RetroArch Android releases (v1.0.0.2)

Haven’t gotten around to that yet.

Proper ‘joystick support’ is another of these borked ‘halfway there’ things of the NDK - AFAIK you have to do dlopen hacks to ‘check’ if joystick support is there on your OS and then ‘grab’ function pointers to it.

We’ll have to try to sort out that stuff. Suffice it to say it isn’t exactly fun.

Ah, ok.

We really screwed up with the Wonderswan core (or rather, me) - the same problems happen on Wii too.

Let me get that fixed up pronto.[/quote]

Wonderswan runs fine now.

Thank you.

Yeah, I also tested it on the Wii port and it looks fine, except for the tearing.

One thing i miss here is a direct mame4droid core, because of the games not supported by the fba core (years ago fba was just about cps1-2 and neogeo, got surprised when i saw they increased the compatibility with more arcade games)

Anyway everything perfect right now since i updated my device to android 4.1.1 (hdmi slowdowns and stuff), now im gonna test 2 controllers and hdmi…

Would be nice if people with arcade sticks would help with the auto-detection inputs, its amazing just plug-in and play, no mapping every time you load up a game :smiley:

Waiting for that new version coming to test!

Cheers!!

Tearing or jerkiness is unavoidable. Wonderswan runs at a strange 75 fps.

It seems that ‘quick menu’ is only available through onscreen controls and can’t be mapped to any hardware button, so it’s impossible to quick save/load without touch :frowning: Can you fix that please? Make it so pressing ‘menu’ button during gameplay would show up quick menu. Thanks!

The problem is that ‘overlays’ slow down emulation speed so it’s beneficial to disable them if you don’t need them (which is the case if you’re using a gamepad - the preferred method to play these games in the first place) - so I’m unsure if it would be a wise idea to let you toggle them from a gamepad like that. Still, we need to come up with something I guess - so something like that would perhaps have to be implemented.

Squarepusher are you guys gonna update today? Will test if you add the arcade stick i put o the other thread, because today i´ve been trying to play with 2 joysticks on a tablet binding manually the inputs but 30 seconds or so after i load the game the app does not respond (not even any of both pads)

Im gonna look again this with other usb hub and joysticks, not sure what happened today, maybe with 2 usb pads automatically configured this would not happen.

I dont get tired of saying thank you to all of you making this possible, keep the hard work :slight_smile:

Cheers!!

I’m busy right now trying to debug with a guy with an Xperia Play and trying to get the gamepad to work there. It’s a lot of work.

Not sure if we can make it today - if not today, then tomorrow.

EDIT: OK, added the Madcatz fighting stick. Should be in the next release.

Ok, I just thought we can use hardware “Menu” button for showing quick menu as it’s unused by RetroArch while core’s running…

Yes, it has a bug with XP gamepad. When RetroArch loads games, it assign the input devices order by which keys pressed first. It takes first pressed key’s gamepad as 1P gamepad. This makes XP’s game pad not working properly. For XP, direction keys, X, triangle, square, menu and serach key are of same device code:HID 163310: keypad-zeus Start, Select and Volume keys are of another same device code: HID 0: Keypad-game-zeus Touch screen is HID 65541: cy8ctma300_touch Touch pad is HID 65539: synaptics_touchp

So if we want it to work, We have to follow following steps. 1.RetroArch Settings—>Input Settings–>Configuration Autodetect ,disable 2.RetroArch Settings—>Input Settings–>Player 1 Custom Binds Direction keys and ABXY,L1,R1 are mapped here. Start is mapped to Menu, while Select mapped to Search. 3.Touchscreen Overlay Enable

When game is loaded, NEVER press Start or Select and NEVER use touch pad or touch screen. Make sure that any button among Direction keys and ABXY,L1,R1 is firstly pressed.

If you do above steps, you can use XP game pad properly. But, you can not quit game with Return. To quit game, press Home to back to desktop, launch RetroArch, and press press Start or Select ,or use touch pad or touch screen. This makes direction keys disabled, and you can quit game now.

