PSXPERIA: How to increase compatibility of the native emulator with more games - Xperia Play Themes and Apps

With the new PSXPERIA tool we have the ability to run other games on the native emulator. However, it has not been as compatible with as many games as most had hoped.
However, there are ways to increase games compatibility by changing certain settings within the native emulator.
Games are stored in /sdcard/Android/data
When the games are run for the first time on your phone, a folder called "ucc" is created containing another folder with a unique name with xml files located inside. There should be:
metadata.xml
preferences.xml
If preferences.xml is not there, you can get it from your Crash "ucc" folder. Also, changing settings in the settings menu of a game (like changing video settings to full screen) will automatically generate the preferences.xml file.
The file structure should look like this:
{
"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"
}
This is what my Star Ocean: Second Story file structure looks like:
This is what is inside the preferences.xml
Code:
<boolean name="Up-rendering" value="true" />
<string name="Screen Orientation">Landscape</string>
<boolean name="FPS-counter" value="false" />
<boolean name="SW-render" value="false" />
<boolean name="On Screen Controller" value="false" />
<string name="On Screen Controller Type Landscape">Type 1</string>
<string name="On Screen Controller Type Portrait">Type 1</string>
<string name="On Screen Controller Color Landscape">Color 1</string>
<string name="On Screen Controller Color Portrait">Color 1</string>
<boolean name="On Screen Controller Vibrator" value="true" />
<string name="On Screen Controller Transparency 0" value="100" />
<string name="On Screen Controller Transparency 1" value="100" />
<string name="On Screen Controller Transparency 2" value="50" />
<string name="On Screen Controller Scale 0" value="100" />
<string name="On Screen Controller Scale 1" value="100" />
<string name="On Screen Controller Scale 2" value="100" />
<string name="On Screen Controller Scale 3" value="100" />
<string name="Button Mapping">Type 1</string>
<string name="Screen Mode">Normal</string>
<string name="Save Progress">Off</string>
<boolean name="Frame Skipping" value="false" />
<string name="Controller Port" value="1" />
<boolean name="Analog Mode" value="true" />
What we want to pay attention to is
<boolean name="SW-render" value="false" />
<boolean name="Up-rendering" value="true" />
Up-rendering seems to only have a small affect on graphics, but I don't know what it does exactly.
By setting the SW-render to "true", many of the glitches in some games no longer happen because it is being emulated through software rather than hardware optimization.
The result is more stability, at the cost of some speed and slightly different graphics.
Here are some examples:
Star Ocean: Second Story
With default settings Star Ocean is unplayable due to constant graphic errors and continuous flickering:
Default options:
Here is with SW-render set to true:
The game is playable and runs almost perfectly.
You can see between the two sets of pictures that the graphics do appear slightly different because of the different rendering methods.
Here is another example:
Tekken 3:
With default options Tekken 3 is very playable with only a few slight graphical glitches.
Defualt options:
Here is with SW-render set to true:
While the glitch is fixed, it does not run as fast as it does without SW-render.
The graphics appear different as well.
Default graphics
SW-render graphics:
So the key is to play around with the options to see what works best for your individual game.
Some games from the other thread that were thought unplayable have been playable with SW-render set to true. I have tried:
R4 (works great but appears a little slower than with hardware ops on)
FF7 (no more slowdowns and sound distortions in my short playtime)
Final Fantasy Tactics (no more glitches and flickering)
Legend of Mana (FMV's still have issues but other graphic glitches fixed)
Chrono Cross (still won't work, main menu screen is high res which I suspect the emulator won't support)
FF7 running with SW-render set to true
About Memory Cards:
The memory cards of FPSE and PSXPERIA are interchangeable, just rename them to the proper names and put them in the proper path. (ie. rename 0.raw to slot1.mcd and vice versa.)
Compatibility List:
Continually updated
https://github.com/yifanlu/PSXperia/wiki/Compatibility

Amazing results. Now is it possible to set sw render to be true by defult?
Sent from my R800i using XDA Premium App

So when you go to SW render it is like it turns off all the shaders?

Great trick
XDA is the best !!!!!!!!!!

Btw the Problem is when you change this settings it make jo result! After change you will Start the game the settings will reset! From true to false. Can any One say what i make wrong?
Sent from my R800i using XDA App

If your going to use software rendering then you might want to enable frame skip as well. alot of games will run very slowly with software rendering and frameskip will give you that well needed speed boost

I wonder if this will also fix games that freeze before the game engine even loads, will have to try tonight.

Interesting. I've also found out, in the zPak, there is a file named params.bin and in the data folder, there is a file (that doesn't exist) named options.txt. I think they may be used to tweak the emulator. However, I havent figured out the format yet.

Wow hairdewx...awesome stuff...thanks so much for figuring this out!

Tony hawk pro skater fixed some graphic bugs in character select, but the character still looks bad and still crashes when entering a map.
Marvel vs Capcom had serious issues with the graphics when char selecting and playing, they're gone 100% as far as I can tell, but it became a little bit slower when playing, but still very playable and much better than the graphics bug. Now if frame skipping would fix that... hehe
Thanks a lot for this trick!

