OpenGL ES Interception Driver for Modding / Control of Games on Shield - Shield General

Hi everyone,
Wanted to let the community know that we've created a game modding driver called MantaMod, which works directly at the OpenGL ES stream by intercepting it before passing on to the actual Android device gpu driver. Since it works at the driver layer, control or modding of Android games can be done without needing to change the original game APK package.
We are a small team and haven't had a chance to try it out ourselves on the Shield device though, so it'll be great if someone could give it a shot. Any feedback or 'wishlist' for desired features / supported games is much appreciated! Do drop us a note at [email protected], we'll be glad to hear from you.
Some background:
Things that can be done with MantaMod include:
- Texture Replacement: run-time dynamic insertion of custom textures into games allowing you to change the game graphics without needing to modify the original APK.
- Unlocked view camera: via run-time gpu shader replacement, you can unlock the game view camera and freely move it around anywhere in the 3D game scene without moving your player character
See some screenshots of the free-camera feature in the DeadTrigger zombie shooter game, as well as screenshots of various graphics mods done in Clash of Clans, SubwaySurf, AngryBirds Star Wars, etc on www.facebook.com/mantamod, www.twitter.com/mantamod or our website www.mantamod.com
Cheers
The MantaMod Team

mantamod said:
Hi everyone,
Wanted to let the community know that we've created a game modding driver called MantaMod, which works directly at the OpenGL ES stream by intercepting it before passing on to the actual Android device gpu driver. Since it works at the driver layer, control or modding of Android games can be done without needing to change the original game APK package.
We are a small team and haven't had a chance to try it out ourselves on the Shield device though, so it'll be great if someone could give it a shot. Any feedback or 'wishlist' for desired features / supported games is much appreciated! Do drop us a note at [email protected], we'll be glad to hear from you.
Some background:
Things that can be done with MantaMod include:
- Texture Replacement: run-time dynamic insertion of custom textures into games allowing you to change the game graphics without needing to modify the original APK.
- Unlocked view camera: via run-time gpu shader replacement, you can unlock the game view camera and freely move it around anywhere in the 3D game scene without moving your player character
See some screenshots of the free-camera feature in the DeadTrigger zombie shooter game, as well as screenshots of various graphics mods done in Clash of Clans, SubwaySurf, AngryBirds Star Wars, etc on www.facebook.com/mantamod, www.twitter.com/mantamod or our website www.mantamod.com
Cheers
The MantaMod Team
Click to expand...
Click to collapse
this is interesting, can I try?

Related

[Android 2.1+][03.10.2011][v3.2] Chainfire3D [ROOT][OpenGL ES 2.0+]