Yes, it has a bug with XP gamepad. When RetroArch loads games, it assign the input devices order by which keys pressed first. It takes first pressed key’s gamepad as 1P gamepad. This makes XP’s game pad not working properly. For XP, direction keys, X, triangle, square, menu and serach key are of same device code:HID 163310: keypad-zeus Start, Select and Volume keys are of another same device code: HID 0: Keypad-game-zeus Touch screen is HID 65541: cy8ctma300_touch Touch pad is HID 65539: synaptics_touchp

So if we want it to work, We have to follow following steps. 1.RetroArch Settings—>Input Settings–>Configuration Autodetect ,disable 2.RetroArch Settings—>Input Settings–>Player 1 Custom Binds Direction keys and ABXY,L1,R1 are mapped here. Start is mapped to Menu, while Select mapped to Search. 3.Touchscreen Overlay Enable

When game is loaded, NEVER press Start or Select and NEVER use touch pad or touch screen. Make sure that any button among Direction keys and ABXY,L1,R1 is firstly pressed.

If you do below steps, you can sue XP game pad properly. But, you can not quit game with Return. To quit game, press Home to back to desktop, launch RetroArch, and press press Start or Select ,or use touch pad or touch screen. This makes direction keys disabled, and you can quit game now.[/quote]

Thanks to a user called kiri87, we managed to fix this today.

So the next update (r9) will have fully working Xperia Play controls (except for the Synaptics touchpad ‘touch analog’ thingies - but there is no real analog stick support in RetroArch Android anyway so we’ll return to that later).

OP updated - r9 now available. Big changelog -

r9 (Feb 4, 2013)

  • Better multi-touch controls.
  • Ability to set opacity of overlays
  • Shaders bundled (NOTE: need Tegra 4/Exynos5-class GPU for good results)
  • Input autodetection expanded -
    • Xperia Play (now properly tested on an r800i)
  • Madcatz PS3 fighting stick
  • Moga IME app (previously would work only on rooted devices with gamepad mode)
  • Doesn’t extract the assets everytime you go to the menu but only when you first install the new APK - was causing lots of garbage collector overhead.
  • FBA core - fixed a serious bug causing graphic glitches.
  • Nestopia core - use mono sound like the real NES.
  • Genesis Plus GX - Lunar Eternal Blue (JP) works again.

APK (r9) - https://anonfiles.com/file/e653d5adfe8ce3927d883a82becda4e0`

Fba core still not playing neogeo… Used mame 147 rom but no luck. Roms working perfectly on fba 1.6.

The latest release is now working well on my Xperia Pro (possibly benefitting from the Xperia Play fixes), thanks!

However with the shaders bundled the app now consumes a lot of internal storage. Would it be possible to allow install to sd or does that come with significant technical hurdles?

R9 runs slower than R8 does :frowning:

And once again, you have outdated ROMs and (very likely) a very incomplete romset. Nothing I can do about it.

Most probably your NeoGeo BIOS zip file is outdated or missing a file.

PS: Can somebody make a SHA1 or MD5 sum of their neogeo.zip file that works?

You could just delete them all from your device - you don’t need those shaders at least and on Xperia Play it’s going to be way too slow to be useful anyway - you need a Tegra 4/Exynos5-class GPU for fullspeed results on most of them.

Anyway, the shader files shouldn’t consume much memory - 2MB at most.

False positive - you can not take anything for granted when it comes to Android performance - it’s a sucky non-realtime OS and it will run better or worse depending on the number of services that are running in the background. Best thing to do when you get performance issues is to restart your phone/tablet, turn off wifi, turn off some services or something along that nature.

Really, the problem lies elsewhere - and this is the big problem with Android - you can’t guarantee a stable runtime performance - it’s all dependent on what you have running in the background as a user and how your OS was configured. Making an OS based on Java with ‘native code’ running in a jail was a TERRIBLE, TERRIBLE IDEA from a performance standpoint.

Another thing that will boost performance is to ‘disable’ overlays entirely. People want them ever more elaborate, so that means that system requirements will go up. After ‘adjustable scaling’ of overlays we are going to call it a day though - if people are still not satisfied by then, then they’re just going to have to learn how to make custom overlays - it isn’t hard, we tried making it as easy as possible, and if it’s still not easy enough, a user (kamui) is working on an overlay maker Android app which could hopefully fill the void.