The Android Emulator Forums
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Feature Requests List (Sticky)

+11
xXiNightXx
jman32112
teh_pwning_dude
FrenchAddict
Gillou68310
Dude
yongzh
speedysilwady
jaycee900
kebark
Admin
15 posters

Page 2 of 3 Previous  1, 2, 3  Next

Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  yongzh Sat Nov 12, 2011 5:42 am

2blackba wrote:When playing then disable "back" button , the one on the bottom right when youre holding phone normally.
Enable it only in menu.I hit it accidentally during playing and game stops, we have menu button for menu so this one could be disabled.
Are you on Ice Cream Sandwich? I used the 'back' button to show/hide the action bar, because on HoneyComb devices, there is no MENU button.

yongzh

Posts : 7
Join date : 2011-10-19

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Dude Sat Nov 12, 2011 8:55 am

yongzh wrote:
Dude wrote:Add translations. (You could upload files somewhere and then people could send the translated files back to you)
And I want the old app icon back!

I uploaded the translation template file here:
http://sourceforge.net/projects/n64oid/files/strings.xml/download

Feel free to make a translation of that file, and send back to me. Make sure the XML syntax is correct, and the encoding is UTF-8.
Thanks everybody!
Could you add this "cheat" to next version?
https://androidemulators.forumotion.com/t22-zelda-oot-subscreen-delay-fix


Last edited by Dude on Sun Nov 13, 2011 7:19 pm; edited 1 time in total

Dude

Posts : 8
Join date : 2011-11-03

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  FrenchAddict Sat Nov 12, 2011 9:54 am

yongzh wrote:
Admin wrote:"Android 4.0 Ready" in 2.5 - Assuming dual core support
It is not true. "Android 4.0 Ready" means N64oid will work properly on Android 4.0. Besides that I also added the (Xperia Play) touchpad support (but it can't be tested until the OS update comes to the phone).

It is almost impossible to make the CPU emulation core to run in multiple threads. The video plugin can be separated from the core thread, but it will need a lot of state copying here and there, which will slow down the emulator, and therefore I don't think it is worth a try.

If I'm right (I don't exactly remember what Schtruck said when I asked him, too technical for me, I should ask again lol), Fpse uses two threads now, but as you said not for the core, I don't exactly know what part of the emu is using the second thread....

I also think this "dual core" option implemented in Fpse mainly benefits for Asynchronous dual cores, like the Qualcomm's ones in HTC Sensation or Evo3D, not really for Tegra2 devices.

Just my two cents, as I really love these two emulators

FrenchAddict

Posts : 9
Join date : 2011-11-11

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  teh_pwning_dude Sat Nov 12, 2011 11:22 pm

Hey, love the work, but would it be possible to make the onscreen controller more flexible, i.e. to be able to place the Z button down the bottom right and A/B top left? Games such as Road Rash 64 use Z almost constantly, and would be much easier to use.

I apologise if this has been implemented in 2.6, I haven't had a chance to upgrade yet.

teh_pwning_dude

Posts : 2
Join date : 2011-11-12

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Admin Sun Nov 13, 2011 4:43 am

Marcus wrote:+1 to the 'moveable' buttons. 1st person shooters in particular tend to use the Z button for firing which is a total pain. If we could move it to the bottom centre for example (where the start button is) then you could fire easily with either thumb. Currently games like Turok and 007 World is not Enough run beautifully, but are unplayable purely because of the Z button position.


This seems to be requested a lot, so I added it to the list.

Admin
Admin

Posts : 89
Join date : 2011-10-18

https://androidemulators.forumotion.com

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Marcus Sun Nov 13, 2011 5:45 am

That's brilliant - thank you!

Marcus
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Gillou68 Sun Nov 13, 2011 8:10 am

Yongzh wrote:
Dude wrote:
Gillou68310 wrote:
It's just my opinion no offence at all but I find the new line-styled on-screen keypad too flashy. I prefer the old on-screen keypad because with high transparency the controls were barely visible. It would be nice to have the choice between the old and the new on-screen keypad and of course replace the transparency option.

