PSXPeria 2.0 (Beta) - Xperia Play Themes and Apps

Update: (01/06/2012) I've decided to sell my Xperia play and discontinue all my work on the platform. Like SE, I lost interest in the Play because of the lack of games and a general lack of content. Also, I cannot stand Android anymore, especially SE's skin. I was looking forward for ICS, but after seeing SE put their skin on that too, I won't want to deal with it anymore. As for PSXperia, I have always released the source and documents for everything I release. I also have a few writeups on reverse engineering the psx emulator on my site. I will no longer be providing support for PSXperia and won't be managing the bug reports on github. Again, everything is open source and under GPL, so anyone can pick up where I left off (for example, improving the UI, future emulator compability, etc). I hope the project won't die!
Ok, so I decided to create a new thread for two reasons. First, I started that thread before I created PSXPeria to throw around ideas with developers and stuff, but now it's a beta test and I need feedback from regular users, not just developers. Secondly, not everyone can post in the developer section and not all users browse the developer section. So with a new release, I'll make a new thread. Hope the mods are ok with this.
Anyways, if you don't know what PSXPeria is, it's a tool that allows you to convert PSX games to work with Sony's emulator that is included with Crash Bandicoot. That way, you can play any PSX game using Sony's emulator.
How is this better than FPSE/psx4driod?
-PSXPeria is free and open source
-PSXPeria compresses ROMs
-PSXPeria supports the touchpads
-PSXPeria is SOMETIMES more compatible (and sometimes not)
-PSXPeria games show up in the playstation pocket app
-PSXPeria sometimes renders more smooth
What do I need to run PSXPeria Tool?
Java JRE: http://www.java.com/en/download/index.jsp
Downloads:
PSXPeria 2.0 Beta: https://github.com/downloads/yifanlu/PSXperia/psxperia-2.0-beta.zip
PSXPeria 1.0 (for Android 2.3.3 and below): https://github.com/downloads/yifanlu/PSXperia/psxperia-1.0.zip
Source: https://github.com/yifanlu/PSXperia
Quick Start:
Read this: https://github.com/yifanlu/PSXperia/wiki
Do you have a problem? Read it again.
Are you about to complain that you can't select the Extract tab? Read it once more.
Something doesn't work? Read "Common Mistakes" on the Wiki. If that didn't solve your problem, you should file a bug report.
Bug Reports:
I will not solve issues in this thread! Any problems you have must be reported to github. Please read the section titled "Filing a Bug Report" on the wiki for directions on filing bug reports. You should also read "Common Mistakes".
Compatibility
Sometimes, a game will work MUCH better (like from unplayable quality to perfect) if you enable software rendering. More details here: http://forum.xda-developers.com/showthread.php?t=1220541
Also, help us fill our compatibility chart when you're testing games: https://github.com/yifanlu/PSXperia/wiki/Compatibility
Tablet S/P
I don't have a Sony Tablet, so I can't test anything tablet related. I'll try to write patches for the tablet's emulator but I have no idea if it works or not. If anyone wants to donate a sony tablet to me, I wouldn't mind developing for it more. (I also have some ideas for unlocking it that I want to try).
"This APK is not supported."
If you get this, I need to manually write a patch for that APK. Currently, I will only do this for Crash Bandicoot 1.0.3 and higher. Send me a copy of the APK and I'll include a patch for it in the next release.

Reserving this space in case I need to write something here later.

does V.2 have a GUI yet or is it still a command line tool

AndroHero said:
does V.2 have a GUI yet or is it still a command line tool
Click to expand...
Click to collapse
I thought it had both? Did you try "psxperia-gui.bat"?

yifanlu said:
I thought it had both? Did you try "psxperia-gui.bat"?
Click to expand...
Click to collapse
Yeah sorry, i made a noob mistake and didnt read all the OP

Awesome Thanks, Will give you feedback once I have the chance to test it out properly.

I keep getting this ..
I'm using 2.3.4 latest version and got the APK from the same place as last time /system/app

does this work on 2.3.4?

WOA! it works on 2.3.4!
Playing Crash Team Racing on the PSXperia emulator right now!
Thank you so much <3

ff7fan4eva said:
I keep getting this ..
I'm using 2.3.4 latest version and got the APK from the same place as last time /system/app
Click to expand...
Click to collapse
You're in luck, I've just finished writing the patch for that APK. Will upload the update in a few minutes. For future references, if anyone gets that error, send me a copy of the APK or I can't write a patch for it.
DeanBoro said:
does this work on 2.3.4?
Click to expand...
Click to collapse
Yes, if you use the Crash Bandicoot apk that came with 2.3.4.

Glad to see this is continued. Will try this after exam.
Thanks a lot.

Awesome dude, thanks for continuing with this project. We know you don't have a lot of free time. Will test this arvo and donate as well! Thanks again.
Sent from my R800i using XDA App

Ok, this is weird. 1.0.3 USA works for me, but 1.0.3 EUR crashes. The java files are exactly the same and i've patched the native libraries. Someone needs to test the EUR version for me.

yifanlu said:
You're in luck, I've just finished writing the patch for that APK. Will upload the update in a few minutes. For future references, if anyone gets that error, send me a copy of the APK or I can't write a patch for it.
Yes, if you use the Crash Bandicoot apk that came with 2.3.4.
Click to expand...
Click to collapse
Do i have to send you the .apk of my crash bandicoot or are you gonna upload it without me?

ff7fan4eva said:
Do i have to send you the .apk of my crash bandicoot or are you gonna upload it without me?
Click to expand...
Click to collapse
I've already updated the download a while ago.

