Tiger Mame Can't Change ROM Settings - Xperia Play General

Hey Guys
As much as the need & love for save/load state has been discussed.
In tiger arcade you cannot change the mvs settings e.g the difficulty of the game, everytime you play the game it is on normal difficulty.
I remember pc base emulators like neoragex allowed you to change the settings through dip switiches before the game started, or you could emulate the same rom as a console version, you could then go into the games menus and change the difficulty that way.
this is a huge requirement for me as playing the game on "normal" settings is pointless i like a challenge.
anyone else notice this or overcame this issue.
please help
harlzden

Having access to the test/service and dipswitches would be VERY nice.

you guys rekon its worth contacting tiger king about this, might be a big aspect he did not notice, i tried looking for contact info could not find.

Jrioni does not give dip switch access either.
Not sure how much hassle it is for them to implement in all honesty.
Must be quite difficult or they would of done it already.

It's not difficult. The dip switches are just controlled by flipping a bit on or off.

Related

Enhanced version of PicoDrive(best Genesis emulator for PPC)

Hi everyone,
This is my first post, so hello. I got my HTC Wizard (T-Mobile MDA branded) earlier this week and have been experimenting with it quite a bit since. One thing I really wanted working, since I'm a huge Sonic fan (and I legitimately own all of the cartridges, don't pirate!) was to get a working Genesis emulator going on the Wizard. I couldn't even get PocketGenesis to load, and MorphGear's genesis support is ludicrously slow on a Wizard, so I was about to give up hope until I found PicoDrive. This free emulator really needs more love, the core is written in ARM assembler and it BLOWS AWAY the alternatives. It only has two downsides: no sound, and no save state support, at least in the version available on the developer's site. I decided to fix these problems.
Now let me emphasize I did NOT write this program. The guy who did is awesome and you can visit his site at www.finalburn.com.
I downloaded the source and enabled the sound he had disabled for the release version. However, it sounds horrible, so I've left it disabled. I _DID_ add proper save states to the emulator, however. (It was a simple modification of the existing code for loading/saving movies) Since this was a feature I thought others would benefit from (and also just to encourage others to try PicoDrive) I thought I would post my modified version to this site. You'll find the Load State and Save State options on the Options menu during play.
An additional tip - by editing the PicoConfig file, which you'll find in your device's root directory, you can remap the key config for the emulator. If there's interest I'd be willing to add a GUI to help you do this in a week or two when I have time. (We're nearing the end of the college semester currently, so I'm pretty busy at the moment)
Let me know what you guys think, and enjoy! The attached file is an ARM exe, just copy it to your device and run.
Hi, where can i get the games to run with this emulator?
I used to love the sonic and mario games but i'm useless with finding the games.
Thanks for any help i get in advance,
Ash
I really can't tell anyone where to get ROMs; I don't want to do anything of questionable legality on this site.
Is there anyway of getting this to work in landscape so that you can use the keyboard??
oh wow i hadnt thought of that, id pay real money for a spectrum and bbc emu working in landscape and using the keyb
@maltloaf: i'll look into that in a few weeks and see what i can do!
as far as landscape orientation for picodrive, that's definitely something that can be done. i'll get back to you guys in about 3 weeks with a new version that'll have the most recent picodrive engine, as well as landscape/portrait orientation (i agree, i vastly prefer to use landscape mode) and keyboard config within the app.
swift1337 said:
@maltloaf: i'll look into that in a few weeks and see what i can do!
as far as landscape orientation for picodrive, that's definitely something that can be done. i'll get back to you guys in about 3 weeks with a new version that'll have the most recent picodrive engine, as well as landscape/portrait orientation (i agree, i vastly prefer to use landscape mode) and keyboard config within the app.
Click to expand...
Click to collapse
Coooool sounds good.. cheers!!
Sorry to bring this back from the dead but I'm really interested in this Keep up the good work.
Picodrive
Hello. I'm new to both forums and the XDA2. I cannot express how cool this version of picodrive is!
I have to say it took me a while that you have to copy the exe file to the xda then run it.
After that I couldn't figure out how to control it until I accidentally mashed some buttons.
Since then!!!
I love this emu, I love the games and now that it has been fiddled with it's so much better.
Thankyou!
I found a new version of Picodrive 0.047 on this forum and it work's perfectly! Fast, sound, landscape, full screen, remap button ability, and save. About halfway down the page is the link http://forum.xda-developers.com/vie...=0&postorder=asc&highlight=picodrive&start=25

