FPse OpenGL Plugin - Xperia Play General

As most of you will know, FPse now has an option to enable a different graphics plugin to replace the default one built into FPse itself.
It gives loads of extra graphics options within the application settings and all-in-all makes games run extra-sharp and look a whole lot better.
There is of course, a HUGE downside to this graphics boost. Which is lag. So far, I have been unable to find any combination of settings on the Xperia Play that is able to run the game with the OpenGL plugin and play the game at a playable speed. Not to mention the black lines around objects and general graphical artifacts seen half the time.
Has anyone been able to get it to run well on the Xperia Play at all? Currently trying it out on Final Fantasy 9, but its really not happy at all! Currently overclocked to 1.6Ghz on Doom's new V11 Kernel, so the GPU should be overclocked too.
I think, if it's not going to work with all these extra performance boosts, then it never will! Not that I've personally been able to prove the GPU overclock, but that's a different story altogether.
Also - If anyone has FPse running on ICS and can test the OpenGL plugin on that, that would be great. ICS apparently has the new Adreno 205 graphics drivers giving a 1.5x-2x performance boost, so it should show better results.
You can get the OpenGL plugin from the link below:
http://perso.numericable.fr/schtruck/libopenglplugin.so
Instructions for installation:
1. Download the file and copy it to your SD card. Doesn't matter where.
2. Load up FPse and go into Settings/Misc, you'll see 'Use OpenGL Plugin' towards the bottom, select it and direct it to the location of the file.
3. Restart FPse. A full close and reload is required.

The OpenGL plugin makes the graphics unplayable to me, so many graphical glitches...

Where do i copy this file too?

AwaisKhan said:
Where do i copy this file too?
Click to expand...
Click to collapse
Anywhere, just change to the plugin when you're in FPSE and it'll ask you where it is

jacklebott said:
The OpenGL plugin makes the graphics unplayable to me, so many graphical glitches...
Click to expand...
Click to collapse
I agree. I've had many games that have ran perfectly in the past after changing a few settings here and there. Castlevania SOTN for example, ran perfectly before using the plugin. However now it lags in most areas and certain graphics appear faded and transparent such as pickups and torches/candles. Not to mention random tears in wall/scenery textures.

lag problems here too
I must admit, I haven't seen any particularly bad graphical issues on the psx games I have used with the plugin, but the lag makes it unplayable, which is such a shame as it looks incredible!
I guess xperia play users are going to be left behind when it comes to fpse,

Tony Hawk's Skateboarding 2 (PAL) is worth a try with the latest version of FPSE from the Market.
Can use the new graphics plugin with frameskip off as long as the sound plugin is set off (Audio > null sound plugin). Can then force System > Boost Mode on to eliminate bits of sub-50fps lag (e.g. around the plane on the first level, and this setting does not stick after a reset). Unset Framelimiter to get 60-85fps... There are only graphic glitches in the loading screens.
To have sound you'd probably need frameskip, which shows up a lot on a game like this.
Tekken 3 (PAL) isn't yet fast enough with the plugin even with frameskip and boost on and sound plugin off and has graphic glitches everywhere but the game and mode select screens.
Curious about the graphics drivers in ICS, but my bootloader's still locked. I have a rooted R800i, stock rom and clock, and am making sure there's plenty of free RAM before starting FPSE.

I know this is for Xperia Play, but I have little lag on the Droid X2 with that plugin. I do however, notice many issues with the emulator when using the opengl plugin. I cannot use savestates or loadstates while using the plugin, and occasionally cannot start an iso. Is it a Play-specific plugin?

swbf2lord said:
I know this is for Xperia Play, but I have little lag on the Droid X2 with that plugin. I do however, notice many issues with the emulator when using the opengl plugin. I cannot use savestates or loadstates while using the plugin, and occasionally cannot start an iso. Is it a Play-specific plugin?
Click to expand...
Click to collapse
It's not a PLAY-specific plugin. It's just very undeveloped

Resurrecting one of a couple of threads on this...
Colin McCrae Rally 1 plays at 50fps without frameskip or overclocking. It also has an option in-game for landscape output, to use our 16:9 screen without stretching.
You just either have to use an in-car view (drawing the car itself slows it slightly) or use System > Boost Mode. Or o/c to 1.2GHz. There are graphic glitches pre-game, but otherwise menus and game are fine.
There's Dirt 3 on OnLive of course but that's harder to take out with you...
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Tony Hawk Pro Skater 2 works without frameskip and boost mode on at 1GHz, but it's best to o/c to 1.4GHz and have no boost mode and then you have full sound and music as well. Boost mode makes it harder to do tricks. Shame I played the Tony Hawk's series to death really.

