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-   -   How To: Nintendo 64 Emu for N900 <Now in Extras-Devel> (https://talk.maemo.org/showthread.php?t=57647)

cfh11 2010-07-13 14:51

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Alex Korova (Post 750369)
Any way to use the proximity sensor as a button? Would be nice when using accelemymote and playing F-Zero X.

It already functions as A.

IzzehO 2010-07-13 14:55

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by cfh11 (Post 750398)
It already functions as A.

I don't think it does in custom config. I could be wrong. Need to set A as button( 0 ) in blight_input.conf

cfh11 2010-07-13 15:05

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 750401)
I don't think it does in custom config. I could be wrong. Need to set A as button( 0 ) in blight_input.conf

Oops havent read the first post in a while - still using the original command line version. :cool: I wish I could double thank you for that post it keeps getting more and more helpful!

IzzehO 2010-07-13 15:20

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by cfh11 (Post 750414)
Oops havent read the first post in a while - still using the original command line version. :cool: I wish I could double thank you for that post it keeps getting more and more helpful!

Thank this one instead? (glory hog :P)

Seriously though, go ahead and update.. no reason not to. Even if you opt out of the gui, you can just add --nogui to the command line and its identical to old xterm version.

Mat2k10 2010-07-13 15:43

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Flandry (Post 750340)
Please clarify what you mean by that. You can adjust the maximum angle (roll or pitch) in /home/user/.accelemymote/main.cfg, which will make a given tilt send a lower joystick deflection. That's adjusting the sensitivity.

Example: you tilt the N900 5 degrees to the right:
-if max roll is 25, that means the joystick is at 5/25 = 1/5 it's maximum deflection.
-if max roll is increased to 50, the joystick would only be at 1/10 maximum.

If you are talking about a dead zone in the middle where there is no joystick signal at all, it's not yet possible as was discussed a few pages back. I'll add it for next version of accelemymote.

Sorry if this is a stupid question but are you using xterm to configure accelemymote?

Reason I ask is that even with root access enabled I get an access denied message when entering /home/user/.accelemymote/main.cfg.

Also I have searched for .acceleymymote in home/user using CuteExplorer and there is no such file there.

Would really like to make accelerometer less sensitive. Can any anyone tell me what im doing wrong please

Flandry 2010-07-13 15:59

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Mat2k10 (Post 750477)
Sorry if this is a stupid question but are you using xterm to configure accelemymote?

Reason I ask is that even with root access enabled I get an access denied message when entering /home/user/.accelemymote/main.cfg.

Also I have searched for .acceleymymote in home/user using CuteExplorer and there is no such file there.

Would really like to make accelerometer less sensitive. Can any anyone tell me what im doing wrong please

I use nano-tiny, a console-based editor (in xterm). Don't edit anything in or under your home directory (/home/user) as root or you're going to cause problems.

I don't know if any of the gui editors can access files in user home directory, but you might try leaf edit, which is Extras.

How to Change Accelemymote Settings
Edit: I just tested it. Install leafpad from app manager and then open an xterm (NOT IN ROOT MODE) and type:
leafpad .accelemymote/main.cfg

Edit (increase) the max_roll and max_pitch lines. Save.

Tada!

The values in brackets [ ] are the defaults if you want to return it to original behavior.

The other value of interest is the offset_pitch, which determines what angle from flat is neutral.

Mat2k10 2010-07-13 17:42

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Flandry (Post 750497)
I use nano-tiny, a console-based editor (in xterm). Don't edit anything in or under your home directory (/home/user) as root or you're going to cause problems.

I don't know if any of the gui editors can access files in user home directory, but you might try leaf edit, which is Extras.

How to Change Accelemymote Settings
Edit: I just tested it. Install leafpad from app manager and then open an xterm (NOT IN ROOT MODE) and type:
leafpad .accelemymote/main.cfg

Edit (increase) the max_roll and max_pitch lines. Save.

Tada!

The values in brackets [ ] are the defaults if you want to return it to original behavior.

The other value of interest is the offset_pitch, which determines what angle from flat is neutral.

Done it!

And accelerometer control is perfect once toned down a little.

Have increased roll and pitch by 6 points each and may test some more to see if can make control even more usable.