OpenGL Configuration Guide
So how does one configure Chainfire3D the best way possible ? It is easy if you know what you are doing. By default, you want to enable as little as possible.
Basics
As stated, you want to enable as little as possible to make apps work the way you want, as the more you enable, the more CPU Chainfire3D will use to do the work.
IMPORTANT #1: Simply enabling all the options is counterproductive, unless you know you need them all.
IMPORTANT #2: Enabling both "Reduce texture quality" and "Unroll textures" is quite a silly thing to do. Read their descriptions, and think about it for a minute
Both options are available because performance-wise, on some hardware one is better, while on other hardware the other is better.
IMPORTANT #3: "Reduce texture size" is NOT compatible with a LOT of apps. If you are seeing weird things, this setting is likely the problem.
(1) When starting out, you simply shouldn't enable anything. When running an app, and it doesn't work as expected, first go into the configuration and see if there is a plugin (only) you can use to make it work better.
(2) If there is no plugin or you are not satisfied with it, try the "Reduce texture quality" option to see if it improves performance. This is the most "compatible" option to use. Though texture memory use is cut in half, often you don't see a big difference (or any difference at all even) in the end-result being displayed on screen.
(3) Alternatively, try the "Unroll textures" option. Be sure to UNcheck the "Reduce texture quality" option when using this.
(4) As last resort, use the "Reduce texture size" option. While this option greatly reduces memory usage and can have an awesome speed improvement as result, it is NOT compatible with a LOT of apps.
(5) If performance is adequate, try enabling the MSAA feature to improve visual quality.
Specifics - Free version
In the free version, you can only configure the "default" settings, so you'll likely be in the Chainfire3D configuration tool a lot. I strongly advise that when you are NOT using Chainfire3D for something specific, you disable all the options. This is better for system performance.
Specifics - Pro version
In the pro version, I strongly advise disabling ALL the options under "default" settings, and ONLY use "per-app" configuration. This will greatly reduce the chance of conflicting settings between different apps, which does actually happen a lot ! It is also the best possible configuration you can have performance-wise.
INSTALL ON HC/ICS/JB AT YOUR OWN PERIL ! - ITS NOT SUPPOSED TO WORK ON THOSE
SGS2 USERS: Upgrading to KG1 (2.3.4) or newer ROM will fix additional graphics glitches, if you are running an older SGS2 ROM.
About
Chainfire3D is an intermediary OpenGL driver. What does that mean? It means that Chainfire3D sits between your apps and the graphics drivers, and can intercept and/or change commands between the two. It has some built-in functions, and can be further extended with plugins to provide extra functionality.
Features
- CF3D OpenGL driver
- NightMode (inspired by Jeff Sharkey, more info here)
--- Handy shortcut to toggle on/off
--- Supports red, green, blue, amber, salmon and custom (pro only) modes
- Global OpenGL manipulation
--- Reduce texture size
--- Reduce texture quality
--- Unroll textures
--- BGRA emulation
--- Load plugins
--- Replace shaders
--- (Pro) Disable Chainfire3D detection
--- (Pro) Dump all shaders
--- (Pro) Force depth buffer size (EGL)
--- (Pro) Force MSAA (MultiSample Anti-Aliasing) (EGL)
- (Pro) OpenGL manipulation on a per-app bases
- (Pro) Fix market settings
- (Pro) Manage installed plugins and shaders
- (Pro) Backup and restore settings, plugins and shaders
A bit more detail about some features
NightMode
NightMode reduces the number of colors on your screen, which on OLED screens saves a lot of battery. The various modes (especially red) are also great in low-light conditions, as they have less effect on your night-vision than a full-color screen
Generic note about textures
The features below are only used if a texture format is supported. Natively Chainfire3D only supports raw textures, but these can be extended through plugins.
Reduce texture size
This essentially cuts (supported) textures' resolution in half, which usually reduces memory use (4x) and improves performance, at the cost of slightly reducing texture quality. This is not compatible with all apps! For many 3D apps, this works, as the GPU stretches the graphics, but it does not work for many 2D apps.
Reduce texture quality
This converts 32-bit textures to 16-bit textures, reducing memory use (2x). This will lower texture quality, but for many games the difference isn't even visible. Whether this is actually faster or slower depends on your hardware.
Unroll textures
Converts non-32-bit textures to 32-bit. This should not influence texture quality, but it does use more memory. On some hardware this is faster than using 16-bit textures.
Disable BGRA emulation
Some GPU's do not support BGRA - in this case, Chainfire3D emulates BGRA support. Developers may not expect this (i.e., hardcode features for a specific GPU) and it may cause issues. If red and blue appear swapped in-app or in-game, enable this feature, and see if it helps.
Disable Chainfire3D detection