Would setting The ram to "hard gaming" help here?
Sent from my R800x using Tapatalk 2

I am having trouble with this on every game I have tried on my SGS3.
When I switch to OpenGL mode and restart the app the games just black screen. If fast boot is not on, some game will load the first PlayStation splash screen but not fully, then it will black screen. When in black screen I can sometimes bring the menu up but it just freezes. If I don't try to bring the menu up it will eventually just take me back to where I select a ROM to open, and repeats the process until I switch back to software mode.
Anyone got any idea how I can fix this?

Gimbulate said:
I am having trouble with this on every game I have tried on my SGS3.
When I switch to OpenGL mode and restart the app the games just black screen. If fast boot is not on, some game will load the first PlayStation splash screen but not fully, then it will black screen. When in black screen I can sometimes bring the menu up but it just freezes. If I don't try to bring the menu up it will eventually just take me back to where I select a ROM to open, and repeats the process until I switch back to software mode.
Anyone got any idea how I can fix this?
Click to expand...
Click to collapse
And you're posting this on the xperia play general section why?
Sent from my Xperia Play

Ah, crumbs...
I found this thread via a Google search and didn't think to look at the forum section.
Sorry.

Just don't use the OpenGL plugin. It's horribly implemented for most devices and should be considered an alpha feature at best (IMO).

1.6GHZ frame skip with OpenGL, don't find much problems myself on ICS or even GB.

Handy link, Nice one!