Scorbion said:
Amazing results. Now is it possible to set sw render to be true by defult?
Sent from my R800i using XDA Premium App
Click to expand...
Click to collapse
Not at the moment, but possibly if we can figure out how it generates the unique folder name in the ucc folder. Then it would be a matter of updating the tool.
markphyton said:
Btw the Problem is when you change this settings it make jo result! After change you will Start the game the settings will reset! From true to false. Can any One say what i make wrong?
Sent from my R800i using XDA App
Click to expand...
Click to collapse
Are you manually changing the preferences.xml file on your sd card after you run the game for the first time? The settings are not resetting for me... That's how I was getting screen shots of my games
bubblegumballon said:
If your going to use software rendering then you might want to enable frame skip as well. alot of games will run very slowly with software rendering and frameskip will give you that well needed speed boost
Click to expand...
Click to collapse
I only enabled it for Tekken 3, but I didn't notice any speed differences. Maybe the hardware optimization is making it run faster than normal, making the SW-render seem slow?

hairdewx said:
Maybe the hardware optimization is making it run faster than normal, making the SW-render seem slow?
Click to expand...
Click to collapse
Sounds like a reasonable explanation.
I just converted KOF '97 and had minor graphic glitched (still very playable) but this just fixed it completely. Also making it seem slower, but again that's comparing it to before. So maybe it's the way it's supposed to be.

hairdewx said:
I only enabled it for Tekken 3, but I didn't notice any speed differences. Maybe the hardware optimization is making it run faster than normal, making the SW-render seem slow?
Click to expand...
Click to collapse
This seems to make sense. I have Air Combat running on my phone and I noticed the music in the game seemed to be a touch faster than I remember it, but admittedly its been a long time.

Is it possible to add these options via PSXPERIA or will we have to manually edit each game?

Very very interesting.
subcu1ture said:
Is it possible to add these options via PSXPERIA or will we have to manually edit each game?
Click to expand...
Click to collapse
Looks like that now is only possible manually.

This is awesome! I'm going to re-test a bunch of games that make heavy use of sprites that were unplayable before. 3D graphics seem fine, but 2D is more problematic. There was far too much screen flickering, and I suspect it was because the sprites were being used as textures on polygons for scaling and rotation effects or to put them over 3D backgrounds. Perhaps the hardware-renderer just doesn't know how to deal with them?
EDIT:
Also, could the "Up-rendering" be upscaling? Many PSX games only had a resolution of 320x240 and it topped out at 640x512. The Xperia Play's screen is 854x480. Perhaps this setting is related to some sort of filtering after it scales the graphics?

Question: would Chainfire3D drivers help performance?

Just to confirm the playability of a couple games I just recently tested.
Along with the OP, Final Fantasy VII now plays flawless, with perfect sound. I have yet to run into any slowdown, including any in battle.
Retested Suikoden II also. Seems to have eliminated the transition or zone graphic glitch. Game seems to run perfect so far.
EDIT: found that returning to the game from state save, causes a screen glitch on the left side. Simply going into the settings, zooming in, and then putting it back on normal fixes the problem.

I believe what is actually being done is that all the sprites and stuff are handled as normal, but instead of rendering the updated framebuffer by flipping video buffers, they're rendering the screen out as a texture mapped to a single, full-screen polygon. This also gives them a very quick and easy way to support user changing of screen size/zoom by just manipulating the single polygon. I could be wrong though.

awfulrofl said:
Just to confirm the playability of a couple games I just recently tested.
Along with the OP, Final Fantasy VII now plays flawless, with perfect sound. I have yet to run into any slowdown, including any in battle.
Retested Suikoden II also. Seems to have eliminated the transition or zone graphic glitch, but has been replaced with a strange glitchy border, albeit very small. This could also be from a bad iso, so this may be an issue on my end.
Click to expand...
Click to collapse
Re FF VII: I thought multi disc games don't work? Are you just playing the first disc?

