Would you like to play Nokia (J2ME) games on Retropie?
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@recompile Yea I saw your comment after I typed mine. Let me check what might be an issue.
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@recompile I have found the error. Apparently SDL2 uses OpenGLES which freaks out if not drawing from main thread. I have fixed it, tested it and updated the new code.
Edit : Key events are not read. Let me checkI was typing on my ssh machine rather than the keyboard connected to the Pi :|All in all its working as expected. I tried raw streaming the image, Python, and Java solutions. All are working on Pi3 as of now.
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@Hex Neat! Progress. A few things:
Colors are off. I'm sending ARGB, but can change that to whatever you're expecting.
I'm not sure why you have the space and endl in capture or why the type flag is an ASCII 1 or 0 (0x30, 0x31) instead of just a 1 or 0?
What happened to F4 to quit?
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@recompile said in Would you like to play Nokia (J2ME) games on Retropie?:
I'm not sure why you have the space and endl in capture or why the type flag is an ASCII 1 or 0 (0x30, 0x31) instead of just a 1 or 0?
Can you elaborate on what part you are referencing.
F4 to quit was removed because debugging the previous thing I will put it back.
I have tested it with RGB to work well. The colours are true with that. Can we switch to RGB?
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@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
Can we switch to RGB?
Sounds good to me:
http://drichardson-shared.s3.amazonaws.com/freej2me-rpi.jar@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
what part you are referencing.
*startCapturing It appears that you're sending strings. Why not send a byte for the event type and 4 bytes for the key code? We'd have a fixed length, and could dispense with the delimiters. It'll make the handling of key events much simpler.
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@recompile The problem with F4 is that since C is now rendering on main thread C is stuck waiting for frames. If C receives F4 it wont be able to exit till it receives next frame.
I will set it up such that once F4 is received either J should close C.stdin or send atleast 1 frame for C to exit cleanly. Is that acceptable?
Initially I was just killing the thread to get out of this scenario.
Regarding your request for me to send bytes, as you can see from this https://wiki.libsdl.org/SDLKeycodeLookup , the codes are not of fixed length. Let me see if I can get consistent 4 bytes for key codes
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@recompile I have made necessary changes and updated the code.
- F4 now quits as previously
- Frame data is now expected RGB
You can remove theRemoved<< endl
from both key output lines if you dont want the "\n" delimiter.endl
from print. Now STDOUT has the following O/P without "\n" delimiter.- Output on laptop for events is as follows
// Specials 140000050 14000004f 040000050 140000052 04000004f 140000050 040000052 14000004f 040000050 04000004f // Characters 100000020 000000020 100000076 000000076 100000075 100000079 000000079 000000075 100000076 000000076 100000079 000000079 // F4 pressed now quits 1ffffffff
Let me know if more changes are needed
EDIT : Do you want me to expose the pixel interpolation parameters ?
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Hey, it's playable now:
http://drichardson-shared.s3.amazonaws.com/freej2me-rpi.jar
http://drichardson-shared.s3.amazonaws.com/sdl_interfacePut sdl_interface in /usr/bin, start games like so:
java -jar freej2me-rpi.jar file:/home/pi/RetroPie/roms/j2me/somegame.jar 240 320Quit with F4, numbers, arrow keys, enter work as expected. 'q' and 'w' for soft1 and soft2, 'e' and 'r' as redundant * and #
@Hex This is what I was going for with key events:
http://drichardson-shared.s3.amazonaws.com/sdl_interface.cpp -
@recompile How is the speed and performance ?
Shall I try to find a better way to get the keys out? I think I understand what you want. Let me see.
Can you tell me in byte form what is the order of data being sent out?We also need to come up with a name for the Emulator. Something crazy. I vote for "Anbu"
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@hex It's not as good as on my desktop, but it's perfectly playable.
As for keys, just look at changes I made to sdl_interface.cpp (~ line 113). Each key event results in 5 bytes: 1 for the event type, 4 for the code (big endian). Converting an int to a string in C, then reading that string in J and converting it back to an int seemed ridiculous when we could just send the int.
@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
We also need to come up with a name for the Emulator
I plan to release the AWT and JavaFx source and builds under its current name. Why change it for the RetroPie build?
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@recompile I am expecting it to be taken up in Libretro later on once it gains traction. Hence the request. Since it is heavily modified for Raspberry pi having a different name might come in handy later on.
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@hex I wouldn't call it heavily modified. Only a single file is changed between the AWT, JavaFx, and RetroPie builds.
Still, it's not important. If you want different name for the retropie build, have at it.
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@recompile I have changed C source a bit and updated it on dropbox. It is same in functionality so it should work as expected. I have just streamlined a bit.
I didnt think that the change was so small. FreeJ2ME is fine too.
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@hex I guess my next step is to start working on the per-game configuration.
On the C side, I'm guessing you're going to work on joystick support and whatever you need for RetroArch/libretro?
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@recompile I think it would be best to read ES input config file and decide key bindings based on that. That is what all libretro emulators do. If we are able to get a fixed key bindings then we wouldnt need separate configurations things. The config files would just as well have screen resolution and Jar file location. This will save us considerable time.
Joystick support is not a priority at present. I shall implement it none the less at a later stage. It looks to be a bit complicated to maintain calibrations and other settings
Yes & No (Soft 1,2) -> L&R
Dpad keys -> Dpad
1,3,7,9 -> ABXY
Select and start for special usage as needed.We can also have possibly Select + ABXY for combos to control emulator and * and # if necessary.
Or any other combination of controls. We have 12 buttons which seems sufficient for majority of games.
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@recompile said in Would you like to play Nokia (J2ME) games on Retropie?:
java -jar freej2me-rpi.jar file:/home/pi/RetroPie/roms/j2me/ShadoWalker.jar 240 320
I tried running with different Jar files and all of them error out "Couldn't load jar..."
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Big performance boost:
http://drichardson-shared.s3.amazonaws.com/freej2me-rpi.jar@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
Joystick support is not a priority at present.
? Seems pretty important to me. It was your biggest concern when this whole thing started. Did you decide that you were happy with keyboard only?
@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
I tried running with different Jar files and all of them error out "Couldn't load jar..."
That's a pretty early failure. Check your paths and permissions. This should tell you more: http://drichardson-shared.s3.amazonaws.com/freej2me-rpi-dbg.jar
Has anyone else had trouble?
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@recompile It is expecting a file:// or http:// url. , my bad :|
Starts up now. Can we additionally add numpad control (but inverted ie key 1 on NumPad 7 click)
If I exit application from emulator I get this "MIDlet sent Destroyed Notification" but the emulator doesnt exit. C is also left open.
If you want I can get joystick working as it works with ES. Do you have one to test it on. I dont have any. If you do then I shall get to it ASAP.
How do you like this way of separating functionality rather than diving into JNI?
@recompile said in Would you like to play Nokia (J2ME) games on Retropie?:
Big performance boost:
Can you elaborate. This is my version of gossip :)
@recompile said in Would you like to play Nokia (J2ME) games on Retropie?:
Has anyone else had trouble?
I dont think anyone else is testing progress.
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@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
Are you checking difference between Key Pressed and Released.
Of course. Games wouldn't work if I didn't.
@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
Can you print events / Key presses detected in your debug version.
Sure:
http://drichardson-shared.s3.amazonaws.com/freej2me-rpi-dbg.jar@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
Can you elaborate. This is my version of gossip :)
Nothing fancy. I now make an additional copy of the frame data (to make a byte array) so that I can send it in one call to sdl_interface. It made a huge difference. Going from "just make it work" to "do it the right way" often does that.
@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
If you want I can get joystick working as it works with ES. Do you have one to test it on.
That'll be okay. I have one suitable for testing. I figure most people will want to play with a controller and not a keyboard. Don't you have one on your pi 0? The picture you sent shows a d-pad and a couple buttons.
It occurred to me that we might be talking about two different things. When I say 'joystick' I mean any gamepad/controller/whatever.
@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
Can we additionally add numpad control (but inverted ie key 1 on NumPad 7 click)
Sure:
http://drichardson-shared.s3.amazonaws.com/freej2me-rpi.jar -
@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
If I exit application from emulator I get this "MIDlet sent Destroyed Notification" but the emulator doesnt exit. C is also left open.
I fixed that as well.
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