(Android) Last v0.9.9.4 push
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="org.retroarch"
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android:versionCode="18"
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android:versionCode="19"
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android:versionName="0.9.9.4" >
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<uses-feature android:glEsVersion="0x00020000" />
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<uses-feature android:name="android.hardware.touchscreen" android:required="false"/>
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@ -9,5 +9,5 @@
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android:layout_width="match_parent"
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android:layout_height="wrap_content"
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android:layout_margin="40px"
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android:text="There can be two reasons for this:\n\na) Either your device is not powerful enough to run the core you've selected at fullspeed.\n\nb) The refresh rate of the screen that your device reports is wrong. More on b) below.\n\n== REFRESH RATES AND RETROARCH ==\n\nUnlike other emulators, RetroArch does not use frameskipping. To get smooth gameplay and sound that are remotely close to the original hardware, RetroArch Android uses static synchronization. If you notice any skipping music or 'jerkiness' - rest assured it's not our code - it's likely that your device reports a wrong refreshrate to the OS (Android in this case). For instance, certain devices like the Note 2 have refresh rates below 60Hz.\n\nTo get any decent audio and video out of any application, you will have to synchronize the game's refresh rate with that of your screen - if the refresh rate cannot be properly synchronized, you will get bad audio pops and video glitchiness.\n\nThe problem is that a good many Android devices 'report' the wrong refresh rate to Android. The Samsung Galaxy S3 is known for doing this - it reports a 60Hz refresh rate when it isn't (the Note 2 for instance has a 58Hz screen but at least reports it correctly). So, because it 'reports' a wrong refresh rate, RetroArch will not yield good results.\n\nIf you experience any audio pops on cores that should be running fullspeed on your device, you should go with manual synchronization. To do this, you can start by calcuating your screens refresh rate with the 'Calibrate refresh rate' setting. This option can give a good guess, but for best results you should edit the value it returns in the 'Forced refresh rate (Hz)' option and set it manually - start at the value it returns and if it still audio pops/crackles, raise or lower the value (0.01 intervals is a good place to start) until you hit a sweet spot.\n\nIf you think your device reports the correct value, you can use that instead by selecting the 'Set OS-reported refresh rate' option instead.\n\nWith a bit of experimentation you can get this right easily - I am running games on a single-core Cortex A8 device (1.2GHz - Allwinner A10) and I get no sound pops or any video glitchiness at all in most cores. So this is entirely a refresh rate issue that you can overcome easily on most devices by doing what I state above." />
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android:text="There can be a couple of reasons for this:\n\na) Either your device is not powerful enough to run the core you've selected at fullspeed.\n\nb) The refresh rate of the screen that your device reports is wrong. More on b) below.\n\nc) Just turn on 'Threaded video' to save yourself all the trouble of trying to get static syncing to work right on your device.\n\n== REFRESH RATES AND RETROARCH ==\n\nUnlike other emulators, RetroArch does not use frameskipping. To get smooth gameplay and sound that are remotely close to the original hardware, RetroArch Android uses static synchronization. If you notice any skipping music or 'jerkiness' - rest assured it's not our code - it's likely that your device reports a wrong refreshrate to the OS (Android in this case). For instance, certain devices like the Note 2 have refresh rates below 60Hz.\n\nTo get any decent audio and video out of any application, you will have to synchronize the game's refresh rate with that of your screen - if the refresh rate cannot be properly synchronized, you will get bad audio pops and video glitchiness.\n\nThe problem is that a good many Android devices 'report' the wrong refresh rate to Android. The Samsung Galaxy S3 is known for doing this - it reports a 60Hz refresh rate when it isn't (the Note 2 for instance has a 58Hz screen but at least reports it correctly). So, because it 'reports' a wrong refresh rate, RetroArch will not yield good results.