Related

[GAME][2.2+] Falldown Unlimited

FALLDOWN UNLIMITED​
Hi this game is very simple.
The rules: You need to control the cube, using your accelerometer, and let the cube "falling down" through moving platforms holes. You need to stay alive as more, as you can.
Game was maked on Unity 3D engine.
Controls: Tilt device to move the cube. Touch the screen to boost speed.
And now the main thing: I need to know, how it run on armv6/armv7 devices with resolutions from 800x480 to 1280x800. And how accelerator working in game on all devices (excluding GalaxyTab P1000 coz i tested it.). I want to make balance between cube speed and game difficulty - that why i'm asking you to test it and say your opinion. Game is free.
THANK FOR YOUR FEEDBACK!
Google Play: https://play.google.com/store/apps/details?id=com.all4tabs.FalldownUnlimited&feature=search_result
Some screens:
{
"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"
}
Fixed bug, where user can do some trick and let the cube falling across the platform. Version updated.
Interesting game.
Thanks! Any bugs\wishes?
Angel_666 said:
Thanks! Any bugs\wishes?
Click to expand...
Click to collapse
Increase the speed of the game a little bit, add a options menu mayb? To set the speed to normal, medium, or fast.
Add certain power ups to change the color of the blocks to another color, and add a legend explaining what each power up does.
Small update and fixes.(new version in market).
Plans to do:
options menu with accelerometer setup and difficulty level tuning.
Bonus pickups remake.
(thanks to tarroyo)
Update v. 1.0.5
(some visual tweaks)
In development:
Accelerometer settings menu, difficulty level menu.
I like it, but it is quite annoying that it does not acquire a wakelock, and the screen dims and turns off...
(EDIT: Tried it on my GTab 10.1)
Hmm, interesting game but floors raise up too fast while I'm stuck at a REALLY slow pace trying to get to the hole no matter how much I tilt my phone. Maybe different colour options and difficulty levels for noobs like me?
But super smooth at the same time running with HTC Desire on sandvold's ICS.
Really looking forward to seeing what develops into though, and I'm sure that many hours will be spent on this. Great work
It's a pretty cool game; reminds me of the old falldown game I played on my TI-84 calculator.
I'm running a Samsung Galaxy S2 sgh-i777 with AOKP 4.0.4
Couple things that bothered me or I'd change.
It didn't prevent screen timeout (30 seconds on my phone).
I would like options to start at higher speeds.
Maybe a menu to turn off sound?
I do like the option to speed up gameplay when I hold-tap the screen.
Maybe add the ability to change the block colors or incorporate the color change into the gameplay somehow?
Google play is saying I can't download it! Any help? I'm on 2.3.5 as well!
Sony Xperia neo
MIUI V4 (4.0.3), OC to 1,4 GHz
Quallcom MSM8255 Snapdragon (ArmV7?)
854x480
Game works fine, but it's way to fast for me. The block slide too slow across the surface. I could have made it, but the block slide way too slowly to the holes. Wasn't able to pass more than 2 'walls'.
HTC Desire CM7 480x800 armv7
game runs perfectly, very addictive
would like an option to turn off sound, change sensitivity of the accelerometer
the feature touch to increase speed is a good feature only figured it out from frustration though because it was so slow I tapped the screen.
only went down a few levels so you may already do this, but would be a good idea to increase the speed as you go down the levels
initial loading takes a long time tho
edit
sometimes blocks stay white on levels you've already left making it difficult to see underneath. seems to be when your moving the block and it hits a square on the way through a hole
ads should only be on start menu and pause menu, on the game it's too intrusive
game should be able to keep screen awake because it's a game where you barely touch the screen so it is an issue
Great game!
Few suggestions/comments;
1) i get the occasional microlags (running a Galaxy S i9000) (and my phone can play high end games no problem so i'm guessing it's the game. - They're very occasional and it's not really an issue, but you might wanna improve this.
2) Can you set it so the screen doesn't turn off when playing when not touching the screen. I have screen off to 30s and if i dont touch the screen for that time, screen turns off, i turn it back on and i usually lose a life!
3) Add ability to turn music off. It get's a little annoying, especially if i was going to listen to music and play this.
I just thought you might like some feedback to help improve the game, And don't think im just complaining, this is a very simple and addicting game! Hats off to you sir!
the ad blocks almost the entire screen... unplayable.. as of yet
tian105 said:
the ad blocks almost the entire screen... unplayable.. as of yet
Click to expand...
Click to collapse
same for me
Hi
On my Motorola Milestone (ARM Cortex A8) it is a bit slow. The phone has a limited RAM memory so it may also affect the game speed. And I will have to once again load the sw for speeding up the MicroSD card operations.
It is true that the screen went off after timeout was over.
I would prefer some options as well like switching off the music etc. - it is nice but certainly not suitable for midnight playing in the bedroom
tian105 said:
the ad blocks almost the entire screen... unplayable.. as of yet
Click to expand...
Click to collapse
First of all - THANKS FOR FEEDBACK!
I try to implement all your ideas in game. As about ads - I think to remove 300x250 banner from game, and 300x50 banner will popup only in loading screen. I add game speed option ( u can set initial speed of the game). And i will add sound on/off option. As for accel settings - i'm on the way, but it a little harder, that i though...
One more thing; highscores!
i'm getting impressively good but it forgets my hard work when i close the app!
That said i probably should do some actual hard work
Give us an option for calibration? Personally, I prefer for my screen to be calibrated back from a perfect 90 degree face-up. Super monkey ball for android does a great job with this positioning, in addition to moving around within levels.
Also, the cube moves too slow! I could play for hours if there was an option to speed it up.