Big thanks to you Flandry, and to all responsible for this great emu!

cpate99 2010-07-13 17:57

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
so u canot save
games with this?
-

slartibartfass 2010-07-13 18:10

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Yes you can. Just save as normal, like you would do with the n64.

Wow, OoT works really good with sound. It's a little more laggy than without sound, but playable for me. Lol but Navi's "hey" is annoying, that brings back memories :D.

Zmod 2010-07-13 18:47

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
I was playing Virtual Chess with the usb charger connected to a desktop. Apparently the game drains the battery faster than it can recharge because my n900 died. Then to make sure the charger was even working i didnt touch it, and just turned the phone back on, which it did because it WAS getting a charge from the computer.

Is this what happened or was the cord not charging?

slartibartfass 2010-07-13 18:57

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
I'm not exactly sure how this all works, but i think you can't drain the battery while charging. Maybe your n900 just crashed, the Emulator isn't completly stable, neither is an overclocked Phone (I assume you oc'd it).

Mat2k10 2010-07-13 19:02

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Zmod (Post 750651)
I was playing Virtual Chess with the usb charger connected to a desktop. Apparently the game drains the battery faster than it can recharge because my n900 died. Then to make sure the charger was even working i didnt touch it, and just turned the phone back on, which it did because it WAS getting a charge from the computer.

Is this what happened or was the cord not charging?

I have noticed charging is very slow through usb.

Maybe use the standard charger when playing for long periods of time.

Nemesis82 2010-07-13 19:45

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by slartibartfass (Post 750619)
Yes you can. Just save as normal, like you would do with the n64.

Wow, OoT works really good with sound. It's a little more laggy than without sound, but playable for me. Lol but Navi's "hey" is annoying, that brings back memories :D.

which version do you use. Is the ntsc version the usa one?

weißelstone 2010-07-13 19:47

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Does the blight input plugin in theory have rubmle/force feedback support? I don't know how this works on linux but cwiid has rumble functions in wminput but I couldn't get it to vibrate in games yet.

mthmob 2010-07-13 19:51

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Zmod (Post 750651)
I was playing Virtual Chess with the usb charger connected to a desktop. Apparently the game drains the battery faster than it can recharge because my n900 died. Then to make sure the charger was even working i didnt touch it, and just turned the phone back on, which it did because it WAS getting a charge from the computer.

Is this what happened or was the cord not charging?

Actuelly, it makes sense, Usb charging via a computer has a smaller current then if you charge via wall charger. In other words, charging via PC is alot slower then if you charge with wall charger. Therefor the battery could drain faster then it charges on usb.

You n900 should be able to sustain it self if hooked to the wall charger.

cfh11 2010-07-13 19:53

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
@ Izzeho - just noticed a couple things when upgrading that I think should be in the first post. These only apply if you are upgrading:

1) You need to uninstall and reinstall accelemymote for it to work
2) Save files need to be manually copied to .mupen64plus/save/ for the emulator to detect them

Other than that everything went pretty smooth though!

slartibartfass 2010-07-13 21:01

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Nemesis82 (Post 750709)
which version do you use. Is the ntsc version the usa one?

I assume its the ntsc one, as IzzehO already posted in #637, it seems to run far better.

Flandry 2010-07-13 21:18

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Mat2k10 (Post 750589)
Done it!

And accelerometer control is perfect once toned down a little.

Have increased roll and pitch by 6 points each and may test some more to see if can make control even more usable.

Big thanks to you Flandry, and to all responsible for this great emu!

I increased the default maximum angles by about the same amount in the new release today. It also adds ~20% deadzone (might be too much...feedback appreciated) and adds a calibration button to the GUI.

It also makes that script i gave many pages back for automating its startup with mupen a bit wrong. If anyone is using that let me know for updated version.

Crazand 2010-07-13 21:23

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Is the keyboard mapping in blight_input.conf?
How to know the value of keys?
I want to remapp some keys, becаuse Dpad dont work on the German Keyboard.

Zmod 2010-07-13 21:56

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by slartibartfass (Post 750660)
I'm not exactly sure how this all works, but i think you can't drain the battery while charging. Maybe your n900 just crashed, the Emulator isn't completly stable, neither is an overclocked Phone (I assume you oc'd it).