\n\nIf you experience any audio pops on cores that should be running fullspeed on your device, you should go with manual synchronization. To do this, you can start by calcuating your screens refresh rate with the 'Calibrate refresh rate' setting. This option can give a good guess, but for best results you should edit the value it returns in the 'Forced refresh rate (Hz)' option and set it manually - start at the value it returns and if it still audio pops/crackles, raise or lower the value (0.01 intervals is a good place to start) until you hit a sweet spot.\n\nIf you think your device reports the correct value, you can use that instead by selecting the 'Set OS-reported refresh rate' option instead.\n\nWith a bit of experimentation you can get this right easily - I am running games on a single-core Cortex A8 device (1.2GHz - Allwinner A10) and I get no sound pops or any video glitchiness at all in most cores. So this is entirely a refresh rate issue that you can overcome easily on most devices by doing what I state above." />
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</LinearLayout>
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android:layout_width="match_parent"
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android:layout_height="wrap_content"
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android:layout_margin="40px"
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android:text="The following pads have been added to the autodetection list:\n\n* Logitech/Logicool Rumblepad 2\n* Microsoft Sidewinder USB (ISSUE - diagonals not working).\n* Microsoft Xbox 360 Wired/Wireless (ISSUE - diagonals not working).\n* PS3 Sixaxis/DualShock 3 (using either USB or Dancingpixelstudios' IME app)\n* MOGA (using either 'root' gamepad mode or official IME app)\n* JXD S5110\n* Snakebyte idroid\n* Logitech Dual Action\n* Mayflash Super Joy Box 3 Pro\n* RetroUSB SNES RetroPort\n* RetroUSB NES RetroPad\n* Buffalo SNES Pad\n* Elecom PS1/PS2 to USB\n* Archos gamepad\n* Xbox 1 (Titanium X-Joy Converter) (ISSUE - diagonals not working).\n* Red Samurai (IME app Bluetooth or gamepad mode)\n* Xperia Play\n* Trust Raptor\n* Logitech F710\n* DragonRise USB\n* Madcatz PS3 fighting stick\n* iControlPad (HID joystick profile or SPP profile in tandem with Bluez IME)\n* iPega (gamepad mode, select it in iCade profile)\n* PC2JAMMA-USB (TODO - TEST)\n* Genius MaxFire G-08XU\n* Zeemote Steelseries\n* Saitek Rumblepad\n* Super Smart Joy\n* Groupwise PS2 to USB converter\n* Toodles 2008 Chimp\n* Sega Saturn USB pad\n* Mayflash Wii Classic\n* Mayflash PS2 to USB\n* Nintendo Wii (using ccpcreations.WiiUse IME app)\n* Nyko Playpad Pro" />
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android:text="The following pads have been added to the autodetection list:\n\n* Logitech/Logicool Rumblepad 2\n* Microsoft Sidewinder USB (ISSUE - diagonals not working).\n* Microsoft Xbox 360 Wired/Wireless.\n* PS3 Sixaxis/DualShock 3 (using either USB or Dancingpixelstudios' IME app)\n* MOGA (using either 'root' gamepad mode or official IME app)\n* JXD S5110\n* Snakebyte idroid\n* Logitech Dual Action\n* Mayflash Super Joy Box 3 Pro\n* RetroUSB SNES RetroPort\n* RetroUSB NES RetroPad\n* Buffalo SNES Pad\n* Elecom PS1/PS2 to USB\n* Archos gamepad\n* Xbox 1 (Titanium X-Joy Converter) (ISSUE - diagonals not working).\n* Red Samurai (IME app Bluetooth or gamepad mode)\n* Xperia Play\n* Trust Raptor\n* Logitech F710\n* DragonRise USB\n* Madcatz PS3 fighting stick\n* iControlPad (HID joystick profile or SPP profile in tandem with Bluez IME)\n* iPega (gamepad mode, select it in iCade profile)\n* PC2JAMMA-USB (TODO - TEST)\n* Genius MaxFire G-08XU\n* Zeemote Steelseries\n* Saitek Rumblepad\n* Super Smart Joy\n* Groupwise PS2 to USB converter\n* Toodles 2008 Chimp\n* Sega Saturn USB pad\n* Mayflash Wii Classic\n* Mayflash PS2 to USB\n* Nintendo Wii (using ccpcreations.WiiUse IME app)\n* Nyko Playpad Pro\n*Nvidia Shield" />
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</LinearLayout>
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@ -25,5 +25,6 @@
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* Mednafen Virtual Boy [Virtual Boy] : Dual-core ARM Cortex A9 CPU or higher.\n
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* Mednafen PC Engine [PC Engine] : Has been tested to run at fullspeed on an ARM Cortex A8 single-core CPU.\n
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* TyrQuake [Quake 1] : Has been tested to run around give or take 55-60fps at 320x240 resolution on an ARM Cortex A8 single-core CPU.\n
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* Picodrive : Has been tested to run at fullspeed with Knuckles Chaotix [a 32X game] on an ARM Cortex A8 single-core CPU.\n
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" />
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</LinearLayout>
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android:layout_height="wrap_content"
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android:layout_margin="40px"
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android:text="
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r18 (August 7, 2013)\n\n