[PORT] Doom 3 Android

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Great news they have it running on Android. check it out for yourself!!
Edit (27/8/2013) - It now available to download latest version (Release) on Google Play
https://play.google.com/store/apps/details?id=com.n0n3m4.DIII4A
Made by the developer of Return To Castle Wolfestien and QIII4A (Quake 3 port). I have attached a few version's below as not on market yet and hard to download from where it is hosted for free (4PDA), if need any info or bits to make it work please visit this original thread (Link below). Thanks!!
ORIGINAL DOOM3 RUSSIAN FORUM THREAD
Frequent radio transmissions through the player's communications device also add to the atmosphere, by broadcasting certain sounds and messages from non-player characters meant to unsettle the player. Early in the game, during and directly after the event that plunges the base into chaos, the player often hears the sounds of fighting, screaming and dying through their radio transmitter. The ambient sound is extended to the base itself through such things as hissing pipes, footsteps, and occasional jarringly loud noises from machinery or other sources. Often ambient sounds can be heard that resemble deep breathing, unexplained voices and demonic taunting from the game's antagonists.
Click to expand...
Click to collapse
Demo on a Note2 -
Instructions (Old version please see top of page for Google Store version)
Install​
Download version and unzip
Install Apk
Create a folder on your SD cards (diii4a) with a folder named (base) inside that.
Move your Doom 3 pak files (and any other files in your PC's base folder) inside (diii4a>base)
Move folder (gl2progs) contained in this zip to (diii4a>base)
Start the game and have fun!!
NOTE - If RC1 or RC2 don't work for you try the AIC build as that mite. You will also need the PC Doom3 game files to be updated to the newest version 1.3.1 ​Effect Settings​In the command line entry on application main page, add these lines on to (game.arm) for less/more lighting effects!! (SCREENSHOTS OFF/ON CLICK HERE)
Full Light Effects = game.arm+set r_nolight 0
No Light Effects = game.arm+set r_nolight 1
NOTE - Having this set on full will impact FPS and you will need a powerfull device for it to work ok on.
​
I want to try this but I don't have all of the PAK files. I'll see if I can run the Shareware version.
EDIT: I guess I need all of the PAK files, I only have demo00.pak as I don't own the PC Version. Maybe I did something wrong too though since it crashes right after opening, maybe others can help.
I have the game tucked away somewhere (never could get it to run worth a damn on any newer Windows OS) but will it actually run at a decent speed on our Plays?
BrianChase said:
I have the game tucked away somewhere (never could get it to run worth a damn on any newer Windows OS) but will it actually run at a decent speed on our Play's?
Click to expand...
Click to collapse
I assume after a good number of optimizations, yes it should. I'm not making this though. I can't try it because I don't own the game.
Wow that is cool! How does it run?
Sent from my R800i using xda app-developers app
Yeah... How much FPS you are actualy getting from that thing ?
I would do fine with steady 20fps :I
But this is so cool, I remember how amazing it felt to know that in 2007 a Nokia N95 could run Quake 3"@ 20-30 fps! And my pitty N81 could still run QUAKE and Quake 2 regardless the lack of 3D accelration.
Now we are getting DOOM3 for android phones. Hooefully they can port other games running IDtech 4 in the future too (quake 4, Quake wars)
I mean, the Quake 3 port (id3) never ran that well on the Play and the id4 engine is quite a large improvement. I wouldn't imagine it gets more than a solid 10fps but I'd love to hear otherwise!
BrianChase said:
I mean, the Quake 3 port (id3) never ran that well on the Play and the id4 engine is quite a large improvement. I wouldn't imagine it gets more than a solid 10fps but I'd love to hear otherwise!
Click to expand...
Click to collapse
But as far as I know, Kwaak3/Zeus Arena doesnt have 3D accelration (doesnt take advantage of the GPU). If this DOOM 3 port does, we can expect better performance/GFX ratio.
Hmm I sure hope the dev comes back to this.....the last rime anything was modified was 9/11
Sent from my R800x using xda app-developers app
Thewonderboy said:
But as far as I know, Kwaak3/Zeus Arena doesnt have 3D accelration (doesnt take advantage of the GPU). If this DOOM 3 port does, we can expect better performance/GFX ratio.
Click to expand...
Click to collapse
You may be right since I'm not 100% sure but if I recall correctly Kawaak3 was ported to Windows Mobile and saw much better performance on the Omnia devices since they were the first to my recollection to use dedicated GPU's capable of OpenGL. I believe that would mean Kawaak3 is 3d accelerated but since my memory that far back is a bit fuzzy and I can't find any reliable information online I'd love to hear some second opinions since this could make all the difference in the world if you are right.
BrianChase said:
You may be right since I'm not 100% sure but if I recall correctly Kawaak3 was ported to Windows Mobile and saw much better performance on the Omnia devices since they were the first to my recollection to use dedicated GPU's capable of OpenGL. I believe that would mean Kawaak3 is 3d accelerated but since my memory that far back is a bit fuzzy and I can't find any reliable information online I'd love to hear some second opinions since this could make all the difference in the world if you are right.
Click to expand...
Click to collapse
Well, to be more precise. GPU is being used but only in a way Q3 originaly utilized GPU's.
meaning that like many old PC games, unmodified IDtech 3 and Quake 3 are very CPU heavy.
Newer IDtech 3 enhanchments put alot of workload to GPU to reduce any bottlenecks. Asuming that Kwaak3/Zeus arena is just a direct HW port it shouldnt have any GPU stressing features.
IDtech4 already has these features there by default so basic porting and optimization should involve full support for GPU
To give some kind of insight to the difference between stock IDtech3 and modified version that uses GPU heavily: 200%-600% performance increase on PC's (2007 and up) is guarantide !
On Xplay I would expect atleast 50%-100% increase if one would enhance that Q3 port.
Im not an expert by any means, just sayan what I have heard and seen.
Sorry for the off- topic noob question but gives gpu- rendering better game performance?
Ahhh thanks for the info Wonderboy, makes perfect sense and I hadn't even considered it.
cyraxx84 said:
Sorry for the off- topic noob question but gives gpu- rendering better game performance?
Click to expand...
Click to collapse
Ofcourse, GPU's are being used for GFX rendering so heavily because they are more efficient in it than CPU's. This bases on their difference in structure and dedication.
-------------------------
Spoiler
CPU is one unit with one or multiple high clockspeed processors. GPU however has one "core" that is relativly slow (clockspeed wise) but it has also alot of "minions" which can share the workload better. Their structure is more appropriate for fast rendering since thats what they were desinged to do.
GPU core can concentrate to GFX rendering with its other essential workers which can do multiple rendering things at once while CPU can throw orders and make sure the game is running properly and everythings behaving like they should.
There is various other stuff in PC world that can ease these tasks, like tessalation unit. If GPU has tessalation unit it basicly enables developer to use low-poly models and then tessalate them to look maybe even better than hand crafted high-poly models. Since tess unit is only being used for tessalation (and displacement mapping I think ?) you should experience performance BOOST since now GPU has to deal with lower poly models while tess unit makes sure those models look better
Xperia Play has only CPU and GPU, nothing super fancy. Only thing I think is noteworthy about Xplay's hardware is the dedicated videomemory. This allows developers to leave more room in RAM department and put most of the models and textures into this dedicated memory.
And anybody who knows this stuff better is free to correct.
--------------------
I made a small test to try if kwaak3/zeus arena is CPU or GPU heavy, it was pretty simple.
I launched Zeus arena and a mod called "Hunt" where you fight againts multiple AI enemys. Their AI is enchanced compared to stock Quake 3.
I was having 40-60 FPS during start up and when going againts ONE enemy my FPS dipped to 4-22, After 3 more enemies appeared and I was shooting them with a chaingun my FPS literaly went to diashow and caused the game to crash
AI calculations are being made by CPU and the FPS drop was so extreme that I doubt GPU had anything going on for the game.
Lets just wait and see, I bet you that DOOM3 port will run decently, after all, integrating multithreading (dual, tripple and quad core) support into any Quake engine is really time consuming and not really worth it so developer has to concentrate into other ways to increase performance
Okay, I will shut up now
Blahhh, I guess I'm going to have to test it when I get a day off. Its a bit of a pain in the ass since I have to clear a good amount of my full SD space but its a pain in the ass in the name of science!
not sure if anybody else has this problem, but http://dante.mobi/ is nolonger reachable for me.
stevvie said:
not sure if anybody else has this problem, but http://dante.mobi/ is nolonger reachable for me.
Click to expand...
Click to collapse
yeah , same with me . i want to try it . it looks cool .
kurosaki99 said:
yeah , same with me . i want to try it . it looks cool .
Click to expand...
Click to collapse
try download it from this page.
http://www.htcmania.com/showthread.php?t=483097
SD data, download from turbobit as others call premium account links. regards
If Doom 3 actually works on the Xperia PLAY I am gonna piss my pants
does not work on my Acer A700.
I'm getting an error:
Missing data files. Looking for one of:
/storage/sdcard0/external_sd/doom3/base/pak000.pk4
...
...
I tried copying my base folder of the full version so my external SD in doom3 or internal sd or even in /sdcard/external_sd/doom3
nothing works.

[Game]Music Ride

Hello everyone.
I would like to announce my latest production - Music Ride – a game which gameplay is based on the rhythm of the song. I wanted to lern Android NDK... what is the best way to lern new thing? - write a game I will not deny that to write this I was inspired by another production, available on PC. Anyone who is interested in gaming will know what I am talking about, for those who do not know, in a nutshell: the game generate a track and everything what is on it based on the song (it can be any mp3 or ogg selected by player file in a usual format). Your job is to collect rhythm crystals. The game is integrated with Scoreloop scoreboard. Feel free to download and to write any suggestions.
play.google.com/store/apps/details?id=com.zr.music.ride
Update 1.2:
I have added few changes in Options menu:
- added setting to change accelerometer sensitivity
- added setting to change how music influences hills height - if you increase this value the generated track will have higher height in places where the music changes its "power"
decreasing this value makes the track more smoother
- added setting to change beat detection sensitivity (it might improve beat detection for example in metal music, or when there is too much drums you can decrease sensitivity to produce more smoother track)
be careful with this option it might make your gameplay unpleasant, and changing it require the song to be "calculated" again
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Will give a try :laugh:
Looks awesome, and I had it figured for an Audiosurf clone when I saw the topic title. The Audiosurf team should have ported to iOS and Android a year or two ago, damn shame there hasn't been anything like it for mobile yet. What would be nice, perhaps, if the rhythm data is not very large (once computed), it might be efficient to crowdsource it using ID3 tags; if the song has been played before by anyone, simply download it; if not, check to see if it's similar to another song's tags (maybe the tag has a typo); if not, create a new one and upload it. Of course it would cost you money to run a server like that, so maybe an optional paid version could benefit from using the online resource.
//edit: Okay, that was fun... until it crashed about 30 seconds in. Doesn't really say why either. Definitely needs a history function, where you can quickly access the last dozen or so songs you've played, and possibly a favorites list you can add to as well. Controls are a bit loose, it's hard to not get crystals if you're trying to collect sets.
Gives me an fc when i select to pick from my music. Still, it's about time that something like audiosurf gets to mobile. I'm keeping it
I made small update - you can control the ship using accelerometer and I hope the Scoreloop integration works fine now. It would be nice if someone post me an information if it really work as it should.
I have changed some parameters too, the road should have now bigger hills, it would be nice to know if it is better now or maybe smoother/smaller hills are nicer?
Force closes on Custom Music selection.
Galaxy Exhibit on CM10
Awesome so much fun, makes your eyes go a bit weird though! my personal favorite to play so far is Gangnam style.
Sent from my Nexus 7 using XDA Premium HD app
Looks good.
A few fixes and graphic improvements and it would be amazing.
The track creation is very primitive. It is created using height only, which means that I can't create loops or sudden changes in hills heights. In short version: the height is calculated using interpolation between detected beat data and is modified by approximation of sound power data.
Hope you don't mind, I pimped your app over on Reddit's /r/AndroidGaming. I'd like to see more people try this out. On second thought, I'll refer that thread back here so you can potentially get feedback here as well, I figure Reddit and XDA have to have some cross section of users.
Just updated to/tried today's update, and it crashes sooner now. You should update it with some sort of log collecting thing (but be clear what it is, some people might not appreciate it) and let it collect some data on crashes, maybe it will help you track down the problems.
Accelerometer is a bit too sensitive, the slightest tilt sends you across the track.
Note to self: Fast metal songs are not fun in games like this.
Dark Reality said:
Hope you don't mind, I pimped your app over on Reddit's /r/AndroidGaming. I'd like to see more people try this out. On second thought, I'll refer that thread back here so you can potentially get feedback here as well, I figure Reddit and XDA have to have some cross section of users.
Just updated to/tried today's update, and it crashes sooner now. You should update it with some sort of log collecting thing (but be clear what it is, some people might not appreciate it) and let it collect some data on crashes, maybe it will help you track down the problems.
Accelerometer is a bit too sensitive, the slightest tilt sends you across the track.
Note to self: Fast metal songs are not fun in games like this.
Click to expand...
Click to collapse
The error in your case might be "out of memory", but I am not sure. You can try shorter songs but longer than the time after it crashes it might give me a clue.
I will add in options setting for accelerometer sensitivity, and maybe I will add posibility to change sensitivity of beat detection algorithm (it might help in metal songs) of course when I find some spare time. The beat detection algorithm in Audiosurf must be far more advanced than this used by me.
Well, I have 1GB of RAM on my phone. It shouldn't run out of RAM unless it needs an unusually high amount.
Sent from my MB855 using Tapatalk 2
You can try to send error report if you didn't do that. And about memory: I was think about GPU memory but I don't know how the memory is divided between system and GPU, anyway I have one "out of memory" error report from device with 512MB ram, and I was testing this game on LG GT540 (with CM7) - it has 156MB ram. So far I have only 3 types of error reports and only one of them look suspicious.
BTW I made an update. I added few additional settings i options menu. I put this informations in first post.
Awesome Game I recommend it for everyone who like music games
I'm still having problems with Scoreloop. I have asked support to reset leaderboard and (hopefully) found bug. But still I can see only my own score, can anyone try to send score so I can confirm if it is working now pls? Of course you have to have latest version - 1.3
Tested it on my wife's phone. Same as mine but stock ROM. Worked great. So it's just the custom ROM or kernel. It's part of the risk of running Jelly Bean on an unsupported device.
Sent from my MB855 using Tapatalk 2
Dark Reality said:
Tested it on my wife's phone. Same as mine but stock ROM. Worked great. So it's just the custom ROM or kernel. It's part of the risk of running Jelly Bean on an unsupported device.
Click to expand...
Click to collapse
Thanks for information, that's good news I don't have any new errors so far, but it's because there is not much new installations.
One thing (error) bothers me - it looks like few devices don't have system activity to handle "select song" action - I don't know what causes this.
Maybe you could build one? I for one have a couple thousand songs and a straight list is inconvenient. A search box would go a long way, doubly so if it were real time. Not sure how possible that is.
Sent from my MB855 using Tapatalk 2
Small game but a lot of fun
I think that graphics is too dark. But the game is good!

[FREE GAME] [WIP] "Power/Lift VR"

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Hello!
I would like to present you Game "Power/Lift VR"
Its mobile virtual reality game for Android, where your only job is... Insert fuses in boxes, and find your wait out... and all that in yet, another dark, industrial environment that everyone like so much!
https://youtu.be/6p3cmGZJyNA
_____________
_____________
Warning! Game require VR goggles AND gamepad!
_____________​Power/Lift is Virtual Reality game for Android platform created by Marcin Kowalski and Riccardo Di Meo creator of Application "VR Theater for Android".
Game is totally free without any adds. It use Unity Engine and contain handmade assets made especially for that game, and instead of going to colorful and cartoonish atmosphere like most of VR games on market, Power/Lift aim to be more realistic and darker. And even with big performance requirement of devices that use VR, Power/Lift managed to push visual quality to its limits keeping compatibility even with weaker devices.
Overall point of game is to find and switch on all fuse-boxes in the level, then find your way out by looking for last platform that will transport you to next stage. There are a lot of shortcuts on the way out: find them to get the best possible time.
_____________​Requirements:
-In order to play Power/lift you need virtual reality goggles(Homido, Cardboard, GearVR or any other)
-Gamepad that have directional buttons and two function buttons(starting from those small bluetooth controllers ending in xbox/Playstation gamepads)
-Android device with MINIMUM fullHD screen and CPU similar or better than Snapdragon 805
-Headphones
_____________​
Game is still in development, there is plan to implement Google Play Global Highscore and Achievements, create more levels and add few smaller features.
But for now we need your help to test this game on more devices, see if there is possibility to increase graphic quality without loosing performance(because its VR game it need 2x more power than normal mobile game).
For now game is ""optimized"" to run on slower devices(minimum Snapdragon801) so we had to reduce some graphical aspect of the game(shadows, lights, bump-maps), but if test on newer devices will be satisfying, we will add some options that will bump graphic quality even more to make game more atmospheric and just "prettier".
We would be really happy if every person who download it and test it, would post information like: model of phone, any bugs he encounter, and of course how fluid game is(like: its lag on level 2 here and here).
As I mentioned Power/Lift is game made totally for free in our free time. We cant afford any fancy addons right now, so we need to make everything by our self, including testing, but because of limited access to devices, you could help us with that just by playing it and leaving opinion/information about Game!
_____________
More informations
_____________
Download game:
https://play.google.com/store/apps/details?id=it.couchgames.apps.PowerLift
[QRCODE]https://play.google.com/store/apps/details?id=it.couchgames.apps.PowerLift[/QRCODE]​
Added youtube link with trailer, because xda have some problem with playing previous
The game is much better than video at youtube.
ITenseGroup said:
The game is much better than video at youtube.
Click to expand...
Click to collapse
Thanks for checking!
As for Youtube video content, I dont have much experience with making good game trailers so I though it would be just better to make more "realistic" just by saying the funny truth about mobile VR
As for Quality, YouTube sadly messed up gamma and quality, so some parts are to bright :/
If you have any suggestions, or bugs you found feel free to post them. Its first release, so we expecting that it will contain some problems.
Anyone who use GearVR.
I would be grateful for checking how game work with those goggles.
Just small update that Power/Lift goes through some major changes, including changing name, graphic style, game mode(VR will be on/off option), and most important it will be less confusing as it is now(more obvious gameplay, and simplified level design).
If anyone have any suggestions feel free to write them!
It will take some time(even months) but taking in to the account that its FREE game without any ads, and its made just by 2 people, I hope it will give people some fun.
Small update for current version of Power/Lift!​
Im still work on totally new version of this game, that will have new name, lots of new features and different graphic style and gameplay,
but in the meantime me and Riccardo wanted to publish small update for current Power/Lift Game that will fix few things. It still lacking some features(like global highscore, or proper pause menu...) but it should fix bugs, make it faster and help new players understand what to do...
Work on new version are going slow, so its hard to tell when I release it, so before that happen we will try to update Power/Lift when we find free time, and add features that we wanted...
So here are small changelog:
-New icon that dont look so "oldschool"(read: android 2.3 era)
-First level now have tutorial voice, arrows and signs that will explain player what he should do in game.
-Simple highscore menu that show your best time on each level.
-New tweaked shadowmaps that should have less light bugs.
-Some small changes in models and occlusion that should give some small performance boost.
-Removed rotating camera in Main Menu(so people will stop thinking that their phone gyroscope is bugged)
-Falling death is now shorter(3sec instead of 5sec) so if you fall down you will not loose so much time waiting for respawn.
-Other smaller fixes that no one saw and no one will see :]
_____________
Download game:
https://play.google.com/store/apps/details?id=it.couchgames.apps.PowerLift​
New Update!​
I found some free time to put together new update, that contain few new features, and few fixes, and few more bugs, and few more lags...
But going to the point, here is small changelog for version 0.6
-New menu style. You just need to move joystick to quickly select option
-Pause Menu. Yes, finally I managed to put that super innovative option in game!
-New Level 5. Just to give you another reason to play it...
-Graphic settings. Low that lower texture resolution and filtering, default, and High, that enable Anti Aliasing and force filtering.
-Some new Shaders for particles & transparency(should fix lags in some places...)
Now about Pause menu. Sadly every joystick I tested have different input number, so in some cases you could end up having pause button assigned to weird key...
As I said before game is free and made in free time, so for me, person with mediocre experience with coding, its damn hard to make such simple thing like option to manually assign keys by player, and because its free game, I dont want to spend money on special unity asset that would make that automatically by detecting controller player use...
I probably fix that in next release, but it will take some time... just like global high-score... sorry about that... no one is perfect :]
_____________
Download game:
https://play.google.com/store/apps/details?id=it.couchgames.apps.PowerLift​

Software Development [AllAppUpdate] PeaceOS - FYT UIS7862(s)/UIS8581a only for 1280x720

I give out a joke of humor...
PeaceOS (beta) - FYT UIS7862(s)/UIS8581a only for 1280x720.​Hello everyone, I present my draft assembly for the FYT UIS7862(s) platform with a resolution of 1280x720.
I'm a beginner modder so don't expect too much. I work a little with graphics and xml, I work badly with code. I will refine as long as there is a desire, free time and ideas.
The name is a piece of the world and an attitude to what is happening in the world.
The idea was picked up by SM52 - to make all native software in one style.
Spoiler: Screenshots:
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Spoiler: Done now:
Launcher - mod for teyes launcher. While one, put your others at will. Changed graphics and layout to three columns (pip, typewriter, players). The dockbar (hotseat) has been expanded, it has a shortcut to launch FrontApp from KёniG and, accordingly, switch PIP on the go. The car has just been repainted. In the "widgets" of the players, any third-party (through the crutch of the universal music widget), native player / radio and BT (flipping up and down with a swipe) is launched.
Settings - graphics and layout have been changed, now there is a minimum of running lines that do not fit, translation has been corrected, comments have been added to each item. Added entry to BT settings and original android settings.
Player - joing base, graphics and layout changed. On the left side is the player control, on the right side are the tracks. In a separate tab, the choice of playback by folders / artists / albums / favorites.
Radio - mod base from tyukhta. The list of cities and radio stations, as well as the icons are taken from the F��23 mod. Changed layout and graphics, radio control in the left window, list of radio stations in the right window.
Bluetooth - joing base, graphics and layout changed.
MS - garry222 mod base, volume panel graphics changed.
SystemUI - changed graphics and layout. Notifications work, the temperature of the CPU and the display of flash drives are embedded. Based on the mod SM52.
Spoiler: In the plans:
to finish what is now
complete the stock software to the end
make several launchers for different tastes
there are interesting ideas :happy:
Spoiler: Installation:
For experienced ones - download allappupdate.bin, throw it on a USB flash drive with the current lsec6315update, your config.txt and updatecfg.txt with a full cleaning. As a system, I used 2023-03-08__FYT7862_FW_MD_EDITION_NO_MAINSERVICE_V1.zip and the current FMC from mariodantas, but this is optional.
For absolutely lazy or beginners, the FULL_PeaceOS_v0.1_beta.ZIP assembly was made.
unpack to a flash drive formatted in FAT32
add your config.txt there
insert into the HU and wait for the green inscription about the successful firmware
pull out the flash drive, wait for the download, configure and us
Spoiler: Recommended reading:
after installation, I advise you to go to the "settings" and select the launcher again. By default, the launcher goes to config.txt, but here it is worth doing so, for the stable operation of "widgets".
to operate the universal music widget of the public app "Ubiquity Music Widget" and configure it. To work, be sure to open the settings for accessing notifications. If you do not set the default player, it will work with everyone, but after opening. If anything, it will be with, but it will probably work.
did not begin to add navigators and other weights, reducing the assembly of scales. Each is installed as you wish.
the build looks best in a dark theme, which is activated by a command via adb or FMC by mariodantas comes into play
the assembly is still raw, jambs are possible, write, if possible I will correct it. I want to post a joke by April 1 and ... otherwise I would have dragged it out for a long time, without fail
Download
Donation for yummy
Sorry my bad english i used google translate, and poorly worded message, I'm newbie to this forum.
Only a Russian speaker will understand the joke...
Looks good, I'll hafta check it out.
Installed it. Home page flashes. Everything else doesn’t flash. Gonna try to reset it to factory.
03hdfatboy said:
Installed it. Home page flashes. Everything else doesn’t tried to reset it but ask for a password that I’ve never set
Click to expand...
Click to collapse
0. Are you sure you are using a FYT device with UIS7862 processor and 1280x720 resolution?
1. When flashing, did you add your config.txt?
2. After installation, did you go back to the settings and use the launcher?
3. If the answer to all questions is yes, then attach the config.txt file
Small update for PeaceOS.
Actual for those who did not like the machine: D
A couple of variations of the launcher based on the native one, installation over the existing one by simply installing the APK as an update.
One with a large PIP-window due to the place of the typewriter.
Spoiler
The second - the car is hidden behind the PIP-window and, accordingly, the choice is one of two, in place of the car, a widget of a third-party player.
Spoiler
Download from the link specified in the mod, I will add the rest of the developments on the mod's firmware there.
On other firmwares there will be problems with the widget of third-party players and partially with launching applications in the dock bar
LLIyT_HuK said:
0. Are you sure you are using a FYT device with UIS7862 processor and 1280x720 resolution?
1. When flashing, did you add your config.txt?
2. After installation, did you go back to the settings and use the launcher?
3. If the answer to all questions is yes, then attach the config.txt file
Click to expand...
Click to collapse
adding my config now. only reason i didnt before is it was exactly like the one in mario's and never had an issue
It didn't work. now what?
03hdfatboy said:
It didn't work. now what?
Click to expand...
Click to collapse
I have no idea what password is required there, I have never seen such a thing.
After the firmware, did the desktop appear or were there blinks right away? Blinking usually if you do not apply the launcher through the settings.
LLIyT_HuK said:
I have no idea what password is required there, I have never seen such a thing.
After the firmware, did the desktop appear or were there blinks right away? Blinking usually if you do not apply the launcher through the settings.
Click to expand...
Click to collapse
unit is switched to what looks like french. binks right away. What would be the required info in config.txt to fix issue
03hdfatboy said:
adding my config now. only reason i didnt before is it was exactly like the one in mario's and never had an issue
Click to expand...
Click to collapse
In Mario, only the core is flashed, and it is universal. The config file is individual for all HU manufacturers. I could add my config to the firmware, but then someone's screen will turn over or the bluetooth will stop working
03hdfatboy said:
unit is switched to what looks like french. binks right away. What would be the required info in config.txt to fix issue
Click to expand...
Click to collapse
ro.fyt.launcher=com.android.launcher6
you may already have such a line with a different launcher number
LLIyT_HuK said:
ro.fyt.launcher=com.android.launcher6
you may already have such a line with a different launcher number
Click to expand...
Click to collapse
this is what i have used before.
#test
ro.fyt.launcher=com.android.launcher4
ro.fyt.amp_type=0
sys.fyt.bluetooth_type=0
persist.sys.zlink.mic.vol=9.9
sys.fyt.ec_version=6
now respectively
#test
ro.fyt.launcher=com.android.launcher6
ro.fyt.amp_type=0
sys.fyt.bluetooth_type=0
persist.sys.zlink.mic.vol=9.9
sys.fyt.ec_version=6
Do not think that the reason is in the language, I checked it at the request of Mario.
Spoiler
SPOILER]
LLIyT_HuK said:
Do not think that the reason is in the language, I checked it at the request of Mario.
Spoiler
View attachment 5878999View attachment 5879001View attachment 5879003SPOILER]
Click to expand...
Click to collapse
Got Mario's back up, in English. But did like the way the Peace launcher looked. Maybe I'll try it again. Not tonight though.
Took Mario’s and added the “allappupdate.bin”
sill have same issue with Home Screen flashing, everything else looks fine.
got my apple CarPlay up so I’ll be ok till I can play around with it tomorrow.
same issue for me -- flashing home screen (background goes on/off, status bar up top disappears/reappears causing a vertical shift) and french language. I like the looks for the settings etc but using a 3rd party launcher (Nova) and Mario's kernel.
Matt Devo said:
same issue for me -- flashing home screen (background goes on/off, status bar up top disappears/reappears causing a vertical shift) and french language. I like the looks for the settings etc but using a 3rd party launcher (Nova) and Mario's kernel.
Click to expand...
Click to collapse
If it didn't flash, I'd be happy. It looks much better than factory.
What head unit do you have? I have an ATOTO S8G2 7" Ultra. I think ATOTO has discontinued it, as I didn't see it the last time I went to their site.
Looked it up and it's 1024x600. That might be the issue for me.
Great job, I really like the gray interface. combined with the MD-EDITION kernel it's just perfect.
I hate to see future improvements because the rendering is great.
will there be any changes to the fuel consumption app? because the original one is horrible and badly translated (French language).

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