Nah i didnt overclock. in fact, you really dont need to to play the n64 emulator. and i believe it voids the warranty? i definetly wouldnt want to do that.

but im glad my problem was solved. it was the usb charger.

i dare all of you to play virtual chess 64. i only beat the computer one time and i played all day at work. its not fair when the computer can think multiple steps ahead. to beat it its like a big achievement. at least for me it was haha!

IzzehO 2010-07-14 02:11

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Zmod (Post 750860)
Nah i didnt overclock. in fact, you really dont need to to play the n64 emulator. and i believe it voids the warranty? i definetly wouldnt want to do that.

but im glad my problem was solved. it was the usb charger.

There is actually two answers to this.... the short and long.

The short is that USB ports are only designed to trickle charge, whereas a wall charger is specifically for charging at maximum speed.

The long, official USB specification says the current drain from the USB port must be somewhere between 100-500mA, this is generally on the lower end (100-200) for laptops... as they have to be more power conscious, whereas a desktop generally will see a little better (200-500), this actually depends a fair bit on there you plug it in also, plugging directly into the back of a PC will see a significantly more amount of current compared to the convenient ones at the front.

A wall charger, however, works with the premise it can drain as much power as needed. The Nokia AC-10 wall charger, for example, puts out 1200mA of charging output. As you can obviously do basic maths... thats more than 10 times the charging power.

This is why I'm always careful to get the best possible charger... as a lot of the Chinese ones will only ever put out 500-800 (haven't really looked to deeply into this) which limits me to a charger for a lot longer than I need be.

Quote:

i dare all of you to play virtual chess 64. i only beat the computer one time and i played all day at work. its not fair when the computer can think multiple steps ahead. to beat it its like a big achievement. at least for me it was haha!
Just did, gave it to my father and he won 5 times in a row (he plays FICS almost 3 hours a day, he's obsessed with online chess) :P

IzzehO 2010-07-14 02:13

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by weißelstone (Post 750713)
Does the blight input plugin in theory have rubmle/force feedback support? I don't know how this works on linux but cwiid has rumble functions in wminput but I couldn't get it to vibrate in games yet.

It does. I've no idea if its managed to survive the port from Linux, to Pandora to here.... but it should. I've seen output attempt to find rumble on several occasions, usually failing to find it at /dev/input/eventX, maybe the joystick application has some use here?

Rugoz 2010-07-14 09:54

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
..awesome..

slartibartfass 2010-07-14 10:17

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Crazand (Post 750820)
Is the keyboard mapping in blight_input.conf?
How to know the value of keys?
I want to remapp some keys, becаuse Dpad dont work on the German Keyboard.

Hi, du kannst die Nummern der Tasten hier:
http://www.theasciicode.com.ar/
ablesen. Für "ä", wo normalerweise die pfeiltaste oben ist, wäre das dann 132 (immer die nummer für die kleinen Buchstaben).
Du kannst die blight_input.conf mit leafpad öffnen und bearbeiten, oder die Tasten mittels GUI zuweisen, options und dann input settings.

Mat2k10 2010-07-14 10:31

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Flandry (Post 750811)
I increased the default maximum angles by about the same amount in the new release today. It also adds ~20% deadzone (might be too much...feedback appreciated) and adds a calibration button to the GUI.

It also makes that script i gave many pages back for automating its startup with mupen a bit wrong. If anyone is using that let me know for updated version.

Have updated and eager to test but now accelemymote is no longer found under mupen controller plugins as before. Has the procedure for launching accelemyote with mupen changed with the update?

Nothing happend when selecting set origin but sometimes when minimizing accelemymote to select mupen I get a notification that origin has been set to 0 but still no accelemymote in mupen.

Alex Korova 2010-07-14 10:52

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Mat2k10 (Post 751334)
Have updated and eager to test but now accelemymote is no longer found under mupen controller plugins as before. Has the procedure for launching accelemyote with mupen changed with the update?

Nothing happend when selecting set origin but sometimes when minimizing accelemymote to select mupen I get a notification that origin has been set to 0 but still no accelemymote in mupen.

I had to reinstall mupen64 after installing the new accelemymote, otherwise I got a sigsev error when trying to play any game.

Mat2k10 2010-07-14 11:07

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by Alex Korova (Post 751345)
I had to reinstall mupen64 after installing the new accelemymote, otherwise I got a sigsev error when trying to play any game.