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* [Android] ANR issues fixed - Google bug (as ever).\n
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* [Android] Input autodetection expanded -\n
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- NVidia Shield\n
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- iControlPad changes\n
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- Logitech Rumblepad 2 (added RETRO_DEVICE_ID_ANALOG support)\n
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- Xbox 360 (D-pad should be fixed, added RETRO_DEVICE_ID_ANALOG support, triggers should work)\n
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* [RGUI] Throttle with timers - no more irrational super-fast menu with threaded video.\n
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* [Android] Appeal to low-latency audio Android devices for OpenSL (Android 4.1 and up)\n
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* [Android] Look for the optimal sampling rate instead of assuming 48KHz as default - should fix Nexus 10\n
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* [Android] Added 'Optimal Device Settings' and added support for both Nexus 7 2013 and Nvidia Shield\n
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* [Android] Added adaptive jittering for threaded video option. Should now be much more tolerable.\n
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* [Android] Enable threaded video by default - leave static syncing for expert users.\n
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* (LIBRETRO) Added Picodrive (PC/Android/iOS/Blackberry)\n
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* (LIBRETRO) Added SNES9x mainline.\n
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* (LIBRETRO) Added Stella.\n
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* (LIBRETRO) Added Desmume.\n
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* [TyrQuake] Added dual analog core option.\n
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* [NEStopia] Add Core Options for blargg NTSC.\n
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* [FBA core] Prevent diagnostics at startup from being enabled to avoid crash.\n
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* [Stella] 2 players should work now.\n
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* [Genesis Plus GX] Updated to latest version.\n
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* [VBA Next] Start sanitizing some code back to VBA-M proper.\n
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* [NX Engine/Cave Story] Fixed big-endian bug on scrolling backgrounds.\n
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r17 (June 28, 2013)\n\n
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* [Android] Input autodetection expanded -\n
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- Xperia Play controls fixed once and for all (thanks to littleguy77)\n
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@ -629,17 +629,17 @@ public class RetroArch extends Activity implements
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return true;
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case R.id.retroarch_guide:
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Intent rguide = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.libretro.org/documents/retroarch-manual.pdf"));
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Intent rguide = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.libretro.com/documents/retroarch-manual.pdf"));
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startActivity(rguide);
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return true;
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case R.id.cores_guide:
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Intent cguide = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.libretro.org/documents/retroarch-cores-manual.pdf"));
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Intent cguide = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.libretro.com/documents/retroarch-cores-manual.pdf"));
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startActivity(cguide);
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return true;
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case R.id.overlay_guide:
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Intent mguide = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.libretro.org/documents/overlay.pdf"));
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Intent mguide = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.libretro.com/documents/overlay.pdf"));
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startActivity(mguide);
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return true;
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case R.id.optimal_settings_device:
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