yifanlu said:
Ok, this is weird. 1.0.3 USA works for me, but 1.0.3 EUR crashes. The java files are exactly the same and i've patched the native libraries. Someone needs to test the EUR version for me.
Click to expand...
Click to collapse
Yeah same for me, tried to create ff7 and get a checking license message and then close
using 2.3.4 europe version com.sony.playstation.ncea00344_1.apk

yifanlu said:
Ok, so I decided to create a new thread for two reasons. First, I started that thread before I created PSXPeria to throw around ideas with developers and stuff, but now it's a beta test and I need feedback from regular users, not just developers. Secondly, not everyone can post in the developer section and not all users browse the developer section. So with a new release, I'll make a new thread. Hope the mods are ok with this.
Anyways, if you don't know what PSXPeria is, it's a tool that allows you to convert PSX games to work with Sony's emulator that is included with Crash Bandicoot. That way, you can play any PSX game using Sony's emulator.
How is this better than FPSE/psx4driod?
-PSXPeria is free and open source
-PSXPeria compresses ROMs
-PSXPeria supports the touchpads
-PSXPeria is SOMETIMES more compatible (and sometimes not)
-PSXPeria games show up in the playstation pocket app
-PSXPeria sometimes renders more smooth
What do I need to run PSXPeria Tool?
Java JRE: http://www.java.com/en/download/index.jsp
Downloads:
PSXPeria 2.0 Beta: https://github.com/downloads/yifanlu/PSXperia/psxperia-2.0-beta.zip
PSXPeria 1.0 (for Android 2.3.3 and below): https://github.com/downloads/yifanlu/PSXperia/psxperia-1.0.zip
Source: https://github.com/yifanlu/PSXperia
Quick Start:
Read this: https://github.com/yifanlu/PSXperia/wiki
Do you have a problem? Read it again.
Are you about to complain that you can't select the Extract tab? Read it once more.
Something doesn't work? Read "Common Mistakes" on the Wiki. If that didn't solve your problem, you should file a bug report.
Bug Reports:
I will not solve issues in this thread! Any problems you have must be reported to github. Please read the section titled "Filing a Bug Report" on the wiki for directions on filing bug reports. You should also read "Common Mistakes".
Compatibility
Sometimes, a game will work MUCH better (like from unplayable quality to perfect) if you enable software rendering. More details here: http://forum.xda-developers.com/showthread.php?t=1220541
Also, help us fill our compatibility chart when you're testing games: https://github.com/yifanlu/PSXperia/wiki/Compatibility
Beta Testing
Right now, PSXPeria 2.0 is BETA. That means everything won't be working properly. That's why I need YOUR help in getting everything working. When using PSXPeria, test for one or more of the following and post here if it worked or if you ran into any problems:
-Running the game on 2.3.3 with crash bandicoot 1.0.3 (extracted from 2.3.4)
-Running the game on 2.3.3 with crash bandicoot 1.0.1 (extracted from 2.3.3)
-Running the game on a tablet S and tablet P
-Using PSXPeria command line tool (nobody ever used this, it may not work at all, lol)
-Running the game on custom roms
-Comparing game quality generated from CB 1.0.3 with one generated with CB 1.0.1 (this can only be done on 2.3.3 systems).
"This APK is not supported."
If you get this, I need to manually write a patch for that APK. Currently, I will only do this for Crash Bandicoot 1.0.3 and higher. Send me a copy of the APK and I'll include a patch for it in the next release.
Click to expand...
Click to collapse
Good job man! You are the God!

Sweet, now I can update my phone!
Quick question: How do I extract the Crash Bandicoot JAR?

Will help you test right after I finish dealing with my Big Cleaning House caused by the flood here in my country.
I desperately miss PSXPERIA!!!
Thanks to you.

Cool !!!!
Works well with Saga Frontier !!!