I have had this error randomly occur prior to the update. Seems to happen when switching from one rom to another rom with larger file size. Also error message says is due to trying to access unaccessable memory or something along those lines.

Problem solved.

Dont know how exactly. Just uninstalled some unused apps and cleaned up root memory before reinstalling accelemymote.

Now back to testing! :)

devensega 2010-07-14 12:23

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Yeh, I have had this error but only when hotswaping between all my roms as I was testing them. I found just simply turning the emulator off and starting over cured the problem.

Under normal use I would imagine the sigsev error is very rare.

IzzehO 2010-07-14 12:38

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
For anyone interested.. just to tease you. Super Smash Bros now works in the new version... along with a 3-4 fps increase in several games.

Been playing SSB for the last 2 hours at full speed, aside from the fact none of them have eyes: it runs perfect.

Now we just need javis to compile and release for you guys :P

As for the SIGSEV error, its a very, very broad error and can mean many things. The most common is the emulator has some weird memory stuck somewhere: just close GUI and re-open. It can also mean the ROM doesn't work, is corrupted or just hates you :P If you know the rom should be working (be sure to try both NTSC and PAL versions), reinstall as posted on the first post at the bottom.

The Quote Train 2010-07-14 12:41

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Awesome, when did this new version come out?

Any improvement in sound smoothness?

IzzehO 2010-07-14 13:08

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by The Quote Train (Post 751447)
Awesome, when did this new version come out?

Any improvement in sound smoothness?

Earlier today for Pandora, just need a proper recompile for N900.

Changes from previous:
- Improved triangle buffering. Due to the low amount of RAM the RSP had access to it could only store ~32 (64 in FZero X's case) transformed vertices at one time. This meant that some programs loaded in 32 vertices and drew them, then directly after loaded in the next 32. My optimisation involved dynamically mapping these 32 vertex locations to a 256 sized buffer and only flushing the buffer when a state change occurs or its full. I used this size so i could continue using UNSIGNED_BYTE index buffers in GL (and i don't think many models actually exceeded 256 verts). With my current fairly naive implementation, The initial scene of Super Mario's Bob-Bomb battlefield (the first level) went from 318 draw calls (21 vertices per call) to 116 draw calls (57 vertices per call) which resulted in it going from ~18 fps to ~21 fps. This is pretty much best case scenario though, Other games do not show any improvement ie Banjo Kazooie. Anyway it makes a noticeable difference in some games.
- Added support for noise and k4/k5 in combiner. I haven't been able to test noise yet though, i can't find anywhere where its used.... apparently the invisibility effect of sm64 uses it.... but i'm not up to that bit yet.
- Redid texture cache. Added support for using IA textures. For some reason though using IA texture in some games causes a null pointer exception, so they're off by default.
- Fixed Wave Race 64 menu, have no idea how i did it...
- I also broke clipping so don't enable it.
- Various other fixes.

And plans to fix Tony Hawk and Starcraft in the next edition. That said, go try out Tony Hawk now... if your tripping you will LOVE the texture bugs :P

weißelstone 2010-07-14 13:12

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by slartibartfass (Post 751325)
Hi, du kannst die Nummern der Tasten hier:
http://www.theasciicode.com.ar/
ablesen. Für "ä", wo normalerweise die pfeiltaste oben ist, wäre das dann 132 (immer die nummer für die kleinen Buchstaben).
Du kannst die blight_input.conf mit leafpad öffnen und bearbeiten, oder die Tasten mittels GUI zuweisen, options und dann input settings.

What's the problem with writing English in an English forum? Maybe others (who are not from Germany) could find the comment useful. The original post was English, so no need to answer in German.

Mat2k10 2010-07-14 13:19

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 751443)
For anyone interested.. just to tease you. Super Smash Bros now works in the new version... along with a 3-4 fps increase in several games.

Been playing SSB for the last 2 hours at full speed, aside from the fact none of them have eyes: it runs perfect.

Now we just need javis to compile and release for you guys :P

As for the SIGSEV error, its a very, very broad error and can mean many things. The most common is the emulator has some weird memory stuck somewhere: just close GUI and re-open. It can also mean the ROM doesn't work, is corrupted or just hates you :P If you know the rom should be working (be sure to try both NTSC and PAL versions), reinstall as posted on the first post at the bottom.