[GAME] DiamondTris - Tetris with support for VGA, stylus & wheel sensor

Updated: 2009-01-03, 21:05 (GMT+1)
Me and Swoop2 is creating a Tetris game for us HTC Touch Diamond users out there in need for a great one! Why I wanted to create a new Tetris game for the HTC Touch Diamond was because all of the Tetris games out there got some flaws (imo); not supporting VGA resolution, visually looking bad, running slow etc.. The closest thing I got was TeKnowMagic Tetris, but I wasn't satisfied either way. There's simply no Tetris game out there filling my requirements.
DiamondTris so far:
VGA resolution
Moving pieces - with the wheel sensor or via the on-screen buttons
Rotation of pieces - with the enter button or via the on-screen buttons
Line completion and destruction
Statistics: score, hi-score, level, lines done/remaining
Difficulties: easy, medium, hard (different speeds)
What needs to be done:
Some minior GUI tweaks
Sound effects
Settings (sounds, controls)
You'll need .NET Framework 3.5, which you'll find here
Changelog:
DiamondTris_20090103.cab:
Installs on device or internal storage
Creates a shortcut in Programs\Games
Pause function implemented
DiamondTris_20090102.cab:
New, better looking on-screen buttons
Added some statistics
Disabled piece rotation by tilting the device (needs further tweaking)
Application icon added
+1
sounds like a fairly simple and easy project... if only i had listened in class...
Why don't you get some pledges to encourage a developer
I would pay around £3 for a tetris game designed for our device
Not loads, but if enough people were too pledge their support...
hays said:
Why don't you get some pledges to encourage a developer
I would pay around £3 for a tetris game designed for our device
Not loads, but if enough people were too pledge their support...
Click to expand...
Click to collapse
good idea.
i'll let hays pay £3 for a Tetris game
(and i suppose i could chuck a few quid in as well )
Of course I'm in for some donations if this game is created
I started a very basic Tetris app for my touch diamond a while ago - just as a play around as my first Windows Mobile application. It uses the wheel for moving the current piece left and right and I was going to have a go at using the accelerometer to turn the piece clockwise/anticlockwise (i.e. a flick to the left or right).
I've never used OpenGL or anything so it was just done using a timer and the graphics object off the OnDraw event. I got as far as creating the grid, drawing the pieces, moving them around and knowing when lines were completed, etc. Still had a lot to do but it was a proof of concept more than anything else.
I'm just a normal application developer and develop form based applications and back end stuff. If I can get to where I am with my effort in the time I have, then someone who knows how to write games properly could easily do something really good.
Swoop2 said:
I started a very basic Tetris app for my touch diamond a while ago - just as a play around as my first Windows Mobile application. It uses the wheel for moving the current piece left and right and I was going to have a go at using the accelerometer to turn the piece clockwise/anticlockwise (i.e. a flick to the left or right).
I've never used OpenGL or anything so it was just done using a timer and the graphics object off the OnDraw event. I got as far as creating the grid, drawing the pieces, moving them around and knowing when lines were completed, etc. Still had a lot to do but it was a proof of concept more than anything else.
I'm just a normal application developer and develop form based applications and back end stuff. If I can get to where I am with my effort in the time I have, then someone who knows how to write games properly could easily do something really good.
Click to expand...
Click to collapse
Ah, that sounds great! Got any plans on continuation of your work? Onscreen buttons instead of accelerometer sounds even better imo, and is easier to do I think..?
Care to share your source? I can have a look at it myself and see if I can get into Mobil application programming too... or at least someone else here can continue on your base work.
I do plan on finishing it at some point - though I'm not 100% sure when! I don't mind sharing the code anyway, so once I'm back home I'll try and remember to put it on here.
Swoop2 said:
I do plan on finishing it at some point - though I'm not 100% sure when! I don't mind sharing the code anyway, so once I'm back home I'll try and remember to put it on here.
Click to expand...
Click to collapse
Sounds cool. Looks like I might get a good weekend after all! Do... not... forget... the... add... the source code!
Here's the source code. It is VERY much a work in progress. I started it as a windows application and ported it over to WinMob6. Here's a list of things that I know I still needed to do:
1. Optimise the graphics to get rid of the irritating flicker.
2. Add the piece rotation.
3. Add the score and level display, etc.
4. Decide on the size of the grid (considered leaving it customisable).
5. Add score saving and option saving, etc.
6. Add some backing music.
They're the things I can remember off the top of my head anyway. Lemme know if you have any ideas or questions, etc.
Swoop2 said:
Here's the source code. It is VERY much a work in progress. I started it as a windows application and ported it over to WinMob6. Here's a list of things that I know I still needed to do:
1. Optimise the graphics to get rid of the irritating flicker.
2. Add the piece rotation.
3. Add the score and level display, etc.
4. Decide on the size of the grid (considered leaving it customisable).
5. Add score saving and option saving, etc.
6. Add some backing music.
They're the things I can remember off the top of my head anyway. Lemme know if you have any ideas or questions, etc.
Click to expand...
Click to collapse
Sweet! I'm at home now, downloading all the requried applications to put up a proper environment here... big packages, so it'll take a while until I'm set.
I'll see if I can manage to do anything, and in case - I'll get back to you
Hi there again Swoop2!
Just tweaked the grid some, added some stats + onscreen buttons (stretched until later ;P) and changed some minor stuff. Here's my latest source. Thanks for sharing!
There's still bunch of stuff to tweak and add. Adding rotation to the game would make it fairly playable. The screen flickering is quite annoying, but perhaps we'll manage to get it working right in the future
Also adding a screenshot of how it looks with the current source.
EDIT: removed the source code, since there's a newer one out there.
Hi Sibbor
That's looking pretty good mate - I like it! I already have some ideas on how to fix the flicker - for the majority of the time anyway. Rendering the image as a bitmap in the background and then just drawing that should hopefully work like a double buffer or something. Also, only invalidating the relevant part of the screen instead of all of it should make a difference too. It worked for my other application anyway.
I'll try and have a play with it this week and send you an update
Swoop2 said:
Hi Sibbor
That's looking pretty good mate - I like it! I already have some ideas on how to fix the flicker - for the majority of the time anyway. Rendering the image as a bitmap in the background and then just drawing that should hopefully work like a double buffer or something. Also, only invalidating the relevant part of the screen instead of all of it should make a difference too. It worked for my other application anyway.
I'll try and have a play with it this week and send you an update
Click to expand...
Click to collapse
Sounds great! Made a few more changes but haven't got the latest source available here at work. I'll see if I can get time to upload it later. Otherwise it doesn't matter too much.
I reacted at the code where the grid updates, but have too less experience with WM6 and .NET to actually optimize this to a grade where we'll have no flicker at all. So with other words: I'm looking forward to your anti-flicker code !
I should finally have some time to look at this at the weekend so if you have an updated version can you post it on here?
Swoop2 said:
I should finally have some time to look at this at the weekend so if you have an updated version can you post it on here?
Click to expand...
Click to collapse
Hi again mate! Good to hear. Sadly I haven't been able to get too much done since last time, but I'll attach the current source now.
Thought about the rotation and how to create it. Had an idea where you could destroy the current piece when rotating, and creating a new - rotated - piece at the given location. You got any ideas about it otherwise?
I've been looking for a decent Tetris game for Diamond/TP myself.
Question: are you planning on implementing the scrollwheel to move the pieces? I think that would be a nice touch.
Good luck on this. I'll donate to the cause when you guys have something.
hefman said:
I've been looking for a decent Tetris game for Diamond/TP myself.
Question: are you planning on implementing the scrollwheel to move the pieces? I think that would be a nice touch.
Good luck on this. I'll donate to the cause when you guys have something.
Click to expand...
Click to collapse
The requested function is already supported We'll make sure to setup donations when we're ready
this is definately a worth while project, i wasted my time for about 3 hours looking for a nice tetris game 4-5 days ago and came up with very nasty looking basic tetris clones.
which all sucked, id donate £5-7 just for saving me the time!!
thanks
CDMA Tetris
I am so all about Tetris.
I also spent some time looking for some decent versions of Tetris but they all flopped.
I cannot wait till you guys complete this.