Related

[AIR]Making/Testing AIR on Eclair

Hey all.
Sony Ericsson have stated quite clearly.. "No Flash on X10". Despite being quite categorical, there is much more to the story... so sit back with a coffee, and allow me to explain;
{disclaimer: i've only had an Android smartphone (Nexus One) since about June, so my experience had been exclusively using Froyo until now}
As far as i'm aware, Flash-Lite ran on certain HTC devices with Android Eclair (2.1) but this was done thru the device's default browser using webkit's plugin permission.
Flash 10.1 on the other hand is designed to run on Froyo (2.2) using a more direct Google plugin to the browser. (possibly an API not reliant on webkit as default, thus allowing other browsers to gain plugin access)
Anyway.. Sony Ericsson, for whatever reason, hasn't included either of these methods in this Eclair release. Conspiracy theorists may point to the coming PSP-phone as one reason to omit Flash.. ie. free multiplayer web-games.
So anyway, that's the bad news! No browser-based Flash unless it gets hacked into X10 by someone, or the bootloader get cracked, etc etc.
Ok, now the good news;
Hardware performance isn't a factor, as X10's Arm7 CPU IS supported by Adobe Flash + Air when running Froyo, as it clearly states X10's compatibility on their developer page.
Even better news for flash aficionados;
Lucky for us, Adobe made an early version of Air (ie. Flash outside the browser) for Android which runs just fine on Eclair. Although it's no longer under development (hasn't been since June) it's therefore unsupported by Adobe, and missing the odd feature such as GPU acceleration.
However, my early tests show it runs pretty well, comparing it to my Nexus One at least.
There are some limitations such as only running newer Actionscript3, (and no multi-touch, ha-ha ;O) ..but i can still see a great opportunity promoting and supporting Air on the X10. More so since every Air app or game i've seen so far only runs on Froyo.
As i see it, there's now a distinct niche supporting Air for Eclair userbase, so i hope some of you will consider helping me to exploit it. I'm here to help however i can, like porting as much stuff as possible to run on our Eclair devices, and ask anyone who's interested to offer support such as testing, designing, coding, or whatever. (PM or post here if interested to help out) I also propose a unique identifier; 'EPX'. The meaning will become obvious later.
To kick things off, i've attached a splash image, the Air Runtime for Eclair, and a sample game to test it. Here are the details about the game;
-------------------------------------
- Called "Code Bummer" made by Jesse Freeman, Dan Wolfe, Sean McCracken. (renamed "Hobo" with new icon, and recompiled to run on Eclair)
- Source code; http://github.com/jessefreeman/codebummer (a very clean example of a flash game for Android!)
- Description; http://www.appbrain.com/app/code-bummer/air.com.gamecook.CodeBummer (members will notice it says "Your device has Android 2.1. However this app is for Android version 2.2 and higher")
- Performance Tip: I find that after starting the game, the responsiveness is a bit slow, so i press back button (out of the game) then reload back into the game, and performance is much more playable.
-------------------------------------
Enjoy!
[UPDATE]
Anyone interested in developing Air for Eclair apps or games (that will also work on the latest Air for Froyo runtime) should stick to ONLY using the June 3rd SDK here...
(AIR25_win_sdk_20100603.zip)
http://www.mediafire.com/?m19cetvay9xqx38
Or the June 3rd CS5 Air Extension here...
(AIRforAndroid_FlashCS5_060310.zxp)
http://www.mediafire.com/?22hewf5kg98u3sd
Both of ^these are for Windows developers only.
We are also looking for the existing Linux and Mac SDK's dated the 3rd of June. If you have one of these, then please let us know, so that we may share it with everyone who needs it.
Cheers!
hi
that`s really good news(?) for us
unfortunately I have no knowledge in these areas but no doubt that I make available to serve as guinea pigs (?)
just hope this idea don`t die young and devs who had the knowlage will help you on this
Air for Android Developer Links
Thanks. It's a big catchup being couple of years behind the java devs, but strength in numbers helps.
Useful links for anyone getting started with Air development on Android;
"Using AIR for Mobile Development" (slideshow) *new*
"How to Add a Splash Screen to Your Air for Android App"
"How to Import MovieClips into a Flash Builder ActionScript Project"
"Optimization Techniques for Air for Android Apps"
"Sample Employee Directory Application using Flex and AIR for Android"
Using The Accelerometer Sensor in ActionScript 3
...
All my knowledge goes to AS3 and that is it. No Java or anything else. But testing wise, I am all here to help.
Is it not possible to port the Plugin from 2.2 to 2.1 or to install HTC Browser?
great it works quite laggy but a great start!
cuddles100 said:
great it works quite laggy but a great start!
Click to expand...
Click to collapse
Glad to hear it.
If you follow the performance tip (written above in red) then it runs as smooth as the original 80's coin arcade classic that it's based on.
http://en.wikipedia.org/wiki/Frogger
Nimche said:
All my knowledge goes to AS3 and that is it. No Java or anything else. But testing wise, I am all here to help.
Click to expand...
Click to collapse
Ahh.. that type of "flash junkie" haha. I thought you meant flashing roms.