Thats strange, my smash bross was working brilliantly even before the update and all characters have eyes too lol. Audio is on a par with mario 64 and Fzero which i have found to be two other games that run near perfectly. Mario Kart and Zelda OOT playable also but seem to struggle more with audio.

Duke Nukem zero hour also runs near perfectly for me and for those who like zelda I found majoras mask to run even better than Ocarina.

It seems some roms vary in quality so might be worth while people testing an alternative rom if an initial one is unstable before writing it off.

javispedro 2010-07-14 13:19

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 751443)
For anyone interested.. just to tease you. Super Smash Bros now works in the new version... along with a 3-4 fps increase in several games.

Been playing SSB for the last 2 hours at full speed, aside from the fact none of them have eyes: it runs perfect.

Now we just need javis to compile and release for you guys :P

Btw, how did you test it?

IzzehO 2010-07-14 13:22

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by javispedro (Post 751481)
Btw, how did you test it?

ishurmer compiled a version with just SSB fix today. I passed on it was available if he was bored. I'd probably try it myself.. but if a straight up make fails for me... I've got no where near the skill to fix it :P The rest I just stipulated from Adventus' post... on looking back it doesn't seem to come off that way.

This mean your working on it now?

Quote:

Originally Posted by Mat2k10 (Post 751478)
Thats strange, my smash bross was working brilliantly even before the update and all characters have eyes too lol. Audio is on a par with mario 64 and Fzero which i have found to be two other games that run near perfectly. Mario Kart and Zelda OOT playable also but seem to struggle more with audio.

Did you try and actually play SSB? If you did you'd find as soon as you hit someone the emulator would crash. Also in both PAL and NTSC for me the actual 3D characters in game had and still have.. no eyes :P

Quote:

Duke Nukem zero hour also runs near perfectly for me and for those who like zelda I found majoras mask to run even better than Ocarina.
Just make sure to use NTSC version of both.... PAL version is messed up.

Quote:

It seems some roms vary in quality so might be worth while people testing an alternative rom if an initial one is unstable before writing it off.
Yep, tis the major tip of the day :P

Magik 2010-07-14 13:41

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

And plans to fix Tony Hawk and Starcraft in the next edition
argh! :D Someone gonna be my hero :D

Thanks for the news IzzehO.

javispedro 2010-07-14 14:17

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 751483)
ishurmer compiled a version with just SSB fix today. I passed on it was available if he was bored. I'd probably try it myself.. but if a straight up make fails for me... I've got no where near the skill to fix it :P The rest I just stipulated from Adventus' post... on looking back it doesn't seem to come off that way.

The "SSB fix" was not integrated in neither Adventus release nor Ari's source, so I'm wary.

IzzehO 2010-07-14 14:21

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by javispedro (Post 751565)
The "SSB fix" was not integrated in neither Adventus release nor Ari's source, so I'm wary.

I've had no issue with it if thats any consolation? :P I'm assuming you saw the 'hotfix' on the previous page? Adventus also has no issue with putting it in the next release.

Leave it out, or include both builds, but I've tried a few games with the fix and haven't seen any issues. Besides that, its a devel app, For every 2 games that are fixed another gets broken anyway.

javispedro 2010-07-14 14:58

Re: How To: Nintendo 64 Emu for N900 <Now in Extras-Devel>
 
Quote:

Originally Posted by IzzehO (Post 751571)
For every 2 games that are fixed another gets broken anyway.

Touché :)


The plugin is in -devel but the updated version of the emu isn't, so you can only update with apt-get install (NEVER do apt-get upgrade with -devel enabled). I will upload the emu "soon", hopefully.

nax3000 2010-07-14 15:15

Re: How To: Nintendo 64 Emu for N900 &lt;Now in Extras-Devel&gt;
 
Quote:

Originally Posted by javispedro (Post 751614)
Touch? :)


The plugin is in -devel but the updated version of the emu isn't, so you can only update with apt-get install (NEVER do apt-get upgrade with -devel enabled). I will upload the emu "soon", hopefully.

That's weird, I've been using apt-get upgrade with devel enabled for months and nothing major happened. Oh well haha.

edit - do you recommend waiting for the entire emu update to arrive to devel?
________
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