New keypad is too visible and that's why it sucks. Add a choice between the old and the new on-screen keypad to next version.


If you think the new keypad is too visible, I can add back the transparency option. Another solution would be to create a skin package (distributed as an apk as well) for the old styled keypad, so that users can install and choose their preferred skin.

+1 to the transparency option back.

A skin package seems a great idea Very Happy

Gillou68
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty ...

Post  mikaelda Sun Nov 13, 2011 12:38 pm

How about getting Pokemon snap to work. It's the one game I loved on the n64. Plz! Ill give u a cookie

mikaelda
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Dude Sun Nov 13, 2011 7:32 pm

yongzh wrote:
Dude wrote:Add translations. (You could upload files somewhere and then people could send the translated files back to you)
And I want the old app icon back!

I uploaded the translation template file here:
http://sourceforge.net/projects/n64oid/files/strings.xml/download

Feel free to make a translation of that file, and send back to me. Make sure the XML syntax is correct, and the encoding is UTF-8.
Thanks everybody!
Could you make a project to crowdin? Then adding new languages and updating the translations would be easier.
Finnish translation is in the works but the translator is busy atm

Dude

Posts : 8
Join date : 2011-11-03

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty disabling joystick anim

Post  2blackb Mon Nov 14, 2011 10:20 am

to boost performance a bit, its just small detail but eats a bit of resources.Make it optionable.

2blackb
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Gillou68310 Tue Nov 15, 2011 12:35 pm

Here's a few options that could be added:

-Show FPS (not very usefull but funny anyway)

-Texture filtering (bilinear, trilinear)

-Texture Enhancement (2X, 2XSAI, HQ2X, etc...)

-Multi Sampling

-Anisotropic Filtering

All these functions are already implemented into the rice plugin but they need to be linked to the GUI. Also I'm not sure they will work properly on our android devices?

Another idea would be to have access to a .cfg file containing the video plugin configuration, so people could test different configuration and report what is working and what is not.

Something like that should do the trick:

Code:
# Mupen64Plus Configuration File
# This file is automatically read and written by the Mupen64Plus Core library

[Core]

# Draw on-screen display if True, otherwise don't draw OSD
OnScreenDisplay = True
# Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
R4300Emulator = 2
# Disable compiled jump commands in dynamic recompiler (should be set to False)
NoCompiledJump = False
# Disable 4MB expansion RAM pack. May be necessary for some games
DisableExtraMem = False
# Increment the save state slot after each save operation
AutoStateSlotIncrement = False
# Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
EnableDebugger = False
# Save state slot (0-9) to use when saving/loading the emulator state
CurrentStateSlot = 0
# Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used
ScreenshotPath = ""
# Path to directory where save states are saved. If this is blank, the default value of ${UserConfigPath}/save will be used
SaveStatePath = ""
# Path to a directory to search when looking for shared data files
SharedDataPath = "/opt/nintendo/prefix/share/mupen64plus"
# SDL keysym for stopping the emulator
Kbd Mapping Stop = 27
# SDL keysym for switching between fullscreen/windowed modes
Kbd Mapping Fullscreen = 323
# SDL keysym for saving the emulator state
Kbd Mapping Save State = 286
# SDL keysym for loading the emulator state
Kbd Mapping Load State = 288
# SDL keysym for advancing the save state slot
Kbd Mapping Increment Slot = 0
# SDL keysym for resetting the emulator
Kbd Mapping Reset = 290
# SDL keysym for slowing down the emulator
Kbd Mapping Speed Down = 291
# SDL keysym for speeding up the emulator
Kbd Mapping Speed Up = 292
# SDL keysym for taking a screenshot
Kbd Mapping Screenshot = 293
# SDL keysym for pausing the emulator
Kbd Mapping Pause = 112
# SDL keysym for muting/unmuting the sound
Kbd Mapping Mute = 109
# SDL keysym for increasing the volume
Kbd Mapping Increase Volume = 93
# SDL keysym for decreasing the volume
Kbd Mapping Decrease Volume = 91
# SDL keysym for temporarily going really fast
Kbd Mapping Fast Forward = 102
# SDL keysym for advancing by one frame when paused
Kbd Mapping Frame Advance = 47
# SDL keysym for pressing the game shark button
Kbd Mapping Gameshark = 103
# Joystick event string for stopping the emulator
Joy Mapping Stop = ""
# Joystick event string for switching between fullscreen/windowed modes
Joy Mapping Fullscreen = ""
# Joystick event string for saving the emulator state
Joy Mapping Save State = ""
# Joystick event string for loading the emulator state
Joy Mapping Load State = ""
# Joystick event string for advancing the save state slot
Joy Mapping Increment Slot = ""
# Joystick event string for taking a screenshot
Joy Mapping Screenshot = ""
# Joystick event string for pausing the emulator
Joy Mapping Pause = ""
# Joystick event string for muting/unmuting the sound
Joy Mapping Mute = ""
# Joystick event string for increasing the volume
Joy Mapping Increase Volume = ""
# Joystick event string for decreasing the volume
Joy Mapping Decrease Volume = ""
# Joystick event string for fast-forward
Joy Mapping Fast Forward = ""
# Joystick event string for pressing the game shark button
Joy Mapping Gameshark = ""