Anyway, Air on Android is pure AS3 development, unlike the desktop version which could run Html or Javascript seamlessly...
http://en.wikipedia.org/wiki/Adobe_Integrated_Runtime#JavaScript_frameworks
In fact, coming from Actionscript background, i was impressed enough with it's implementation to switch almost entirely to Javascript coding in the early versions of Adobe Air which were codenamed "Apollo".
So although the desktop version of AIR includes the WebKit HTML rendering engine, this is not supported in Air for Android. (i'm guessing the overhead of running webkit alongside AS3 engine was too heavy for general smartphone use)
However something called "StageWebView" appears to be supported, so i'll look into how that works.
Wolfbreak said:
Is it not possible to port the Plugin from 2.2 to 2.1 or to install HTC Browser?
Click to expand...
Click to collapse
An attempt was made...
http://forum.xda-developers.com/showpost.php?p=6569529&postcount=16
^That whole thread makes excellent reading if you're deep into webkit hacking!
Air for Eclair Source Code
Keeping to the same theme as Code Bummer.. here's a bitmap side-scroller sample by 'theflashbum'...
https://github.com/theflashbum/BitmapScroller/downloads
The size is 9mb cos it includes 29 images. The images are truely funny for any hardcore flash coders, but the side scrolling to way too jumpy to be of any use as is. (...unless you want a migrane as an excuse not to go to work today! lol)
I7redd said:
Glad to hear it.
If you follow the performance tip (written above in red) then it runs as smooth as the original 80's coin arcade classic that it's based on.
Click to expand...
Click to collapse
Didnt read that bit. lol. Yeh the lag pretty much disapears when u do that awesome!
cuddles100 said:
Didnt read that bit. lol. Yeh the lag pretty much disapears when u do that awesome!
Click to expand...
Click to collapse
Thanks for the confirmation. (tip now highlighted)
It does the same on my Nexus running Froyo, so not sure yet what's causing that to happen. We need a few more sample games to see if it happens on Air generally, but for now it's quick fix that works.
I7redd said:
Ahh.. that type of "flash junkie" haha. I thought you meant flashing roms.
Click to expand...
Click to collapse
I did mean both of them. Flash phone and development for AS3. Hope to make something out of this.
Cheers,
Edit> That was nice. OT, how do you pack an apk off flash?
> how do you back an apk off flash?
Not quite sure i understand.
To "back out of flash" means pressing hardware back button. The game suspends, so when you go in again (pressing game icon) it continues where you were, but also plays smoother.
To back up an apk can use normal backup app like Titanium.
I7redd said:
> how do you back an apk off flash?
Not quite sure i understand.
To "back out of flash" means pressing hardware back button. The game suspends, so when you go in again (pressing game icon) it continues where you were, but also plays smoother.
To back up an apk can use normal backup app like Titanium.
Click to expand...
Click to collapse
I fixed it 4 minutes before your post anyways I meant pack an apk. How do you turn air application into android app?
Nimche said:
...development for AS3. Hope to make something out of this.
Click to expand...
Click to collapse
Cool.
These XDA forums have developer sections, thou to me at least, they seems slanted towards rom development, not apps, so I thought i'd start off a topic about testing Air, and see how the response is.
If there are people who are also keen to develop using Air for Eclair, then i'm happy to help get them started, or organize a group project. Will see how it goes.
For myself, i'm using Flash Builder 4, so switching between Froyo or Eclair involves overcopying the respective SDKs in Flash Builder folder..
C:\Program Files\Adobe\Adobe Flash Builder 4\sdks\4.0.A
For Froyo we use latest build [09/30/10] ...but for Eclair we have to use the older SDK dated the same as the Eclair Runtime [06/03/10] that i attached on the first post. I've uploaded (18mb zip) the older "Eclair SDK" for those who want to try compiling something...
http://www.mediafire.com/?m19cetvay9xqx38
Any issues, let me know.
Nimche said:
I fixed it 4 minutes before your post
Click to expand...
Click to collapse
Heh. I didn't reload the page before answering. (also a bit slow typing with a cat on my lap)
Nimche said:
How do you turn air application into android app?
Click to expand...
Click to collapse
After building your SWF file.. use (windows) dos command something like..
adt -package -target apk -storetype pkcs12 -keystore cert.p12 -storepass password my_app.apk my_app.xml my_app.swf
Quick way is to put ^that into a make.bat file.
Then put "adb install -r my_app.apk" into an install.bat file.
Then put "call make.bat & call install.bat" into a run.bat file.
Then double-click run.bat and it's all done in 1 step.
very good stuff! I will glady test stuff for you's
Sent from my X10i using XDA App
I7redd said:
After building your SWF file.. use (windows) dos command something like..
adt -package -target apk -storetype pkcs12 -keystore cert.p12 -storepass password my_app.apk my_app.xml my_app.swf
Quick way is to put ^that into a make.bat file.
Then put "adb install -r my_app.apk" into an install.bat file.
Then put "call make.bat & call install.bat" into a run.bat file.
Then double-click run.bat and it's all done in 1 step.
Click to expand...
Click to collapse
Cool sh*t. I will make some stuff for testing. Happy that AIR works here and I was going to be disappointed but now I have more purpose for using 2.1//

[GAME][2.1+/3.1+] MAME4droid Reloaded- MAME 0.134u4 port for Android

Hi, I'm the MAME4droid developer.
I have released a new MAME port called MAME4droid Reloaded that is based on MAME 134u4. It has savestates
This MAME4droid version is targeted to Dual-Core devices (1GHz and 512MB RAM minimum), because it is based on a high specs 2009 PC MAME build.
Anyway don't expect arcade games of the 90 to work at full speed. With some games that are really bad optimized (like outrun or mk series) you will
need at least a 1.5 ghz dual-core device. This is related to MAME build used, since it is targeted to high specs PC's as i said before.
This version doesn't have an uml back end ARM dynamic recompiler, which means drivers based on high specs arcade CPUs won't be playable
(it has not sense since this games will be slow in any case).
Said that, with a low end device, use at your own risk. I suggest you use MAME4droid (0.37b5) instead.
Remember that games that can be emulated on both MAME4droid versions will run much faster on MAME4droid (0.37b5) than on MAME4droid Reloaded (0.134),
and will drain less battery.
This version emulates over 8000 different romsets.
Please, try to understand that that with that amount of games, some will run better than others and some might not even run with MAME4droid Reloaded.
Please, don't email me asking for a specific game to run.
Tips to help performance: use lower quality sound or switch it off. Disable stick and buttons animations and disable smooth scaling also.
After installing, place your MAME-titled zipped roms in /sdcard/ROMs/MAME4droid/roms folder.
MAME4droid Reloaded uses only '0.134u4' romset.
Features
------------
Save States
Support for 2.1 and upper Android devices.
Native support for Android Honeycomb tablets.
Autorotate.
HW Keys remapping.
Touch Controller can be shown/hidden.
Smooth image.
Overlay Filters, scalines, CRT..
Digital or Analog touch selectable.
Animated touch stick or DPAD.
Button Layout customizable control.
iON's iCade and iCP (as iCade mode) external controllers supported.
Wiimote support using WiiCrotroller Market app.
Tilt Sensor as left/right.
1 to 6 buttons optionally shown.
Options for video aspect ratio, scaling, rotate.
I haven't published to market yet, as this is an early release and I'm waiting for comments and (hopefully very few) bug reports.
As a new user I'm not allowed to post links, so to download the apk, search for iMAME4all at google code site.
Maybe this is of interest to you or any of you friends.
Mod edit: Here's the link.
Just tried it. Very good. Thanks a lot! Keep up the good works
I would test it but I can't find roms with that romset
Will give it a shot when I get home.
What does this set add over the current Mame4droid set? Do we have support for CPS2 roms yet?
Hi! Thanks for the hardwork!!!!
Will this emu have uni_bios support etc¿¿¿
Sent from my SPH-D710 using XDA App
from where to download roms for this....??
This version supports very current mame romset and many games work smooth on samsung galaxy S, it supports neogeo cps1/2 i tried cps3 but somehow cant get proper version/romset.
It supports MK1/2/3 but that would require 2 cores.
Many games work smoother when you set frame skip to 6 instead of auto and when you set video render to GL.
Its great ! basically like MAME on PC.
People would be definitely happy cause its really nice to have such new romset on portable device
For roms try to search some internetz i dont think anyone would give you links here cause its forbidden on some forums.
http://code.google.com/p/imame4all/
Oh finally Double Dragon on my android! Great work! thanks
Just tried NOCD SFIII and it recognized the game and loaded it but then on 100 % i was dropped out of the emu , similar situation is with PGM game Martial Masters and a couple others.But im not sure if its rom version mismatch or what.
Im not SFIII fan so i didnt did research about its rom sizes and names.
thanks a lot for the great release!!
can anyone provide MAME 0.134u4 DAT file for cmpro?
never mind, found it.
if anyone needed it, i'm attaching it to this post.
thank you soooooooooooo much
i hate tiger mame
now you have save stats
bu pleae , where isw the rom
i've searched romhustler , emuparadise .... none oif the not works , it says that the rom is not compatible
please help
mehdi.moha said:
bu pleae , where isw the rom
i've searched romhustler , emuparadise .... none oif the not works , it says that the rom is not compatible
Click to expand...
Click to collapse
find the latest MAME ROM set (0.145), then rebuild it with cmp and 0.134u4 DAT file i provided before.
then try MAME Rollback ROM set (0.145) for fills.
thank you man
which tools can help me to rebuilt that ?
i'm press thanks button again
mehdi.moha said:
please , jut giv a link to me pleaseeeeee
Click to expand...
Click to collapse
such links are not allowed here. search internet for "pleasuredome".
thank you man
how can i rebuilt that , i have .145 rom and .dat file , can you please help me to find a re builder tools ?
i'll press thank button again
mehdi.moha said:
which tools can help me to rebuilt that ?
Click to expand...
Click to collapse
search internet for "clrmamepro" (i can't post links since i don't have enough posts).
send me a PM mate
i'l thank you enough
===================
ok i've download clemamepro and load the .dat , but how can i load mame roms to combin with .dat file ?!
thank you for you kindly help
---------- Post added at 11:28 AM ---------- Previous post was at 10:48 AM ----------
guys please
where can i download the .134u4 roms ?
is there any hope to help ?!?
mehdi.moha said:
where can i download the .134u4 roms ?
Click to expand...
Click to collapse
you was already told that, you won't find complete 0.134u4 set anywhere. do these steps to get it:
1. register on pleasuredome.
2. download [FREE] MAME 0.145 ROMs torrent.
3. get cmpro 4.03a.
4. get MAME4droid Reloaded 1.0 WIP.dat from my post above.
5. put this dat file to datfiles directory of cmpro.
6. load it with default settings.
7. go to Rebuilder.
8. define source folder with MAME 0.145 ROMs and any new folder for rebuilt ROMs.
9. press Rebuild.
10. after rebuild is done, get [FREE] MAME - Rollback ROMs (v0.145) torrent.
11. go to Settings/ROM-Paths in cmpro.
12. define folder with recently rebuilt ROMs.
13. go to Settings/Add-Paths in cmpro.
14. define folder with MAME - Rollback ROMs (v0.145) here.
15. go to Scanner, uncheck Samples and CHDs and press New scan.
16. check all squares in Fix column.
17. cmpro should scan your rebuilt ROM set and add missing files from rollback set.
Very nice write up!

Quake 2 on Windows RT

Only created my account today, so I don't have enough posts to put this in the developer section. Maybe someone can help me out.
I managed to get the Quake2 source from Ids ftp server to build (with a lot of warnings) for ARM in Visual Studio 2012.
I've attached a screen shot and the binaries to this post.
All you need to do is drop the pak0.pak and players folder into baseq2.
Enjoy!
EDIT: should also mention that this is a native port (not .net or winrt) -- props to XDA guys for the hack!
EDIT2: for those with errors, keep in mind you need the pak files and players folder from the quake2 install for this to work (or you can grab them from the demo). Google is your friend! . If you encounter the famous "water crash" then run "sw_waterwarp 0" in the quake console.
EDIT3: For a joke. I've added the OpenGL Quake2 renderer and a software based OpenGL implementation (built from an older version of Mesa3D) as attachments. Given that Windows RT doesn't have support for OpenGL this is probably as good as its going to get without a port that has Direct3D support. While the OpenGL version looks much better, be warned.. it runs __very__ slow. If you want to give it a try, just go into video options and change the 'driver' option to "default opengl". Enjoy!
EDIT4: So.. in an effort to clean up some of the bugs, I stumbled upon KMQuakeII which has an 'unofficial' 3.23 patch for the Quake 2 source. I've managed to compile that version of the source for ARM. I was hoping this would fix the full screen issues, but it didn't. Regardless, there are probably worthwhile bug fixes anyway.. so I'm posting it here. There are also extra video modes in this version (very easy to add btw!) however the 1366x768 mode didn't work correctly on my Surface.
Well done! Link added to the list. Much appreciated...
bfosterjr said:
Only created my account today, so I don't have enough posts to put this in the developer section. Maybe someone can help me out.
I managed to get the Quake2 source from Ids ftp server to build (with a lot of warnings) for ARM in Visual Studio 2012.
I've attached a screen shot and the binaries to this post.
All you need to do is drop the pak0.pak and players folder into baseq2.
Enjoy!
EDIT: should also mention that this is a native port (not .net or winrt) -- props to XDA guys for the hack!
Click to expand...
Click to collapse
cool, seems to run nicely, -just using one core.
At first : Thanks for the work!
But i get an Error :"Couldn't load pics/colormap.pcx
(on Surface Jailbrocken)
I can't manage to open it. It says there is an error.
Another question... I want to do it for Bluestacks. Do you know anyone that could've done this? Thank you.
save_jeff said:
At first : Thanks for the work!
But i get an Error :"Couldn't load pics/colormap.pcx
(on Surface Jailbrocken)
Click to expand...
Click to collapse
Make sure you have the pak files and players folder from your quake2 install in the baseq2 folder. If you don't own quake2 then you can grab these files from the quake2 demo install (google for it). Good luck!
Awesome job!
I got mine working smoothly
There is some issues that often when I load saves the game crashed (quake2.exe has stopped working)
I have no idea. Save game works perfectly and start new game works as well.
Looks like this guy back in 2005 have the same problem (except he is using... Amiga?): ht tp://eab.abime.net/showthread.php?t=17808
Tanks i did not know that ;]
I Will get a Demo right now ans try ist.
Does it work with any Version of quake II ?
---------- Post added at 10:54 PM ---------- Previous post was at 10:29 PM ----------
Okay now it works like a charm! Realy impressiv
shog7n said:
Awesome job!
I got mine working smoothly
There is some issues that often when I load saves the game crashed (quake2.exe has stopped working)
I have no idea. Save game works perfectly and start new game works as well.
Looks like this guy back in 2005 have the same problem (except he is using... Amiga?): ht tp://eab.abime.net/showthread.php?t=17808
Click to expand...
Click to collapse
Yeah, there could be several bugs in it. This is built straight from iD's source. There are many other 'ports' of quake2 that have encountered and (in some cases) fixed various bugs. Still, its extremely playable even with a few annoying bugs!
I cant get mine to go to full screen.... is this usual behaviour?
advancedservers said:
I cant get mine to go to full screen.... is this usual behaviour?
Click to expand...
Click to collapse
Yep. The pure Quake2 source has known issues with full screen on "odd" resolutions. Given the time frame for when Quake2 was developed.. the 1366 x 786 resolution that is common today doesn't make any sense that's why its "not supported". There were some unofficial patches added to Quake2 many years ago to add wide screen support and more resolutions. A lot of people also fixed the problem by just using the OpenGL version (which I could also provide binaries for.. but its _dog_ slow). What I've ported here is the 'software render' which got very little attention once the '3d boom' hit. If I get bored, I may see if I can get full screen working in the software renderer.
Joystick or Xbox Controller?
App is cool and runs well with mouse or keyboard but I have tried joystick and Xbox controller (both recognised by WinRT) and app ignores both. I have turned on Joystick under options.
I didnt get any bugs yet.
But Fullscreen would be nice
Woww this game bring me so many good memories nice work!!!
advancedservers said:
I cant get mine to go to full screen.... is this usual behaviour?
Click to expand...
Click to collapse
Same here. 800x600 is the best resolution to me..
Btw can you load your saves after close the game and restart it?
For what its worth, I've updated the original post with 'newer' binaries and software based OpenGL support. The fullscreen thing is also bothering me so I'll put some effort into that over the next couple days -- hopefully its been fixed in a different Quake2 port and I just need to migrate the code over. Cheers!
If you don't mind me asking where did you get the source files from? I would have done this two days ago but I couldn't open the project files from id's github. I then tried quake 3 and doom 3 but getting those working is a different problem entirely. Those games have inline assembly in them that I don't have the skill to replace.
johnnyfives12 said:
If you don't mind me asking where did you get the source files from? I would have done this two days ago but I couldn't open the project files from id's github. I then tried quake 3 and doom 3 but getting those working is a different problem entirely. Those games have inline assembly in them that I don't have the skill to replace.
Click to expand...
Click to collapse
The source came straight from ftp.idsoftware.com. There is a lot of pain in getting a working vs2012 solution file and convincing the source that Win32 does not imply x86! Many issues with libs and older CRT functions too. Just takes time, patience and good experience with VS & C code.
You're absolutely right about Q3 or Doom3. They will require an overhaul and will need to be ported to Direct3D10+. Sadly I don't have the spare time to get _that_ involved -- though I'm happy to help if someone wants to lead the charge.
Cheers
Game crashes sometimes when I try to load a saved game. Also performance is far from what I expected. I remember playing it on my Nokia n95 with software renderer and it was fluid, on surface higher resolutions cause serious performance degradation. The more I use desktop apps ported to Windows RT(quake, dosbox) the more I think that tegra 3 suck.
bartekxyz said:
Game crashes sometimes when I try to load a saved game. Also performance is far from what I expected. I remember playing it on my Nokia n95 with software renderer and it was fluid, on surface higher resolutions cause serious performance degradation. The more I use desktop apps ported to Windows RT(quake, dosbox) the more I think that tegra 3 suck.
Click to expand...
Click to collapse
Same loading problem here...
But it runs pretty fluid on my Surface...

