Merge pull request #606 from stenzek/android-sign
CI: Sign Android APK before uploading
This commit is contained in:
commit
7cf50e816d
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@ -170,13 +170,27 @@ jobs:
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run: |
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cd android
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./gradlew assembleRelease
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mv app/build/outputs/apk/release/app-release-unsigned.apk ../duckstation-release-unsigned.apk
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- name: Sign APK
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uses: r0adkll/sign-android-release@v1
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with:
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releaseDirectory: android/app/build/outputs/apk/release
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signingKeyBase64: ${{ secrets.APK_SIGNING_KEY }}
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alias: ${{ secrets.APK_KEY_ALIAS }}
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keyStorePassword: ${{ secrets.APK_KEY_STORE_PASSWORD }}
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keyPassword: ${{ secrets.APK_KEY_PASSWORD }}
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- name: Rename APK
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shell: bash
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run: |
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cd android
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mv app/build/outputs/apk/release/app-release-unsigned-signed.apk ../duckstation-android-aarch64.apk
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- name: Upload APK
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uses: actions/upload-artifact@v1
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with:
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name: "android"
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path: "duckstation-release-unsigned.apk"
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path: "duckstation-android-aarch64.apk"
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create-release:
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@ -239,5 +253,5 @@ jobs:
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linux-x64-appimage-qt-zsync/duckstation-qt-x64.AppImage.zsync
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linux-libretro/duckstation_libretro.so.zip
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linux-libretro/duckstation_libretro_android_aarch64.so.zip
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android/duckstation-release-unsigned.apk
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android/duckstation-android-aarch64.apk
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12
README.md
12
README.md
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@ -49,7 +49,7 @@ Other features include:
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- SDL-compatible game controller (e.g. XB360/XBOne)
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## Downloading and running
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Binaries of DuckStation for 64-bit Windows and 64-bit Linux (in AppImage format) are available via GitHub Releases and are automatically built with every commit/push. Binaries or packages distributed through other sources may be out of date and are not supported by the developer.
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Binaries of DuckStation for Windows 64-bit, x86_64 Linux x86_64 (in AppImage format), and Android ARMv8/AArch64 are available via GitHub Releases and are automatically built with every commit/push. Binaries or packages distributed through other sources may be out of date and are not supported by the developer.
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### Windows
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@ -83,14 +83,20 @@ To download:
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A prebuilt APK is now available for Android. However, please keep in mind that the Android version is not yet feature complete, it is more of a preview of things to come. You will need a device running a 64-bit AArch64 userland (anything made in the last few years).
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Download link: https://github.com/stenzek/duckstation/releases/download/latest/duckstation-release-unsigned.apk
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Download link: https://github.com/stenzek/duckstation/releases/download/latest/duckstation-android-aarch64.apk
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The main limitations are:
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- No controller support, only on-screen controls.
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- User directory is currently hardcoded to /sdcard/duckstation. So BIOS files go in /sdcard/duckstation/bios.
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- User directory is currently hardcoded to `/sdcard/duckstation`. So BIOS files go in `/sdcard/duckstation/bios`.
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- Lack of options in menu when emulator is running.
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- Performance is currently lower than the desktop x86_64 counterpart.
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To use:
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- Install and run the app for the first time.
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- This will create `/sdcard/duckstation`. Drop your BIOS files in `/sdcard/duckstation/bios`.
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- Add game directories by hitting the `+` icon and selecting a directory. Due to a bug you may need to restart the app for it to scan the directory.
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- Tap a game to start.
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### Title Information
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@ -23,10 +23,12 @@
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</string-array>
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<string-array name="gpu_renderer_entries">
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<item>Hardware (OpenGL)</item>
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<item>Hardware (Vulkan)</item>
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<item>Software</item>
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</string-array>
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<string-array name="gpu_renderer_values">
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<item>OpenGL</item>
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<item>Vulkan</item>
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<item>Software</item>
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</string-array>
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<string-array name="settings_gpu_resolution_scale_entries">
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@ -2337,14 +2337,15 @@ void CDROM::DrawDebugWindow()
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if (m_reader.HasMedia())
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{
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const CDImage* media = m_reader.GetMedia();
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const auto [disc_minute, disc_second, disc_frame] = media->GetMSFPositionOnDisc();
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const auto [track_minute, track_second, track_frame] = media->GetMSFPositionInTrack();
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const CDImage::Position disc_position = CDImage::Position::FromLBA(m_current_lba);
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const CDImage::Position track_position = CDImage::Position::FromLBA(
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m_current_lba - media->GetTrackStartPosition(static_cast<u8>(media->GetTrackNumber())));
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ImGui::Text("Filename: %s", media->GetFileName().c_str());
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ImGui::Text("Disc Position: MSF[%02u:%02u:%02u] LBA[%u]", disc_minute, disc_second, disc_frame,
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media->GetPositionOnDisc());
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ImGui::Text("Track Position: Number[%u] MSF[%02u:%02u:%02u] LBA[%u]", media->GetTrackNumber(), track_minute,
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track_second, track_frame, media->GetPositionInTrack());
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ImGui::Text("Disc Position: MSF[%02u:%02u:%02u] LBA[%u]", disc_position.minute, disc_position.second,
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disc_position.frame, disc_position.ToLBA());
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ImGui::Text("Track Position: Number[%u] MSF[%02u:%02u:%02u] LBA[%u]", media->GetTrackNumber(),
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track_position.minute, track_position.second, track_position.frame, track_position.ToLBA());
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ImGui::Text("Last Sector: %02X:%02X:%02X (Mode %u)", m_last_sector_header.minute, m_last_sector_header.second,
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m_last_sector_header.frame, m_last_sector_header.sector_mode);
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}
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@ -369,17 +369,25 @@ static std::array<retro_core_option_definition, 22> s_option_definitions = {{
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#endif
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},
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{"GPU.ResolutionScale",
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"Rendering Resolution Scale",
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"Scales internal rendering resolution by the specified multiplier. Larger values are slower. Some games require "
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"1x rendering resolution or they will have rendering issues.",
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{{"1", "1x (1024x512)"},
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{"2", "2x (2048x1024)"},
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{"3", "3x (3072x1536)"},
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{"4", "4x (4096x2048)"},
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{"5", "5x (5120x2160)"},
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{"6", "6x (6144x3072)"},
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{"7", "7x (7168x3584)"},
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{"8", "8x (8192x4096)"}},
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"Internal Resolution Scale",
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"Scales internal VRAM resolution by the specified multiplier. Larger values are slower. Some games require "
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"1x VRAM resolution or they will have rendering issues.",
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{{"1", "1x (1024x512 VRAM)"},
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{"2", "2x (2048x1024 VRAM)"},
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{"3", "3x (3072x1536 VRAM)"},
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{"4", "4x (4096x2048 VRAM)"},
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{"5", "5x (5120x2160 VRAM)"},
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{"6", "6x (6144x3072 VRAM)"},
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{"7", "7x (7168x3584 VRAM)"},
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{"8", "8x (8192x4096 VRAM)"},
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{"9", "9x (9216x4608 VRAM)"},
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{"10", "10x (10240x5120 VRAM)"},
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{"11", "11x (11264x5632 VRAM)"},
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{"12", "12x (12288x6144 VRAM)"},
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{"13", "13x (13312x6656 VRAM)"},
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{"14", "14x (14336x7168 VRAM)"},
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{"15", "15x (15360x7680 VRAM)"},
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{"16", "16x (16384x8192 VRAM)"}},
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"1"},
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{"GPU.TrueColor",
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"True Color Rendering",
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