[Video-General]

# Use fullscreen mode if True, or windowed mode if False
Fullscreen = False
# Width of output window or fullscreen width
ScreenWidth = 640
# Height of output window or fullscreen height
ScreenHeight = 480
# If true, activate the SDL_GL_SWAP_CONTROL attribute
VerticalSync = False


[UI-Console]

# Directory in which to search for plugins
PluginDir = "./"
# Filename of video plugin
VideoPlugin = "mupen64plus-video-rice.so"
# Filename of audio plugin
AudioPlugin = "mupen64plus-audio-sdl.so"
# Filename of input plugin
InputPlugin = "mupen64plus-input-sdl.so"
# Filename of RSP plugin
RspPlugin = "mupen64plus-rsp-hle.so"


[Video-Rice]

# Frame Buffer Emulation (0=ROM default, 1=disable)
FrameBufferSetting = 0
# Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
FrameBufferWriteBackControl = 0
# Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
RenderToTexture = 0
# Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
ScreenUpdateSetting = 1
# Force to use normal alpha blender
NormalAlphaBlender = False
# Use a faster algorithm to speed up texture loading and CRC computation
FastTextureLoading = False
# Use different texture coordinate clamping code
AccurateTextureMapping = True
# Force emulated frame buffers to be in N64 native resolution
InN64Resolution = False
# Try to reduce Video RAM usage (should never be used)
SaveVRAM = False
# Enable this option to have better render-to-texture quality
DoubleSizeForSmallTxtrBuf = False
# Force to use normal color combiner
DefaultCombinerDisable = False
# Enable game-specific settings from INI file
EnableHacks = True
# If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
WinFrameMode = False
# N64 Texture Memory Full Emulation (may fix some games, may break others)
FullTMEMEmulation = False
# Enable vertex clipper for fog operations
OpenGLVertexClipper = False
# Enable/Disable SSE optimizations for capable CPUs
EnableSSE = True
# Use GPU vertex shader
EnableVertexShader = False
# If this option is enabled, the plugin will skip every other frame
SkipFrame = False
# If enabled, texture enhancement will be done only for TxtRect ucode
TexRectOnly = False
# If enabled, texture enhancement will be done only for textures width+height<=128
SmallTextureOnly = False
# Enable hi-resolution texture file loading
LoadHiResTextures = False
# Enable texture dumping
DumpTexturesToFiles = False
# Display On-screen FPS
ShowFPS = True
# Enable/Disable Mipmaping
EnableMipmaping = True
# Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
FogMethod = 0
# Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
ForceTextureFilter = 0
# Choose wich texture filtering method will be used by your graphic card(0=no filtering, 1=bilinear, 2=trilinear)
TextureFilteringMethod = 1
# Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
TextureEnhancement = 0
# Secondary texture enhancement filter (0 = none, 1-4 = filtered)
TextureEnhancementControl = 0
# Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)
TextureQuality = 0
# Z-buffer depth (only 16 or 32)
OpenGLDepthBufferSetting = 16
# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
MultiSampling = 0
# Color bit depth for rendering window (0=32 bits, 1=16 bits)
ColorQuality = 0
# OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM)
OpenGLRenderSetting = 0
# Enable/Disable Anisotropic Filtering for Mipmaping (0=no filtering, 2-16=quality). This is uneffective if EnableMipmaping is false. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering
AnisotropicFiltering = 0