[APP REQ]Loco Roco-Like Game!

I had an idea (like everyone does) for a new game for the G-sensor on the Omnia, or any other devise that its supported in. Loco Roco has been available for download on ppc's for a while now, and I thought it would make the game much nicer if it was g-sensor... Because I failed my coding class (Our teacher didn't expplain anything, I was hoping that some developer out there could try to make this possible.
I do know that because Loco Roco is a Java game, it cannot be changed...
But is there any courageous dev out there willing to try to make something like it?
It would be fairly easy... just tilt a ball down paths to complete the level.
Or you must roll to the end of the level without dying, for example:
A sonic type game, you are a ball, rolling down hills, jumps (over spikes which kill you) and through loops, etc.
Here are some examples of what the game could be like also:
Something like this (Overtilting = death due to gravity):
http://www.vx4.com/puzzle-games/funky-ball.html
Loco Roco (Something like the landscape, where you tilt to get through multiple paths & collect things):
http://www.youtube.com/watch?v=dcDdLnq2x-I
FlashBall:
http://www.youtube.com/watch?v=kvUbbSYAVDk
or
Falldown:
http://www.albinoblacksheep.com/flash/falldown2
I know a lot of you are sick of ball accelerometer games, but I think these would work smoothly, and be very fun.
Any developer who will take up the idea, I will do I can to help (Which isn't much, but, hey.) bring the idea to life.
Thanks!

DEV Request: Mouse click Coardinate "macro"

Hi, I'm new here. i have just received my Atrix two days ago along with my webtop. i am very into gaming and i would love for this to be possible to develop.
i would like to ask developers to try to create some kind of "program" or whatever it would be called to play on my laptop and play touch screen games and Program Coordinates to a Mouse click for a Specific Key. i play allot of touch screen games and i like RPG style games. the problem i run into is that i cannot press the desired buttons fast enough and or even play some because it is not incorporated into playing with a keyboard.(i know android games will in the future but i mean for the games/apps that are not).
Exrogram a specific coordinate on a game or all games to a specific Key, (Any location on the screen to the "F1" key on my keyboard)... or any key for that matter.
(not tab,shift, esc ect)... just keys that we could use to do specific actions without having to click them with the mouse.
i would love if a developer could look into this and/or create this program allowing us Atrix/Keyboard users to basically "right click" the mouse(or any other way... it does not matter to me) on a coordinate during a game and have the option to set that coordinate to act as if the mouse had clicked that specific location on the screen<without the mouse actually moving to that location at all.
there are many things this could benefit from this. playing and using apps, games at ease and maximizing the usage of this device.
PLEASE HELP US!!!!!!!!! I have talked to a few Aatrix owners and even Emailed Motorola and Android Developers and they think its a great idea and even said that it is capable and would probly be implemented in the future because it would be so useful. the only thing is it is going to take them a long time and i know that it will be Created by an independent developer way before anyone else.
so i ask for your assistance if your a Developer and CHALLENGE you and developers alike to be the first to make this ingenious capability being possible.
really... i was assuming devs would jump on this post... at least state there opinion. so nobody has anything to say about this? i thought it was a great idea. (rather possible or not) i was thinking this would optimize gaming on the webtop Tenfold. (even though games are not smooth on it AT ALL. we would still like to be able to play them easily other then click, click, click and only more clicks other then some games being able to utilize movement keys [arrows or w,a,s,d])
Cool stories bro
jimmypopulous said:
Cool stories bro
Click to expand...
Click to collapse
umm... ok...

[Q] FPSE newbie has assortment of thoughts/questions

Hey guys, I bought FPSE within the first day of getting my Xperia Play. The thing is an emulator machine and FPSE is a fitting addition. Love it so far. Few questions/problems:
1) My phone is unrooted/stock. It seems enabling the g sensor involves editing .ini files and such? Is it possible for me to do without compromising my warranty? Could you provide a link/video that explains how to do it on one of the more recent versions of FPSE?
2) What is the deal with the options for touchscreen analog and "Swipe" analog? I've only tried with Medal of Honor Underground but they're EXTREMELY hard to use. They take a strong push to get started moving, then JUMP in the direction you''re holding extremely fast, making aiming very very hard. Is this the norm with these options? Is it difficult to emulate the analog sticks of playstation?
3)Both of the above questions have to do with shooting games on FPSE. What settings do you guys use for first person shooting games? especially on xperia? I'm starting to think I should just give up on the genre for use with FPSE. (I'm not going to harp on the touch-stick support for xperia play like most, I understand thats probably really annoying to incorporate, especially with Verizon users STUCK in 2.3.2!!)
4) For PS ISOs with the "track 1" and "track2" parts, what do I do?? SF Alpha 3 has those components and I'm not sure what to do/how to rename it so it will work (with just track 1 it boots up like ps one boot screen, then black)
5) I found a SF Alpha 3 that only is one .bin file, but it runs SOO slow on FPSE, no matter what system/video options i tinker with. Does anyone have a definite rom/config for SF Alpha 3 on FPSE that they could tell me? Its one of my favorite games for PsONE.
Thanks in advance for anyone who answers any of my questions/thoughts
I can't answer everything, but I'll tell you all I know
1. I've tried the G sensor on FPSE once or twice and it worked fine without having to change any .ini settings. Can you tell me exactly what you did and I'll try to replicate this
2/3. I've only used the d-pad for movement in FPS games. without the touch pad supprt I stay away from them in FPSE. I do wish there was a way to impliment the analogue sticks better without touching the screen, but till then my advice would be to stay away.
Others on here may know of a better way to emulate them
4/5. We don't like any kind of warez/downloading. My advice would be to buy a disk and rip it to get a true legal copy of the game to play on FPSE. This should also miss out any anomolies. For anything else, it would be worth going on their own forums and asking about specifics of game support.
IMO (educated guess) I think the files need to be in one file format. So when you rip the file, rip it into one iso, this should put all files on the disc into a single file, as the iso is an image of the disc
Hope that helps, let me know how you get on - especially with the touch pads/analogue sticks

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