Quake 1 (w/OpenGL) on Windows RT

Sorry for the 'general post' .. but again, I don't have enough posts to have access to the developer section.
Hopefully this will make someone happy.
After playing with Quake 2..
http://forum.xda-developers.com/showthread.php?t=2097092
I took a stab at Quake 1. Code was only slightly harder to port because of the old MGL lib. Anyway.. here it is.. Quake 1 (with optional software OpenGL support --- VERY SLOW)
Game runs very well (non-opengl) and full screen support works nicely.
Because its difficult to extract, I've included the PAK file from the _demo_. If anyone has any issues with that, please contact me and I'll replace it with a binary package. As is, you should be able to just extract it and run WinQuake.exe (or glquake.exe if you'd prefer a slower experience!)
Enjoy all!
I just had to register to say: I love you, man. :good:
Awesome! Really thank you for your work!:good: I just finished the first episode without bug.
Btw, what files do I need to replace if I have the full version of Quake 1? Just pak0.pak or the entire id1 folder (except the saves)?
Nice. Played Q1 opengl online a long time
Sent from my LG-P990 using xda app-developers app
shog7n said:
Awesome! Really thank you for your work!:good: I just finished the first episode without bug.
Btw, what files do I need to replace if I have the full version of Quake 1? Just pak0.pak or the entire id1 folder (except the saves)?
Click to expand...
Click to collapse
You should be able to just copy the entire ID1 folder from the Quake install. I'm not sure if the saves will work or not.. I haven't tried.
Enjoy!
That's AWESOME.
I remember playing Q1 so much on business trips on my crappy laptop so many years ago.
I'll have to try this out with my surface.
thanks!
Awesome! This is really great. I'm also trying to get enough posts to be able to participate in the discussion / porting of stuff to Windows RT. It's great to see such a thriving development / porting community arise so quickly!
Superb
This runs incredibly, I thought it would be fiddly, but it just works. I just need to enable mouselook and I am all set. I am also keen to get my ten posts up and engage on the dev thread. I have several things that I think will port over quite nicely.
I can't control the window that it opened in. Can't maximize (running in small window) and most importantly, can't close the game. All the buttons in the upper right of the window wont work.
Please help. Thanks.
(Post Deleted)
does it work with controller (xbox)
has anyone tried using the d3d wrapper as described in http://forum.xda-developers.com/showpost.php?p=42277354&postcount=29 ?
I don't have a surface, but i've been quite interested in getting one as the prices are < $200 now.
If the surface only had STEAM support I would have gotten it day 1.