[Audio-SDL]

# Frequency which is used if rom doesn't want to change it
DEFAULT_FREQUENCY = 33600
# Swaps left and right channels
SWAP_CHANNELS = False
# Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.
PRIMARY_BUFFER_SIZE = 16384
# Fullness level target for Primary audio buffer, in equivalent output samples
PRIMARY_BUFFER_TARGET = 10240
# Size of secondary buffer in output samples. This is SDL's hardware buffer.
SECONDARY_BUFFER_SIZE = 2048
# Audio resampling algorithm.  1 = unfiltered, 2 = SINC resampling (Best Quality, requires libsamplerate)
RESAMPLE = 1
# Volume control type: 1 = SDL (only affects Mupen64Plus output)  2 = OSS mixer (adjusts master PC volume)
VOLUME_CONTROL_TYPE = 2
# Percentage change each time the volume is increased or decreased
VOLUME_ADJUST = 5
# Default volume when a game is started.  Only used if VOLUME_CONTROL_TYPE is 1
VOLUME_DEFAULT = 80

Don't know if this could be done easilly as I assume many of these options are probably hard coded into the source code.

Gillou68310

Posts : 11
Join date : 2011-11-09
Age : 38
Location : Paris

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Marcus Tue Nov 15, 2011 3:38 pm

Actually another idea might be to have the option to play in portrait mode - in FPSE this really speeds up gameplay and is a nice option to have: the performance boost is quite large.

I don't have problems with many games but for things like Conkers Bad Fur day it may help..

Cheers

Marcus
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty DK

Post  jman32112 Sun Nov 20, 2011 3:29 pm

Hey I'm just wondering if yongzh was working on donkey Kong 64 at all sinceit hasn't had a fix in forever and its one of the reasons I bought this emulator I know lots of other games work but this is the game I care about

jman32112

Posts : 1
Join date : 2011-11-20

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  FrenchAddict Thu Nov 24, 2011 6:24 pm

Hi definitly hope dual core support will be implemented into N64oid like it is into Fpse!

I've seen Foxhound asking Schtruck how it was implemented into Fpse (on Fpse forum), I hope Yongzh will try (if it's possible to apply it for N64oid) to do the same trick

No news about it?

FrenchAddict

Posts : 9
Join date : 2011-11-11

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Setting to Adjust analog sensitivity

Post  palin Thu Nov 24, 2011 10:59 pm

Currently using a phonejoy bluetooth controller for game play and i have found the analog sensitivity is too touchy for games such as Goldeneye 007 and this destroys gameplay.

Suggest a future upgrade with a controller sensitivity setting for analog toggles. This will improve game play and enhance the N64oid emulator features.

Please +1 if you have experienced the same issue

Thanks

palin
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  xXiNightXx Sun Nov 27, 2011 8:38 pm

I love the new update, unfortunately yongzh made the ui controls and app icon ugly. So i decided to open up the apk and replaced the images with some new ones i made in gimp. Next step is to give them transparency to hide them a little. If that works out. I will probably message Yongzh to see what he thinks about the new icon/controls I redesigned.