For compatibility reasons, Chainfire3D announces to applications that it is being used. Using this feature you can turn that off.
Depth buffer (per-app only)
Some apps expect a certain depth buffer size. Without setting this, they may not run (at all). This feature should only be used if an app specifically requires it - there is a good chance apps will NOT run if you change this setting the wrong way.
MSAA (MultiSample Anti-Aliasing) (per-app only)
Enabling MSAA drastically improves image quality at the cost of performance. Lines/edges become much smoother. Available options are automatic (the app decides), 4x, and 16x. Most apps don't enable MSAA themselves at all. The ARM Mali 400 MP (used in the SGS2) can even do 4xMSAA at no performance cost. Note that if your GPU does not support the level of MSAA requested, the app will likely not start at all.
Fix market settings
Plugins may add support for various features not normally supported by your hardware. Market, however, only reports the functionality your hardware provides. Using this feature, Chainfire3D will adjust Market so it also shows apps that require the features provided by the plugins. This is not useful without the plugins
Backup and restore settings
Backup and restore all app settings, plugins, shaders, etc to/from your SD card
Plugins / API
At the moment, the Plugin API is rather limited, but it does allow for some rather interesting plugins like Tegra2 / PowerVR / ATI texture emulation (see the API docs a post below). The idea is to further improve Chainfire3D so Plugins can manipulate the entire OpenGL data stream.
Shaders
From version v1.9, you can replace app's shaders with your own modified versions. See a few posts down for further details.
Pro version
As outlined above, the Pro version adds a little bit of functionality. Purchasing it will support my efforts.
Pro version - warez
Chainfire3D Pro is available from some warez sites, if you feel like ripping me off However I should warn you that none of those versions actually work as the real Pro version does.
Requirements
- OpenGL ES 2.0 (every 1ghz+ phone has this)
- SuperUser / Root
- Writable /system (it will try to remount system as read/write when needed, but the changes need to stick between reboots)
- S-OFF ?
- Having root access from recovery is a big plus to solve problems if you run into them (run "/system/lib/cf3d_uninstall.sh" as root to remove the driver and restore the old one)
CF3D driver installation
There is some risk involved, so you should have either root access in recovery, a CWM backup, or a firmware to flash handy. Nevertheless, the driver has been tested and found working on the following devices:
- HTC HD2
- Samsung Galaxy S
- Samsung Galaxy Tab 7"
- Samsung Galaxy S II
- Samsung Epic 4G
- Motorola Atrix 4G
- Motorola Droid 2
- LG Optimus 2X
- Google Nexus S
It's likely to work on far more devices. So far nobody has reported a failed install, so that's good. Doesn't mean problems can't happen.
Download
Market link (mobile): market://details?id=eu.chainfire.cf3d
Market link (desktop): https://market.android.com/details?id=eu.chainfire.cf3d
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Note: If you were running the "CF3D :: NightMode" application earlier, you should uninstall it before installing this.
Plugins / API
Currently available plugins
There are currently no plugins available from my hand, but it appears somebody has compiled and released libGLEMU_NVIDIA, libGLEMU_QUALCOMM, and libGLEMU_POWERVR plugins. You may find them if you search for them
WARNING: I did not write, compile, or release these plugins, and thus I cannot vouch for their quality, or that they don't do anything evil to your device. You should also be aware that they may not be legal to use in your area.
Plugin installation
Plugins are .so files called libGLEMU_xxxxx.so . They should be wrapped in a libGLEMU_xxxxx.zip file. Simply put this zip file on your /sdcard, and use the "Install Plugin" option in Chainfire3D.
API
Attached is a zip file containing some information "by example" on how to build plugins. Read the README.TXT file!
Shaders
About
This might sound like voodoo to some of you, don't worry. Modern OpenGL bases apps and games run programs on the GPU (graphics card) to render the image on screen. These can be quite complicated, and they are not always compatible between different GPUs. Chainfire3D allows you to replace apps' built-in shaders with modified ones. This can potentially fix a number of issues with various apps.
Currently available shaders (ordered by release date)
SGS2 - Riptide GP - Modification by Chainfire. Disables Cube Mapping, makes the game playable
Desire HD - Riptide GP - Modification by scukoemo. Fixes rider lighting issues.
SGS2 - Backbreaker THD - Modification by Chainfire. Fixes error messages, does not fix actual display corruption
Desire HD - Riptide GP v1.1 - Modification by Pr0tEct0.
SGS2 - Riptide GP v1.1 - Modification by crypticc
Shader installation
Shaders are .shader files called xxxxx_xxxxx.shader . They should be wrapped in a shaders_xxxxx.zip file. Simply put this zip file on your /sdcard, and use the "Install Shader" option in Chainfire3D. Be sure to force kill the app you are installing shaders for - that app needs to be restarted for the shaders to be applied. TIP: Going into the per-app settings for an app and changing any setting (and back) will kill the target app.
Shaders - How to modify them (ADVANCED TECH USERS)
This post assumes you know a little bit about OpenGL and shaders. Not a lot, mind you, the shaders I modified I did with no prior knowledge of shaders.
Getting the original shaders
Chainfire3D will automatically detect shaders that do not properly compile, and dump that shader to "/data/data/eu.chainfire.cf3d/files/shaders/processname_crc32.error_dump" and "...error_log". This will generate quite a bit of output in logcat, so you know it happens. In (for example) DDMS, filter on "Chainfire3D" to see only these messages.
The error_log file contains the error message from the GPU, while the error_dump contains the shader source code. (Note that there may be too many newlines).
If the shaders do compile, but they do not actually work (or link - watch logcat to see this happen), the shaders will NOT be automatically dumped. You have to dump them manually. You can do this by going into Chainfire3D per-app OpenGL configuration and enable the "Dump all shaders" option. Chainfire3D will now dump every shader the target app attempts to compile. The file name is the same, but it's extension is ".dump" instead of ".error_dump".
Modifying the shaders
You can simply ADB pull the files out of the "/data/data/eu.chainfire.cf3d/files/shaders/" directory. Handy tip: if you do not specify a filename, ADB will pull the entire directory.
Now you can simply modify the shader files with a text editor. You may have to convert the files from unix-newline format to windows-newline format. Warning: See the limitations section, you also need to convert the files BACK to unix-newline format!
Testing the shaders
Obviously, you will need to kill the target app first, then you can push the shaders back to the device at the same location. IMPORTANT: replacement shaders need to have the ".shader" extension, instead of ".dump" or ".error_dump". Keep the rest of the filename exactly the same. If you do this correctly, Chainfire3D will replace the apps' shader with the one you just put on the device.
To let Chainfire3D be able to use the shader, note that you must also chmod 666 the file on the device.
Packaging the shaders
So you fixed issues with an app for a certain GPU by modifying a number of shaders. It'd be a shame if you kept it for yourself. Packaging them up is simple: just throw the ".shader" files in a ZIP file, and name the ZIP file as follows:
"shaders_device_targetapp_version.zip"
For example, the SGS2 shader fix for Riptide GP would be something like: "shaders_sgs2_riptide_gp_v1.zip"
Releasing the shaders
Simply post a new post in this thread, attach the shaders (or put them on a file hosting site and link them), and put the details about this shader in that post. Then PM me that you released said shaders (with a link to the post) and I can add them to the list.
Limitations
Please note the following shader limitations:
- Dumps are at most 64 KB. If the shader is larger, it will only be a partial dump
- Shader replacements must be < 64 KB
- Shader replacements must use unix-newlines
- Shader replacements must have < 16384 lines
- Each line in a shader replacement must be < 1024 characters
The awesomeness of this is so big that it almost makes bacon boring.
woot now that's cool stuff =)
Now if only somebody would be so nice to compile and post PVRTC / ATITC / S3TC plugins on an external host, you could play for example TegraZone games on your SGS2
Nice work...
You absolute legend!
This is something I'd like to try out,
too bad I'm a complete nobody when it comes to this stuff.
A step-by-step guide on how to get this running, and I say it's worth 10 bucks in donation!
EDIT:
Or wait a minute. This is no ROM? And it doesn't need any specific ROM? Just root and install? Then I'm rooting, I'm doing it!
booted without any problems on SGS2. much nice stuff here.thx .
Pro version bought! Thanks for all your hard work!
Paid for full too. Not sure how it works but guess we will have instructions when its features can be used. For now I love nightmode anyway. Thanks chainfire
bought pro an instant ago - installed fine on my sgs2
Thanks for another great app!
Gallery doesn't seem to like "Reduce texture size" option, but I use QuickPic most of the time.
SGS i9000, deodexed XXJVO
Is this compatible with voodoo?
Hm. Rooted and installed.
Some apps and games look f#cked up. Big squares instead of score windows, blue dots instead of digits... Fine example is Chuzzle. Anrgy Birds is totally unplayable, I only get the background working, nothing else.
I have tried all variations of settings possible. Even all boxes unchecked, but these games, and others, are still looking and behaving odd.
Edit;
Maybe I'm not using it right. Anyway, I uninstalled the drivers and it went back to normal. I'm waiting for thumbs up before I use this again.
Still, in theory, this is great work! Don't think I think anything else!
It doesnt even give me chance to click allow in superuser popup
and says could not acquire root cess!!
Chainfire you are awesome! I have bought the paid version immidiately and it rocks! I cant wait for tegra plugin to play some tegrazone games. Holy **** Im excited as much as I was when my first child was born! Nah kidding, even more!
Sent from my GT-I9100 using Tapatalk

[Q] a guide to "non-convoluted android game programming"?

this question is actually about a small network of things: what the default android framework permits, how users use it and what engines can do.
after getting into android programming, it soon seemed to me that the android framework would require me to manage a lot of things i simply don't want to put up with for a simple game (e.g. i don't care about managing intents, creating xml-layouts and stuff like that... slap a couple of images on the screen and i'm fine - well... basically), i started looking for game engines.
after almost a month of research and tests (with default framework, andengine and libgdx), i finally whipped up a little prototype of the game i want to program using libgdx in just two days.
but then i noticed something...
the following issue might make the last third of this post irrevelant:
this game runs at 70% cpu usage on my desktop. even though i would only need to render on user input (it's a puzzle game). so i'm guessing it would use 20 times (or whatever) the battery of the phone it actually should.
since it seems to me "render on demand" isn't possible with libgdx, i figured i'd take another stab working with the default android framework and hope that this doesn't redraw like crazy even though it's not needed.
if such a thing is simply impossible, please tell me and i'll just keep on working with libgdx.
now, the most compact open source game example to learn from that i found is this:
http://code.google.com/p/asqare/source/browse/#svn/trunk/a2
after i tried it out and studied the code, i was stunned by how much stuff is being handled for this very, very simple game (pretty much as simple as mine). so i counted the lines of code... ~4200! while my libgdx prototype has roughly 800. sure, it doesn't have a preferences menu, no about screen and doesn't handle what happens on things like pause/resume but even with those things i highly doubt i'd get anywhere near that amount of code.
so:
IF it is indeed possible to produce a full-screen android app that draws images only on demand, is it possible to do that in a less convoluted fashion than in that 4200 line example?
i'm hopeful that this guy has simply overdone it and i've just been looking in the wrong places for slim examples.
Fyi I did not read 100% of your post, but I think I can help you out.
Imo do not waste your time with game engines. If you are serious about game dev then learn opengl. Its worth it.
With the glsurfaceview you can ether render on demand or as fast as possible. Also as with all opengl u have full control over what is rendered. If need be I can provide an example but it will have to wait a few days.
Sent from my MB860 using Tapatalk
actually, i've learned opengl in the past (but forgotten a lot already - didn't use those skills much) but a) i'll only do 2d games anyway and b) opengl isn't really the problem. getting to where i can actually render things is. and engines allow you to focus on gameplay/rendering without dealing too much with the whole setup and management of things.
i don't feel like libgdx takes control away from me, since i can still use all the opengl-commands i want. and i will definitely look up glsurfaceview and see how it fits into what i currently have. thanks!!
btw - i'm not really "serious". i'm a fulltime artist who happened to have learned about eight years of programming in the past and just wants to try to make a little extra on the side. and create some games i'd like to see but simply aren't out there yet.
and i don't want to spend more time programming all the management nonsense around it than the gameplay itself and working on the design.
I wouldn't rely on the cpu usage on the desktop. The emulator isn't efficient at all...
libgdx is a multiplatform engine, so that cpu usage is based on the desktop-version.
but it does use continuous rendering and can't be switched to on demand. tried to extend the classes of the engine and adapt them so that it renders in on demand for the last three hours without success...
but i've found a neat blog post on the android developers website called "The Simplest GLSurfaceView Application" and hope that i'll be able to find my way from there. after all, i now already at least have a nice full screen canvas with just 54 lines of code... that's something i did not expect i would ever see happening.