Related

[APP][25.09.08]HTC Touch Diamond VR Hologram v2.02

VR Hologram very similar to the wii Head Tracking VR demo made famous on youtube.
Uses G-Sensor to track tilt and update the VR Hologram view accordingly. 3D Hologram created using Managed Direct 3D Mobile (MD3DM). Found it easier to learn than the Managered wrapper for Opengl ES.
This is my first 3D app / game and also my first windows mobile app so be gentle but your comments, recommendations and criticisms are more than welcome. Been checking out this forum for over a year now but never really contributed.
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Change Log
v2.02
Control Panel Added
Reverse tilt direction
Control affect of Moving Average Smoothing
Control tilt distance
Use set sprite locations or random sprite locations
Choose number of random sprites (5 - 20)
Choose from pre-set sprite texture (thanks to the submissions on this thread)
Choose custom texture image from file system
N.B. Limited allowed image size to 150kb
certain images (haven't been able to determine why) cause the application to crash. No exception is raised by HTC's implementation of MD3DM so cannot investigate. Just restart app and texture falls back to a preloaded texture.
Displays Average Frames Per Second over recent frames
Settings saved to file and are applied once app restarted
v1.0
First Release
MD3DM Graphics
G-Sensor view tilt (smoothed using moving average)
Nav sensor zoom
Tap screen to exit
HTC Diamond Sensor SDK (Thanks Koush)
Smoothing of G-Sensor reading essential as output is definately not. Kalman filter would have been ideal but the maths involved just goes beyond me. Moving average more than sufficient though.
Hopefully if I have time this concept can be carried forward into a game using either MD3DM or Opengl ES.
This is a concept app but can also be used to show those without the Diamond it abilities
Check it out on youtube
Hope you enjoy!! Let me know of any bugs
EDIT: Default orientation of diamond for the app is laid flat due to how the G-Sensor reading are intepreted. Diamond laid flat facing up to have a view straight down.
It appears that MD3DM drivers on the diamond are not complete as setting the app to draw fullscreen causes the render not to be presented on to the screen.
Confirmed phones that this app works with are:
Touch Diamond
MDA Compact IV
Touch Pro
For the following phones please refer to: http://forum.xda-developers.com/showpost.php?p=2972398&postcount=417 (Pillermann Columbus)
Touch HD
Touch Diamond 2
For those that are experiencing slow FPS e.g. 0.14fps then please try installing the ATI Drivers: http://forum.xda-developers.com/showthread.php?t=475493
By no means is this app optimized to run as quick as possible. Also the FPS is just an average FPS so gives a benchmark indication but it isn't the most accurate.
Download v2.02 Source: 4Shared
i have just 3 letters for this: WOW
After installing:
Does not work properly for me. The depth perspective moves. So only when the diamond lays flat on the table i see the background. Otherwise the depth moves out of the picture. This was not how it look likes on youtube
Image example added. This was with the phone laying with the right side down and the left side up.
Nice work. Looks really sweet. Keep it up
THANK YOU VERY MUCH!
I am testing it on my Touch Pro right now...
EDIT: Working great on my PRO! It even zooms in-out using the touch pad...!
FANTASTIC!!!
How do is install the sensor software?
And is it essential?
It looks nice on youtube!
Awsome! Thanks daddy!
thx look nice
It works perfectly! Thank you for sharing! Keep up the good work.
congratulations! nice app! love it!
niiiice!
imagine what could be done with this effect...
one little thought - i think if you made the perspective change "slower" with the tilt, it might look better, right now it seems that the perspective angle changes faster than the tilt angle.
and it would be great if it was possible to have these circles be in perspective (becoming oval) to add to the 3d effect
WOW !!!!!!!!!!!!!!!!!
cremerhm said:
How do is install the sensor software?
And is it essential?
It looks nice on youtube!
Click to expand...
Click to collapse
you don't have to install anything beyond the .cab file
wontcachme said:
i have just 3 letters for this: WOW
After installing:
Does not work properly for me. The depth perspective moves. So only when the diamond lays flat on the table i see the background. Otherwise the depth moves out of the picture. This was not how it look likes on youtube
Image example added. This was with the phone laying with the right side down and the left side up.
Click to expand...
Click to collapse
Sorry I didn't mention it originally but the default orientation of the phone is flat so that the app looks correct. The youtube clip was recorded with the diamond held flat.
I have updated the original post.
Very very cool! Nice job my friend!
tuem said:
niiiice!
imagine what could be done with this effect...
one little thought - i think if you made the perspective change "slower" with the tilt, it might look better, right now it seems that the perspective angle changes faster than the tilt angle.
and it would be great if it was possible to have these circles be in perspective (becoming oval) to add to the 3d effect
Click to expand...
Click to collapse
As he said.
Tricky...
My office has a neverending hole now... heheheh
Well done!
tuem said:
niiiice!
imagine what could be done with this effect...
one little thought - i think if you made the perspective change "slower" with the tilt, it might look better, right now it seems that the perspective angle changes faster than the tilt angle.
and it would be great if it was possible to have these circles be in perspective (becoming oval) to add to the 3d effect
Click to expand...
Click to collapse
Thanks for the comments - I'll try and tweek the tilt settings a little, thought I had it about right.
My experience with MD3DM is very limited. Not sure how to modify its texture perspective handling but I will look into it.
error
I have a problem. I installed but when I go to do aprtire tells me this erroe:
the sample has run into an error and needsto close : driver invalid call exception
Posts on how this effect can be utilised in cool new apps and games are also welcome. Hopefully we can start something new with the diamond.
puky69 said:
I have a problem. I installed but when I go to do aprtire tells me this erroe:
the sample has run into an error and needsto close : driver invalid call exception
Click to expand...
Click to collapse
hmm.....
I guess you have a Touch Diamond?
What rom are you running as the exception leads me to believe you have a driver missing? This could be sensor drivers or MD3DM graphics driver.
Confirmed phones that this app works with are:
Touch Diamond
MDA Compact IV
Touch Pro

[APP] [ver 1.00] [updated 17.03.09] GravityBalls - GSensor Game for Diamond and HD

Hi to all,
it's about time to release my new GSen-controlled game...
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This game is about gravity and balls. With the movement of your hand (left/right tilting) you control the paddle that explodes the balls. Tilting up and down changes the gravitational force applied to the balls. This way you can accelerate them, slow them down or even make them fly to heaven again...
Let me know about ideas, bugs or improvements!
*change log*
v 1.00
*added native WVGA support for Touch HD
*better response of the paddle to movements
*all new graphics and finger friendly user interface
v 0.93
*fixed backlight dimming while playing game
v 0.92 initial release
If you like GravityBalls consider a donation and buy me a beer.
__________
looks interesting, going to try it out
Nice
Sick game good work! is their a way to make the gsensor more sensitive??
pretty nice. I did notice my backlight was dimming and timing out - any way to override that?
bugsykoosh said:
pretty nice. I did notice my backlight was dimming and timing out - any way to override that?
Click to expand...
Click to collapse
I haven’t tried or downloaded the app yet but if the developer looks through Klaxon's source code it shows a method of preventing the backlight from turning off while the app is running.
Hope that helps, now to give this game a try...
toomie05 said:
Sick game good work! is their a way to make the gsensor more sensitive??
Click to expand...
Click to collapse
Yes, download if you don't have it already, called Diamond Config. v3.3. Here you can do a lot more than just tweaking Gsensor polling.
http://forum.xda-developers.com/showthread.php?t=418151
Hi,
good to hear that you like the game
bugsykoosh said:
pretty nice. I did notice my backlight was dimming and timing out - any way to override that?
Click to expand...
Click to collapse
I will look into this for next version of GravityBalls. It's not as easy as copy&paste from Klaxon's source because I don't use the .Net CF. GravityBalls was made using PPL (Pocket Programming Language).
band27 said:
Yes, download if you don't have it already, called Diamond Config. v3.3. Here you can do a lot more than just tweaking Gsensor polling.
http://forum.xda-developers.com/showthread.php?t=418151
Click to expand...
Click to collapse
I'm afraid tweaking the GSensor polling won't help here. I poll for the data 10 times per second; if I try shorter intervalls the GSen-data freezes and becomes kind of static. I heard other programmers had the same problem, even though with the "native" .net SDK for the GSen the polling intervalls might go down to about every 32ms polling and still workin fine.
It somehow depends on the general CPU usage of your device in the moment of polling - and GravityBalls really graps every CPU-cycle it can
zehlein said:
I will look into this for next version of GravityBalls. It's not as easy as copy&paste from Klaxon's source because I don't use the .Net CF. GravityBalls was made using PPL (Pocket Programming Language).
Click to expand...
Click to collapse
zehlein,
It iwas just a thought for an easy fix...
Good luck!
Looks good, I'm giving it a shot tonight!!! Thanks
thanks worked perfect
Nice little game....good job! ....and yeh, wish the gsensor was more sensitive. Find that it can be a little tough to get the paddle from one end to another quick enough. Found out a little technique though, is to hold the device almost face up so that the balls don't come down full speed.
p.s. on a side note...the sound choice for this game makes me laugh!
band27 said:
... Find that it can be a little tough to get the paddle from one end to another quick enough. Found out a little technique though, is to hold the device almost face up so that the balls don't come down full speed.
p.s. on a side note...the sound choice for this game makes me laugh!
Click to expand...
Click to collapse
Yes, tilting up and down changes the gravity. Clever use of it can prevent quite a few balls from not being exploded. Even in the higher levels with the balls coming down quickly you won't survive too long without using this. You might even reverse gravity's direction and let the balls fly up again...
Uhmm, yes. The sound. Nice one, right!?
I posted a new version 0.93 for download. The backlight dimming during gameplay is fixed now.
hi zehlein
can you make a video
Thank you for this latest release!
Pity that WVGA resolution is not supported... it's great, but on Touch HD (800x480) it has one bright white stripe at the bottom of a page... Not quite the same effect as a whole black background.
please dude make a wvga compatible game .
great game btw.
Aqrab said:
hi zehlein
can you make a video
Click to expand...
Click to collapse
As soon as I will find some time I will try to shoot a video. Not that easy though, simple screencapturing won't do - you won't get the idea of moving the device...
mr_absinthe said:
Thank you for this latest release!
Pity that WVGA resolution is not supported... it's great, but on Touch HD (800x480) it has one bright white stripe at the bottom of a page... Not quite the same effect as a whole black background.
Click to expand...
Click to collapse
Sorry for this but at the moment there is no way I see to let the game run in WVGA.
Thanks loving this
hey, works great on my shadow 2009. The only problem is that it is not a touch screen device. Is there any possibility that you could make it so that some of the features can be accessed from the key pad? Most notably choice to retry or exit the game.
necrotek said:
hey, works great on my shadow 2009. The only problem is that it is not a touch screen device. Is there any possibility that you could make it so that some of the features can be accessed from the key pad? Most notably choice to retry or exit the game.
Click to expand...
Click to collapse
Ok, this will be in the next beta release.

[APP][13/04/09] GravityPong - GSensor Pong 0.4

Another little game from me today.
This uses the same basic framework as BallPhysics, but applies it in a different way.
It's pong, where your paddle is controlled by tilting the device.
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The controls:
Up/Down change the balls speed.
Left/Right change the CPU paddle speed
Centre pauses
The text:
In the bottom left is the time in milliseconds since the last restart
In the bottom right is the current score
Should work on Diamond, Raphael, Blackstone, Rhodium and Topaz.
It's written in C++/win32, so no nothing apart from the exe is needed.
Configuration:
Code:
HKCU\Software\l3v5y\GravityPong
FixedVelocity=
if < 0, velocity is variable, if > 0, FixedVelocity is the difference between the CPU speed and your paddle speed
Changelog
0.4 - uses trig to calculate the initial ball speed so the ball travels at one speed regardless of angle, some little performance tweaks
0.3 - adds configuration of speed, and exit if mouse is within top 40 pixels of screen.
0.2 - Fixes sensor polling, and possible odd background
0.1 - Initial release
Nice!!!
I will try it right now!
[EDIT] The idea is nice, but controlling the paddle isn't working very well for me (it's almost not responding to my movements at all), and after 5 sec. it will be in a loop.
I loaded this game onto my Touch Pro. Here is what happened:
1. Worked for about 15 seconds. Then my paddle would not respond to any movement. I tried back and forth, up and down, side to side, hard and soft shaking.
2. Shut down and tried a soft reset. Started game again and all I got was a colorful static screen but could still see the paddle moving with its white tail in the fore ground. Did I describe that well enough to understand?
This game seems like it could be really cool but seems to have some issues.
Any ideas?
Joe_PDA said:
I loaded this game onto my Touch Pro. Here is what happened:
1. Worked for about 15 seconds. Then my paddle would not respond to any movement. I tried back and forth, up and down, side to side, hard and soft shaking.
2. Shut down and tried a soft reset. Started game again and all I got was a colorful static screen but could still see the paddle moving with its white tail in the fore ground. Did I describe that well enough to understand?
This game seems like it could be really cool but seems to have some issues.
Any ideas?
Click to expand...
Click to collapse
Okay.
I think I've found the cause of both of those.
1. I was polling the sensor too often causing it to try and check again before it had finished the previous check.
2. I haven't noticed this, but filling the background with a black fill should sort it.
Can you try the attached and see if it works?
Thanks
A question for potential users of this:
Anyone interested in the possibility of bluetooth based multiplayer?
As in, you pair with another HTC sensor enabled device and can control one paddle while the paired device controls the other?
I ask as I've just found some sample code in the WM6 SDK for "BthChat", that could provide the data transfer framework...
Tnx, works better now.
Still it's hard to get the paddle "stable", but it works.
johanromijn said:
Tnx, works better now.
Still it's hard to get the paddle "stable", but it works.
Click to expand...
Click to collapse
Would you prefer the sensitivity to be lower?
I could probably make it configurable, but I'd need a settings app/screen to do so. If wanted, I'll do it...
l3v5y said:
Would you prefer the sensitivity to be lower?
I could probably make it configurable, but I'd need a settings app/screen to do so. If wanted, I'll do it...
Click to expand...
Click to collapse
Maybe it would be better that if you tilt your device to the left it will move to the left at a static speed. (not moving very fast if you tilt it more)
Now it's bouncing from all left to all right, it's hard to control.
I hope you get what I mean. Maybe it's just me who can't play this game
Nicely done and fast too
Thanks for the lightening fast update. This is much better now. Really cool. Your are on to something really good here. A few comments:
1. I agree it is a bit hard to control. configurable would be the way to go.
2. Can you make the scoreboard a bit larger?
3. Maybe a pause button and exit button?
4. Bluetooth multiplayer would be a cool feature.
Based on your lightening fast work, can we expect the new version in the next 20 minutes?
just kidding . I have a short attention span.
Joe_PDA said:
Thanks for the lightening fast update. This is much better now. Really cool. Your are on to something really good here. A few comments:
1. I agree it is a bit hard to control. configurable would be the way to go.
2. Can you make the scoreboard a bit larger?
3. Maybe a pause button and exit button?
4. Bluetooth multiplayer would be a cool feature.
Based on your lightening fast work, can we expect the new version in the next 20 minutes?
just kidding . I have a short attention span.
Click to expand...
Click to collapse
Those updates were about 5 lines of code
1. Configurable is about 10 lines of code (it'll be registry based, I might make a config app later)
2. Scoreboard font size is one number, so that's easy.
3. Centre button on DPAD (or return on a keyboard) will pause it, although the timer in the bottom left may continue to run
4. That may take longer as I need to find a device I can test it on (I only have on Diamond, and my Prophet doesn't do gsensors..)
Good news, awaiting update. On this post have you gotten rid of the older version so people only download the best one? Keep up the good work. You seem to be good at writing apps for the G-sensor. Are you working on any other games/programs?
I would like to see the following:
1. A good Magic 8 Ball. What I've found out there doesn't seem to work well on the Touch Pro G-Sensor.
2. A configurable Spinner. Something like the Spin the Bottle app but one that lets us put in backgrounds, like numbers 1-6 or words like ("drink one shot") etc.
3. A good configurable dice roller.
Thanks for your hard work.
johanromijn said:
Maybe it would be better that if you tilt your device to the left it will move to the left at a static speed. (not moving very fast if you tilt it more)
Now it's bouncing from all left to all right, it's hard to control.
I hope you get what I mean. Maybe it's just me who can't play this game
Click to expand...
Click to collapse
I get what you mean.
In the update I'm just uploading the speed is fixed at one above the CPU speed, but you can change it to variable in the registry
Code:
HKCU\Software\l3v5y\GravityPong
FixedVelocity=
if < 0, velocity is variable, if > 0, FixedVelocity is the difference between the CPU speed and your paddle speed
0.4 is now released.
Some performance tweaks, and a change to the ball velocity.
At mines it doesn't work
Then it says unable to load Sensor DLL or something like that im using samsung omnia i900 and i downloaded microsoft frame thing plz help
such poor quality games for the Diamond . as the iPhone has great games with brilliant graphics and gameplay. and we pretend PONG is fun.
daJudge2010 said:
such poor quality games for the Diamond . as the iPhone has great games with brilliant graphics and gameplay. and we pretend PONG is fun.
Click to expand...
Click to collapse
ummm...then go buy and iphone.
great game btw.
ps. pong IS fun
>>>>>>>>>>>>>>>>>>>>>>>>>>

accelerometer game BOING...

A New version of Boing is available on my website. This requires a device that has opengl es support.
Touch the screen or use arrow keys to start or pause the game.
Tilt the device side to side to move the ball.
Enter button exits the game.
When paused, touching the lower portion of the screen where it says resume will resume
and touching the upper area where it says exit will exit the game.
-------------
BOING... is a game built for use on a HTC windows mobile phone with a tilt sensor / accelerometer / g-sensor. Move the device to move the ball and bounce from platform to platform.
-older version instructions-
The phone I used to test development has a resolution of 240 x 320.
I have tried to add support for larger resolutions but am unable to test.
I have also tried to make it usable by phones without an accelerometer with the arrow keys.
Please visit my website http://flyingmonkeypuke.com/boing
It is playable but I am still having some trouble with consistent platform generation and collision detection.
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any screens pleas ?
Hi, could you put some screenshots? Thanks
It's neat. Tested on a Fuze/Touch Pro and it works well. There's some slight flickering going on. Are you going to build in levels or something similar?
For anyone asking - there are 'trampolines' that a ball bounces off of and goes higher and you need to move the device left/right to move the ball around while it's in air and the platforms are spaced out randomly. I like the concept. MyMobiler won't pick it up on a screenshot...
Thanks for trying it out. I was curious how it plays on a vga resolution. The way I tried to support larger resolutions was to just add more platforms when a larger screen size was detected which probably adds more of a problem with the randomly generated platforms. Unless the ddraw is scaling to fit the vga screen which might be the cause of the flickering? It runs smooth and with no flicker on my device.
I am working on an opengl project at the moment. I will revisit this project and make some adjustments when I can.
I couldn't get MyMobiler to work to get a screen shot either so I just mocked one up.
Tested it to see how it behaved with cursor keys, but since I dont have accelarometer, it crashed...
hey twolf, I dusted off my mpx200 and made some adjustments. I got it to work but I don't recommend running this on on a device with 176x220 resolution. still no flickering on this phone either.
new zip uploaded to my website.
nop.... It shows "unable to load sensor dll", splashscreen appears, crash.
I have a Qvga (240x320) screen.
Doesn't work on my Touch HD (480x800) I see for one second the title, and then it closes..
Has anyone had a positive experience with this program? I would appreciate any feedback.
If anyone is interested I posted an opengl cube that responds to tilting the device.
I had a good experience but I stated that already I didn't see the 'cube' post - I'd test it out...anyone making gsen apps is good in my book
It doesn't work on WM6.5
Fitz said:
Doesn't work on my Touch HD (480x800) I see for one second the title, and then it closes..
Click to expand...
Click to collapse
And with WVGAFix3 resolution to 640x480? It should work i think.
doesn't work with touch pro 2
Fitz said:
Doesn't work on my Touch HD (480x800) I see for one second the title, and then it closes..
Click to expand...
Click to collapse
Doenst work on my Touch HD either. It also doesnt work, if i use WVGAFIX3
New openGL es build of Boing now available. hopefully this will work better for everyone. I finally got access to a touch pro to test on. no sound in this build. enjoy
Thanks a lot, looks great!
Hope soon we can have it with sound
Works fine on VGA screen (Diamond). Thank you, nice game
Works great on the HD2. Very addictive game indeed!
The only problem is that touching the screen pauses and then resumes. The menu doesn't do anything for me, so I can't exit the game that way.
Other than that, tip-top mate
when paused, touching the lower portion of the screen where it says resume will resume and touching the upper area where it says exit will exit the game.

[APP][25/05/09]l3v5y CoinToss 0.2 (OpenGL!)