Icon:
Feature Requests List (Sticky) - Page 2 Main

Controls:
Feature Requests List (Sticky) - Page 2 P20111127124732


xXiNightXx

Posts : 1
Join date : 2011-11-25

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Anon Mon Nov 28, 2011 4:49 am

Not really a feature request, but an unrequest... Can we turn off the stretch video by default? Not a whole lot of 4:3 Android devices out there. It reminds me of watching SD channels on an HDTV at someone's grandparents. They had black bars, so they would stretch the picture

*Shudder* Mad

Anon
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Admin Mon Nov 28, 2011 5:14 am

palin wrote:Currently using a phonejoy bluetooth controller for game play and i have found the analog sensitivity is too touchy for games such as Goldeneye 007 and this destroys gameplay.

Suggest a future upgrade with a controller sensitivity setting for analog toggles. This will improve game play and enhance the N64oid emulator features.

Please +1 if you have experienced the same issue

Thanks
+1 to this and added to the list.
I actually noticed this when me and some friends were playing Super Smash Bros and it was very hard to walk and not run.

Admin
Admin

Posts : 89
Join date : 2011-10-18

https://androidemulators.forumotion.com

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty DK 64 PLEAAASE!!!

Post  flyin mudball Wed Dec 07, 2011 11:29 am

Would love to be able to play this game in full.... Thanks!

flyin mudball

Posts : 1
Join date : 2011-12-07

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  David L Fri Dec 09, 2011 1:26 am

Ya I was real excited about playing Majora's Mask on my Captivate 2.2, but it's a huge bummer the notebook pulls up to a black screen. Makes the game near unplayable.

CAN SOMEONE PLEASE FIX THIS GLITCH!?

I hope it's possible. Thanks! Smile

ps: I love the emulator. You guys rock!

David L
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty TheLorax

Post  TheLorax Tue Dec 20, 2011 7:37 pm

I would like to see an option to change the percentage range of the analog stick. As it is, my wiimote can't reach the full range that a N64 can. Mario won't run full speed for example.

TheLorax
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  dschu012 Tue Dec 20, 2011 10:56 pm

I'd like the ability to add my own cheats along with the ones already built into n64oid. Also some of the cheats require a GS button, is there anyway to add that??

dschu012
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Admin Wed Dec 21, 2011 6:16 am

dschu012 wrote:I'd like the ability to add my own cheats along with the ones already built into n64oid. Also some of the cheats require a GS button, is there anyway to add that??
To manually add your cheat codes see:
.n64oid/config/
on your SD Card.

Admin
Admin

Posts : 89
Join date : 2011-10-18

https://androidemulators.forumotion.com

Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  saikkuss Fri Jan 13, 2012 3:10 pm

Id love to see internal microphone support. Its impossible to play Hey you Pikachu! without a mic of somesort. Which sucks cause it runs smoothly, and im all i3i its a cellphone, there's already a mic, why is it not recognized x3x.,

saikkuss
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty screen orientation

Post  Spearoyd Thu Jan 19, 2012 1:21 pm

I would love to see the emulator work in the opposite direction of the current landscape orientation. I use the iControlPad and based on the buttons on my phone I have to mount my controller to my phone the opposite way that N64OID works. All your other emulators rotate based on the G-sensor so they work beautifully, but N64oid doesn't auto-rotate or even give you a choice to force the rotation. I can see a greyed-out option for screen orientation, so I imagine this is an unwritten feature request in your own personal book, but I'd like to officially declare my request to offer screen orientation options.

Spearoyd
Guest


Back to top Go down

Feature Requests List (Sticky) - Page 2 Empty Re: Feature Requests List (Sticky)

Post  Sponsored content


Sponsored content


Back to top Go down

Page 2 of 3 Previous  1, 2, 3  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum