompile and deobfuscate it), you'll see that he's only checking if another block is on the face, and using that to determine if that face should render or not. My assumption on this is that it's quicker to render a face than it is to check occlusion for it.
Also, beyond that, you'd have to consider other things, such as the overhead for things like the X server, VNC, and the obvious lack of hardware acceleration on the X server.
To be honest, one of the major reasons I will be buying a tablet is for the games. For me it goes reading, games and movies... and not necessarily in that order. However, I have cruised the forums a bit and not found a truly definitive answer.
To put it frankly, I'm a RPG buff. From the SNES to the PS1, I love the genre. However, I am leery of the very high resolution of the N10 versus the look of the older games (SNES for example). I remember seeing a spreadsheet somewhere, where it listed Chrono Trigger as only appearing at 1/4th the size of the screen and crashing. This saddened me, and can potentially be a deal breaker in regards to me finalizing in buying this tablet.
Is there a way around what could be horrible looking old school games on such a high res display? And is there a way to get Chrono Trigger to work (its one of my favorites :< ).
Thank you for the help.
If a game only appears on 1/4 of the screen then that is the emulators fault, as is any crashing. Whatever emulator it was is most likely not designed to be run on a wide range of devices and resolutions and just needs to be updated for the Nexus 10's hardware.
I have been using MyBoy lately and while I havent tested explicitly tested Chrono Trigger, all games that normally work in the emulator work just the same on my phone, 7" tablet, or Nexus 10. The only difference is screen size.
I used to use anima online SNES. I am currently trying snes9xex. I set it to full screen instead of 16:9. Honestly doesn't look that bad. Here is secret of manager.
I will add I've beaten super metroid using the HDMI out of the tablet to my tc the entire play though. Also I beat super Mario RPG on the tablet strictly.
The games look great, full screen is a little stretched but its really not that bad. I personally was in the same situation as you when I wanted to buy it for those exact purposes. Once six axis updated to support android 4.2 I was loving every minute of it.
Sent from my Nexus 10 using xda app-developers app
I use SuperGSNES from the Google Play store and it works likes a champ!
Cervani said:
To be honest, one of the major reasons I will be buying a tablet is for the games. For me it goes reading, games and movies... and not necessarily in that order. However, I have cruised the forums a bit and not found a truly definitive answer.
To put it frankly, I'm a RPG buff. From the SNES to the PS1, I love the genre. However, I am leery of the very high resolution of the N10 versus the look of the older games (SNES for example). I remember seeing a spreadsheet somewhere, where it listed Chrono Trigger as only appearing at 1/4th the size of the screen and crashing. This saddened me, and can potentially be a deal breaker in regards to me finalizing in buying this tablet.
Is there a way around what could be horrible looking old school games on such a high res display? And is there a way to get Chrono Trigger to work (its one of my favorites :< ).
Thank you for the help.
Click to expand...
Click to collapse
That's the Chrono Trigger port for Android that has problems on a lot of tablets. I played Chrono Trigger on a real emulator on the N10 and it worked just fine. Nearly done with the game and it looks absolutely great.
404 ERROR said:
That's the Chrono Trigger port for Android that has problems on a lot of tablets. I played Chrono Trigger on a real emulator on the N10 and it worked just fine. Nearly done with the game and it looks absolutely great.
Click to expand...
Click to collapse
How to fix Chrono Trigger on the Nexus 10:
Turn on game. Press home button. On home screen rotate 180 degrees to the other landscape side.
Then turn off auto-rotate. Force close the game through the task manager and turn the game on again.
Thanks guys . You helped me solidify my choice in purchasing this tablet, along with all the video reviews and posts I've watched on here. Hopefully you'll see me on it soon!
I have uploaded a video of a new nintendo ds emulator that im beta testing running on the shield. Its in private beta so dont ask for a copy or how to join the beta test.
EDIT:
Google play link
https://play.google.com/store/apps/details?id=com.dsemu.drastic
https://www.youtube.com/watch?v=d0KR42DFEhY
If your interested I have more videos in my channel and lots more on the way. Some specific to the shield and emulators, some specific to just DraStic.
Be sure to like and subscribe if you like what you see or want to see more.
Wow, I can't believe it runs so well. I have pretty much every game I could want for the DS but it would be fun to play on a nicer screen. Maybe one of those stylus that works on capacitive screens would be good to have for the touch heavy based games.
Evo_Shift said:
Wow, I can't believe it runs so well. I have pretty much every game I could want for the DS but it would be fun to play on a nicer screen. Maybe one of those stylus that works on capacitive screens would be good to have for the touch heavy based games.
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Click to collapse
I have a request in to do like a on screen mapping for the right analog stick for touchscreen input for games that use the touchscreen for an control method as demonstrated in the video. It is a problem with emulating that platform with a device that doesn't share the same form factor with it's combination of hardware controls and touchscreen. (OUYA, tablet + moga/PS3/xbox360, xperia play, etc etc) if all touchscreen device it's a natural switch.
I didn't do it in the video, but you can use the right stick and click (push down & hold) and it simulates the touchscreen input. But it's kind of a pain to constantly push in. If the option doesn't get implemented I think a 3rd party on screen mapper program could serve the same purpose.
johnsongrantr said:
I have a request in to do like a on screen mapping for the right analog stick for touchscreen input for games that use the touchscreen for an control method as demonstrated in the video. It is a problem with emulating that platform with a device that doesn't share the same form factor with it's combination of hardware controls and touchscreen. (OUYA, tablet + moga/PS3/xbox360, xperia play, etc etc) if all touchscreen device it's a natural switch.
I didn't do it in the video, but you can use the right stick and click (push down & hold) and it simulates the touchscreen input. But it's kind of a pain to constantly push in. If the option doesn't get implemented I think a 3rd party on screen mapper program could serve the same purpose.
Click to expand...
Click to collapse
If you can put the authors in touch with me, I can offer them some assistance. Emulators are a great win on this device, so I'd be glad to give them any assistance they need on how to get it working better.
agrabren said:
If you can put the authors in touch with me, I can offer them some assistance. Emulators are a great win on this device, so I'd be glad to give them any assistance they need on how to get it working better.
Click to expand...
Click to collapse
the authors are Lordus and Exophase on the openpandora forum if you want to PM them
tell them "ANDROID" or "SNESFAN" sent ya, and you're a lead software engineer on the shield, I'll send the message their way as well but I don't think they frequent XDA
Wow that runs beautifully. Can't wait to see this on the Play Store!
Side by Side, damn thats an odd layout, but works great for the shield I guess.
Is this emulator specific to shield or could it also run on a tablet with a gamepad, and if so can it run portrait?
SixSixSevenSeven said:
Side by Side, damn thats an odd layout, but works great for the shield I guess.
Is this emulator specific to shield or could it also run on a tablet with a gamepad, and if so can it run portrait?
Click to expand...
Click to collapse
there's other layouts and other devices demo'ed in one of the other videos in my channel. Side by side or big/little and one screen w/ switch button that makes the most sense layout wise for a landscape only device. But for purposes of this video I just everything default in this one.
There is a top/bottom landscape I'm going to show off in a future video that might be more interesting to some people but it leaves large boarders on the sides.
johnsongrantr said:
there's other layouts and other devices demo'ed in one of the other videos in my channel. Side by side or big/little and one screen w/ switch button that makes the most sense layout wise for a landscape only device. But for purposes of this video I just everything default in this one.
There is a top/bottom landscape I'm going to show off in a future video that might be more interesting to some people but it leaves large boarders on the sides.
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Top/Bottom I was more interested in for a tablet etc which I could flip portrait.
This looks like a promising emulator. None of the other DS emulators I have tried in the past have performed well on android at all, this looks to be the first playable one.
SixSixSevenSeven said:
Top/Bottom I was more interested in for a tablet etc which I could flip portrait.
This looks like a promising emulator. None of the other DS emulators I have tried in the past have performed well on android at all, this looks to be the first playable one.
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Click to collapse
for tablets/phones and stuff there is top/bottom portrait
it runs well on modestly spec'd hardware. The lowest I can suggest is an mono-core cortex a8 @ 1Ghz (xperia play) more cores and next generation chip-sets will perform better according to raw processing power. It works very playable on a dual core a8 @ 1.2Ghz (HTC EVO 3D)
the minimum technical requirements are
ARMv7 (cortex a8, a9, a15 or above)
NEON SIMD extension (tegra 2 specifically is out tegra 3/4 is fine)
Android Gingerbread 2.3.3+ (some extra features will be enabled with a higher version of android)
Cool. I will be more likely to play this on my S4, but do plan on getting the Shield. Was going to get the Ouya, but the low storage, proprietary market and clunky UI have turned my interest to zero. This has much better specs, portable and has good enough sound where a 24" or 27" pc display without speakers could be used. Low cost arcade system
rushless said:
Cool. I will be more likely to play this on my S4, but do plan on getting the Shield. Was going to get the Ouya, but the low storage, proprietary market and clunky UI have turned my interest to zero. This has much better specs, portable and has good enough sound where a 24" or 27" pc display without speakers could be used. Low cost arcade system
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Not to mention that any game that runs on the ouya could be ported to run on the shield. Only thing missing would be touchpad support, which the OUYA implements as a HID mouse so a USB mouse may actually fulfil that role. Failing that, touch screen.
There were efforst to get the OUYA framework on other devices to natively attempt to run OUYA titles, I don't know how thats gone, but the shield would be an awesome candidate for that.
come and get it
https://play.google.com/store/apps/details?id=com.dsemu.drastic
johnsongrantr said:
come and get it
https://play.google.com/store/apps/details?id=com.dsemu.drastic
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I've been playing CV Aria or Sorrow and so far it's the best nds emu on android. I do get some minor bugs (game will close out back to the emulator menu) but all in all, an excellent emulator.
I've tested it on three games so far and it's by and far the best DS emulator out there. It's so smooth, and it allows for native gamepad mapping, which the others are lacking.
The only problem I'm having is touch input for the bottom screen. How do I enable it?
Also, I'm on a Nexus 10, but since this thread was started by a beta tester, I figured I'd ask here.
arrtoodeetoo said:
I've tested it on three games so far and it's by and far the best DS emulator out there. It's so smooth, and it allows for native gamepad mapping, which the others are lacking.
The only problem I'm having is touch input for the bottom screen. How do I enable it?
Also, I'm on a Nexus 10, but since this thread was started by a beta tester, I figured I'd ask here.
Click to expand...
Click to collapse
In the middle of a game, tap the menu on-screen button which will have a stylus button, tap that and it will allow touch input.
---------- Post added at 10:57 PM ---------- Previous post was at 10:55 PM ----------
This emulator is fantastic. Honestly being able to sync your savestates with Google Drive made me wonder "Why hasn't anyone done this before?"
This app rocks! Well spent money for this.
What game is shown in the screen shot on the play store where there is a guy with a sword in a dungeon and a blob looking thing? I have a DS and every game I could want at least I thought I did, but I don't recognize that game...
This is awesome. Been messing with this emulator since it released on the Play Store. I'm amazed at how well it runs. Haven't run into a single issue with it.
This emulator rocks. I have been playing everything I have and not a problem yet. I really like the way I can play Gta Chinatown on my shield and use Google drive to sync my progress so I can pick up on my phone. (Note 2 runs perfect btw)