Still no good,it even reverts to retropad when starting up again.
There is no main settings option to change that either.
I did find out that C-buttons are handled by holding R2 and pressing A,B,X,or Y which is pretty nifty.
Though L3 and R3 are not listed for N64 core functions,one could be used for analog switching for use on d-pad and the other for maybe hold with a button for turbo on that button.
I tried setting that d-pad switcher to analog and even switched to Retropad w/Analog,but it still ignores my pressing of the binded cursor keys.
While I am here,Gex 3 on N64 (controllable with d-pad) has terrible issues on Dynamic Recompiler since you canāt even start playing because he gets stuck inside the floor after the cutscenes.
Interpreter is fine but obviously slower.
Somehow I got Rice to run it until the island scene wanted to start,then it exited as usual.
Must be a 3D render handling crash issue,despite the shiny chromed Crave logo displaying.
Then again,the core is in pretty rough shape since Super Mario 64 has a high degree of visual issues on the only functional GFX plugin,Glide64.
It canāt be just ARM architecture or Qualcommās fault since my x86 Intel Android device has identical graphic quirks like the same missing polygons on Mupen64Plus AE Alpha 3.0 with either device.
This is primarily an Android problem.
I think the mupen64plus core needs a lot of under the hood work done to it.
I wonder if the core will also get GlideN64 eventually whenever Gonetz/Sergey Lipsky thinks it is ready to be released for Android.
Is it possible to make a core for 1964 since it is also portable?
Retroarch has the mupen64plus core running on javascript via toadking and 1964js is also a thing,so it HAS to be āpossibleā at least.
(there is also Daedalusā n64js)
Darn my habit of making huge walls of text!