Based in part on my experimenting with OpenGL ES here, I've now written a fairly pointless application that utilises hardware accelerated graphics on devices that support it.
Notes:
Essentially, you get a coin, and you can flip it. If you hit the "enter" button, or hit "stop/centre" it'll flip the coin round to have a flat face on the front.
It can be skinned by replacing heads.bmp, tails.bmp and side.bmp with a power of 2 for the height and width of the image (preferably square).
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Requirements:
something that supports OpenGL ES (can be software or hardware rendering) e.g. HTC Touch Diamond
l3v5yExtendedFunctions (handles window creation, the buttons at the bottom of the screen, window scaling etc) - MUST be installed
l3v5yOpenGLES (contains worker functions, and bits of GLUT/GLU recompiled) - MUST be installed
about 500kb of storage
about 2mb of RAM
Download:
Attached to this post
Changes:
0.2 removed GLUT|ES dependency
Tested and known to work on:
HTC Touch Diamond
Xperia X1
HTC Touch Pro
HTC Touch HD
I'm having this post...
umm... can we have a version with british 1 pound coin instead of euro?? JK. I hope that if fpsece 1.0 is going to be ever released You can try to compile a nice opengl plugin for it.
[EDIT]
ok. doesn't work on xperia stock r2a rom. untrusted certificate something sh.. oh well. good work anyway.
bronx said:
umm... can we have a version with british 1 pound coin instead of euro?? JK. I hope that if fpsece 1.0 is going to be ever released You can try to compile a nice opengl plugin for it.
Click to expand...
Click to collapse
I couldn't find a nice picture of a pound. You can swap out the images in \Program Files\l3v5yCoinToss for anything you like (check the format of the ones there, and you should get an idea of what the new ones need to be like).
bronx said:
umm... can we have a version with british 1 pound coin instead of euro?? JK. I hope that if fpsece 1.0 is going to be ever released You can try to compile a nice opengl plugin for it.
[EDIT]
ok. doesn't work on xperia stock r2a rom. untrusted certificate something sh.. oh well. good work anyway.
Click to expand...
Click to collapse
Have you relaxed the security settings on your device? (I'm guessing not...)
Have you installed the extra things (l3v5yExtendedFunctions and l3v5yOpenGLES)?
Sweet! Had something similar on my Storm, but now I've got the Touch Pro ! Always great when you don't have a coin.
Just realised I'd accidentantly linked it to GLUT|ES, without using any of the functions it provides, so it wouldn't work without glutes.dll, but didn't need it...
That's (hopefully) fixed in 0.2, which is up now...
umm... nope?
I belive that security options are well relaxed on my device, whatever it means , but to double check can You tell me what shall I look at?
also got those two cabs and will try them straight away.
thanks for answering and keep up the good work.
br
bro
[EDIT]
yeah! got it working. niceee...
bronx said:
umm... nope?
I belive that security options are well relaxed on my device, whatever it means , but to double check can You tell me what shall I look at?
also got those two cabs and will try them straight away.
thanks for answering and keep up the good work.
br
bro
Click to expand...
Click to collapse
Do you get warnings about unsigned ... when installing cabs?
The two cabs are a requirement for this to work at all, as is a libgles_cm.dll file in \Windows
never had any warnings and all I did was just to install those two cabs, after that it simply works and works very well. the other thing is, that this app is quite pointless indeed.
anyway, good to see that some talented brains are learning to utilise opengl in our chips.
thanks
Works great on the x1. very nice. thank you.
bronx said:
never had any warnings and all I did was just to install those two cabs, after that it simply works and works very well. the other thing is, that this app is quite pointless indeed.
anyway, good to see that some talented brains are learning to utilise opengl in our chips.
thanks
Click to expand...
Click to collapse
so is the zippo app for the iphone but its still cool
bronx said:
never had any warnings and all I did was just to install those two cabs, after that it simply works and works very well. the other thing is, that this app is quite pointless indeed.
anyway, good to see that some talented brains are learning to utilise opengl in our chips.
thanks
Click to expand...
Click to collapse
Sorry for having to install 3 cabs, it just lets me separate things so that bits like the button controls can be updated without affecting all the applications that utilise it (I have loads of half finished things that I'm gradually working through).
Also, for anyone that's interested, I've managed to get almost all of GLU|ES 1.3 running on the OpenGLES on our Diamonds... And I've also created a wrapper for setting up OpenGL at runtime which makes it much simpler to create an openGL application that works... I'll be releasing the code once I've cleaned it up, and optimised it...
as I said before - I really hope that all this research will help to write proper opengl plugin for fpsece. that would be the sweetest thing on the planet to have accelerated psx emulator on ppc.
Works pretty good on my KS20 only there seems to be some problem with the button overlays they are only shown when i move my finger over them and they are flickering
moesfeld said:
Works pretty good on my KS20 only there seems to be some problem with the button overlays they are only shown when i move my finger over them and they are flickering
Click to expand...
Click to collapse
Any change you can get a screenshot?
Here you go.
On the screenshot you can´t see the flickering. But I noticed that the flickering occurs on all overlays (s2u2, volume control, startmenu, etc...)
It looks like opengl es redered stuff tries to stay on top. (This happens allso on your ogles test app)
I love those days when I can add a new link to a pointless app in my start menu
Love this. Thank you!
I love those days when I can add a new link to a pointless app in my start menu
Love this. Thank you!
Edit: Look! My first double post! Sorry'bout that.
moesfeld said:
Here you go.
On the screenshot you can´t see the flickering. But I noticed that the flickering occurs on all overlays (s2u2, volume control, startmenu, etc...)
It looks like opengl es redered stuff tries to stay on top. (This happens allso on your ogles test app)
Click to expand...
Click to collapse
I think that's something to do with your device... Is anyone else having this kind of issue?
l3v5y said:
I think that's something to do with your device... Is anyone else having this kind of issue?
Click to expand...
Click to collapse
Do you know any way to test the OpenGL functions supported on my device?
LG messed up BIG time on the drivers on KS20.

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