[Q] Best _vs_ Street Figher on Nook Color? (two player)

I'm guessing probably at least a few people have found the solution to my question, if there is an easy answer: which combination of emulator + ROM gives full speed gameplay for two players (w/bluetooth gamepads) in Street Fighter on the Nook Color (or, Nook Tablet)?
So, I've tried several emulators and several different versions of Street Fighter... I have not yet found one that both runs at full speed and supports two players .
FPSE w/Street Fighter Alpah 3 looks good and supports configuring the 2nd player's controller, but, it has a little slowdown on my Nook Color (which is running CM 7.1).
Tiger Arcade seems to support various versions of Street Fighter at good speed, but, I can't seem to find how to configure the second player's controller (WTF?)?
Mame4Droid seems to have very limited ROM support, I was hoping to have more options than just the couple of older Street Fighter II ROMs that it supports. I will go back to this emu and see how the performance is now that I've got both Sixaxis controllers and run into problems with those other two emus. Will update later...
EDIT: It looks like Mame4Android supports two players and runs at least a couple of Street Fighter II versions reasonably fast (still not a steady 60 FPS however), but, I'd really like some more recent version such as one of the "Alphas" or "Marvel vs Capcom".
Once CM9 "beta" is realeased for Nook Tablet, perhaps that will be enough of a speed boost to run the Street Fighter Alpha games at near steady 60 FPS (presuming the Bluetooth support is adequate by then)?
Well, I hope this works: I'm waiting for the 1.2GB "SF_IV_DATA" folder to finish copying to the SDCARD on my Nook... Maybe I should have taken the SDCARD out instead of copying over wireless (SAMBA) 'cause man this is slow...
Quite pleased I found the 600x1024 apk... Not sure if I need to install Chainfire?
Update: I found that I had to:
1) Titanium Backup restore "App+Data"
2) Then install the 1024x600 resolution one (as the restored app was wrong resolution)
Then, when I got an error message about the data being corrupted I checked to see what files in the SF_IV_DATA folder had been modified (sort by date) - only 1, good news! I just had to re-copy the res.dat file and now the game runs.
But, I've got the "white background" issue and white boxes... Looks like it won't work w/o Chainfire. Next to investigate is if Chainfire 3d is working on nook tablet yet (don't want to temp brick it and have to re do the whole root & setup all my apps again).

Optimized Apps & Games

Hello there. I decided to start this thread as a cool dude who wants to help users with legacy devices. I have a little experience in APK reverse-engineering, so I applied manuall optimization per some common apps and games listed here. I don't change anything in app itself - I don't modify code or graphics.
"Optimized" sounds good, but what did I exactly do:
Rebuild apps with latest available tools - apktool, smali/backsmali, etc.
Recompiled apps with GB framework - all apps and games listed here are compatible with GingerBread+ ROMs.
HDPI graphics optimization - removed all dublicate recources for non-HDPI resolution to make app more lighter.
Libs optimization - removed all libs exept for ARMv7.
PNG optimization - made all graphics lighter and less RAM hungry by using optipng.
UI animations speedup - speaks for itself.
Uncompressed resources - to not to waster your CPU time on apk compression.
APK zipalign - to decrease RAM consumption by 4-byte alligning of apk.
Removed secondary .dex files - which were developed for KitKat ART machine which we dont use, to make apk more lightweight.
Note:Some games were not uncompressed because of huge (100+mb) apk file size.
What about requirements? Well there are no any strict ones. Preferrable your device should be with HDPI display resolution (for ex. 480x850) and with ARMv7 CPU. Else. I signed all apks with opensource test-key so, most probably you won't be able to update such optimized app from market in future, but don't worry - just keep visiting this thread. I will try to provide weekly updates.
Q: Why apk is SO huge in weight?
A: Dude, read this thread again, I told ya that all apps are uncompressed.
Q: What if I need to use updated app from market?
A: Then simply remove optimized app and install ususal one or wait for update on this thread.
Q: Why there is no facebook in optimized app-list
A: There are several apps which I cannot recompile properly because of lack of the framework resources. This is kind of their security. Currently I can't do heavy-duty optimization on theese apps:
- YouTube
- Facebook
- Facebook messenger
- WhatsApp
- Skype
Q: Bro, this is awesome!
A: Feed me. :good:
List of optimized Applications:
- Antutu_Benchmark-v5.0
- ColorNote-v3.9.51
- ESexplorer-v3.2.0
- Gmail-v2.3.6
- GoogleDocs-v1.3.222.6
- GoogleMaps-v6.14.5
- Google_Translate-v3.0.12
- Instagram-v6.5.0
- Kate-v9.7
- OperaMini-v7.6.0
- SmartVoiceRecorder-v1.7.1
- Viber-v4.3.3.67
List of optimized Games:
- AngryBirds-v4.2.1
- CandyCrash-v1.37.0
- Duet-v2.0.4
- Fruit_Ninja-v1.9.5
- HillClimb_Racing-v1.17.1
- MinionRush
- SubwaySurf-v1.28.0
- TempleRun2-v1.10
Downloads (14.09.14) :
> Optimized Apps <
> Optimized Games <
Have a nice day-time!
Very Nice bro :good:
Can you optimized latest Chrome and Hangouts?
Could the following be included if possible.
● ES File Explorer
● WiFi Analyser
● QuickPic
You may be creating a rod for your own back if these apps are updated with any rapidity.
That aside, thank you for all the effort you're putting into this.
Update:
Installed AnTuTu and Opera Mini and both installed fine.
On both of these applications, I uninstalled the Google Play Store version first before installing the optimized version.
I'm using an Xperia X10i with X10S v9 by Tof37 and DooMKernel.
Can you post a tutorial on how to "optimize" apps like you did? I want to do things myself, cause there're some specific apps I want to "optimize"... So... Yeah... Please?
Edit: Or do you grant requests?
gmail maps office working
viber antutu crashing
Crashes may be dues to non-HDPI screen resolution..
Apps and games list updated.
Thank you
Great thing fera.... I will try every single app
Speedtest.net v2 is the best for GB 2.3 devices.
Used a few apps and they work well.
Now, here's a thing.
Google Play Store Speedtest.net version 3+
Android Speedtest (speedtest.net) has been upgraded to version 3.2.6 and since it moved to version 3+ it's never given accurate results.
It seems that Speedtest will work on 'modern' phones/OS as they have dual core/quad core. i.e. better CPUs than most GB 2.3.3 phones.
I have tested speedtest v2 on GB 2.3 (Xperia X10i) phone and it continually gives a good indication of the available bandwidth.
Speedtest v3 on the same phone normally only shows approx. half the true available bandwidth.
So if one could 'optimize' Speedtest v2 (I have v2.0.9) this restricts further upgrades and gives the best results.
I'm just asking cause I'm to slack to do it myself.
Thanks for your great work.
Hi, some device doesn't run on unicorn power but still use horse power, yet they may have higher resolution, if a specific request ask for an app to be optimized but keep resources for some higher resolutions, would you accept it ?
Regards
i can't find google maps in your download folder.
An update on new apps would be nice... Or an automated system..
hey fera nice to see you again,can you take a look to the game contract killer sniper?
i miss my old Xperia X10 and your roms.
Have a nice day mate.
could you make a tutorial of how to do this? Perhaps someone would be kind to do an automation app for this Would be amazing!
Apollo music player
Apollo music player from cyanoigenmod roms working on GB. Optimized.
Project needs be continue.
Or show us how to you do :fingers-crossed:
BTW:Link is broken.
If you continue m8.
teamblackedout(dot)com/Transparent/ClearYouTube11.47.72.zip
You can convert to APK and Optimise ?
Custom Optimized Application for Android Devices
Hello friends,
Thanks for sharing your views.
Applications are optimized well when they are developed and tested by the professionals.
If any one of you looking for own custom optimized android application then you need to hire certified android developers. For that I suggest you Chetu Inc. there developers already developed more than 16000+ applications which performing well over the globe.

FFXV: Pocket Edition on Shield Tablet

Hey guys,
I's like to start a thread on playing FFXV: Pocket Edition on the shield tablet (I have the OG). I don't see much about it online and I hope someone has gotten somewhere with it.
What I've done:
* Used Device Faker Xposed module to download app
* Used GL Tools to spoof CPU/GPU to Qualcomm to get me through intro videos
The game seems to crash when gameplay starts no matter what I do. I've tried so many GL Tools configs it's crazy, I'm on 5.3 update I believe. If anyone has been able to make this happen, please let me know.
Thanks.
Edit: OK so I got in game, not sure what worked.
GL Tools:
-Checked fake GPU
-Checked fake CPU
-Used Adreno 540 Template
-Checked box for Adreno driver hack
Rebooted
Game:
-Textures set to Medium
-Res to standard
-Frame rate to 30
I raised all the gfx options once I got in game, but I'll reboot and experiment more later.

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