[APP] Quake 3 Arena

All,
Please find the attached binaries for the Windows RT version of ioQuake3 - http://ioquake3.org/
The pak files are not included, so you will need to follow the instructions on the ioQuake3 pages/wiki to install those.
Many thanks to windowsrtc for finding the D3D9 runtime and building the opengl wrapper. All of the necessary runtime binaries are also included in the package. You can also use these runtime files for my ports of Quake and Quake2 to enable much speedier opengl support. Performance in Quake3 is decent at approximately 30 fps on my Surface RT.
Enjoy!
EDIT: so, i ran across this video on youtube -- http://www.youtube.com/watch?v=XXZc0eDydtA -- which pointed out that connecting to internet servers might not be working quite right. I think it should all be fixed now, as I was able to connect to servers on the internet and frag some bots. Please download the 'rel2' binaries if you'd like a fix for this issue. Cheers!
EDIT2: bit of fail on my part, I had improperly named the D3D9 runtime file in the 'rel2' release. Fixed now. Sorry all.
Thanks! Adding to the list.
Anyone struggling to obtain quake 3 pak files, you can buy quake 3 on steam still and use the pak files from there or use OpenArena pak files which are free and a great alternative to the originals.
very nice port.The Quake 3 engine is strong.
I never had doubts that the RT could run ioquake3. Frankly if the raspberry pi could run quake3 then so can the RT. The 5th companion core in the tegra 3 I think is about as powerful as the pi on its own and thats meant to be an underpowered core compared to the main 4. Was just OpenGL standing in the way
I guess the most optimal solution performance wise (not that its needed when you have a nice playable 30fps) would be a directX rewrite of the ioquake3 render code but that would be soooo complicated (was done for the first quake and I think quake 2 though, both DX9 not 11).
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
saarakura said:
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
Click to expand...
Click to collapse
Yea, I'm getting the same error.
saarakura said:
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
Click to expand...
Click to collapse
Did you actually bother putting the quake 3 PAK files in? Because thats what the error means. This is just the game engine, not the content. It is illegal for bjfoster to distribute the content too, you need to provide yourself by buying quake 3 on steam (its still there) or using the OpenArena files.
saarakura said:
I got this error
Point Release files are missing. Please re-install the 1.32 point release.Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. You need to install Quake III Arena in order to play
Any help ???
Click to expand...
Click to collapse
•Copy pak0.pk3 of your Quake3 CD (or from the demo) to the quake3/baseq3 directory.
•Download the Quake3 1.32 point release and copy pak1-pak8.pk3 to quake3/baseq3
that should be all u need to do
bfosterjr said:
•Copy pak0.pk3 of your Quake3 CD (or from the demo) to the quake3/baseq3 directory.
•Download the Quake3 1.32 point release and copy pak1-pak8.pk3 to quake3/baseq3
that should be all u need to do
Click to expand...
Click to collapse
Thanks its working!!!! amazing!
Please attach the source code to comply with the GPL
Samuelgames said:
Please attach the source code to comply with the GPL
Click to expand...
Click to collapse
ioQuake3 Source code available here:
http://ioquake3.org/get-it/source-codes/
It can be built for Windows ARM from original sources without code modification. Very well organized codebase!
GLdirect Source code available here:
http://sourceforge.net/projects/gldirect/
It can also be built for Windows ARM from original sources without code modification.
Feel free to PM me if you need require more information.
Cheers!
bfosterjr said:
ioQuake3 Source code available here:
http://ioquake3.org/get-it/source-codes/
It can be built for Windows ARM from original sources without code modification. Very well organized codebase!
GLdirect Source code available here:
http://sourceforge.net/projects/gldirect/
It can also be built for Windows ARM from original sources without code modification.
Feel free to PM me if you need require more information.
Cheers!
Click to expand...
Click to collapse
Scratch all that..
While it is not necessary to make changes to the code.. it will help keep the code a bit cleaner.. and reduce the amount of pre-processor hacks you need to use. So please head here instead... it'll be much more helpful for you...
https://windowsrtdev.codeplex.com/
I've gone through the ioQuake3 code again and rebuilt/modified it without relying on disgusting pre-processor hacks. Instead I've simply introduced a "WIN32_ARM" pre-processor. Simply look for that to see what I've complied out and changed.
I hope this helps! happy hacking!
bfosterjr said:
Instead I've simply introduced a "WIN32_ARM" pre-processor.
Click to expand...
Click to collapse
Really no need to introduce extra preprocessor defines as there are enough builtin. For example I check for the ARM CPU and desktop family in my #ifdefs. If this is true - then we are on RT.
Can't tell the exact macro as I'm far away from Visual Studio now.
mamaich said:
Really no need to introduce extra preprocessor defines as there are enough builtin. For example I check for the ARM CPU and desktop family in my #ifdefs. If this is true - then we are on RT.
Can't tell the exact macro as I'm far away from Visual Studio now.
Click to expand...
Click to collapse
Yep - i know the preprocessor defines you're referring too.. and sometimes i use those instead. Just depends on what works best in the code for me.
Cheers!
bump.
new binaries to fix issues connecting to servers on the internet -- frag on my friends!
I'm really interested by this port, but i dont know where and how can i find the files for the game?
Is it possible with the demo files ? and where i can find a demo ? on french repository no thinks works ...
thank's
Alias84270 said:
I'm really interested by this port, but i dont know where and how can i find the files for the game?
Is it possible with the demo files ? and where i can find a demo ? on french repository no thinks works ...
thank's
Click to expand...
Click to collapse
You can buy the game on steam if you want the datafiles for the full version.
I googled "quake 3 demo" and got a few good hits. All in english but I don't think there was a french localised version, the game language doesnt matter so much though because the only real text are the menu buttons and settings screen. Your english seems reasonably good so I presume you should be able to tweak the settings to your liking (or with the aid of google translate or similar). The demo files will work though.
The final option is OpenArena: http://www.openarena.ws/smfnews.php
They have made an open source clone game of quake 3 arena, doesnt utilise any copyrighted content from the base game. Very fun and of course free. Download button is on the left side of the page somewhere. You should be able to copy the baseoa folder from the OpenArena download and stick it next to the baseq3 folder in this ioQuake3 port.
SixSixSevenSeven said:
You can buy the game on steam if you want the datafiles for the full version.
I googled "quake 3 demo" and got a few good hits. All in english but I don't think there was a french localised version, the game language doesnt matter so much though because the only real text are the menu buttons and settings screen. Your english seems reasonably good so I presume you should be able to tweak the settings to your liking (or with the aid of google translate or similar). The demo files will work though.
The final option is OpenArena: http://www.openarena.ws/smfnews.php
They have made an open source clone game of quake 3 arena, doesnt utilise any copyrighted content from the base game. Very fun and of course free. Download button is on the left side of the page somewhere. You should be able to copy the baseoa folder from the OpenArena download and stick it next to the baseq3 folder in this ioQuake3 port.
Click to expand...
Click to collapse
Well, i think the best idea is to buy it, becaus i dont think it's really expansive on steam ?
No i dont have any probleme with game in english, it's just that i wanted to find the game demo and i got only french answer on google.
Thank's i will see to buy it on steam ?
Is the game work online ? it will be fine during boring afternoon at school.
Alias84270 said:
Well, i think the best idea is to buy it, becaus i dont think it's really expansive on steam ?
No i dont have any probleme with game in english, it's just that i wanted to find the game demo and i got only french answer on google.
Thank's i will see to buy it on steam ?
Is the game work online ? it will be fine during boring afternoon at school.
Click to expand...
Click to collapse
its £13.99 on steam in the UK which is quite alot considering its an old game. But when I fired up steam to check the price it turns out that the demo is also available on steam.
Being an old game it doesnt have matchmaking or dedicated servers hosted by the developers. It does still have multiplayer though. One PC can act as a non dedicated host (or there is a dedicated server tool available), then other PC's on the same local network can see and join the game. Over the internet you will have to start dealing with port forwarding for the host and manually type in IP addresses for the client.
Its certainly a fun multiplayer game for a boring school afternoon. Used to play it in my school, 14 player LAN was chaos (I came 2nd )
EDIT:
The quake collection is 16.99 on steam. That includes quakes 1, 2 and 3 plus all the extra mission packs. I think the engines for either quake 1 or 2 were ported somewhere, not brilliant performance if I recall but might be worth considering.
EDIT2:
http://forum.xda-developers.com/showthread.php?t=2092348
Both quake 1 and 2 are in there

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