Would you like to play Nokia (J2ME) games on Retropie?
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@recompile said in Would you like to play Nokia (J2ME) games on Retropie?:
@allanbuzzy said in Would you like to play Nokia (J2ME) games on Retropie?:
Would the N-Gage use the same architecture as J2ME?
The N-Gage could run j2me games, but the few N-Gage specific games I have are all Symbian native. From what I remember, however, there weren't too many exclusive games released for the short-lived console. Asphalt Urban GT and Splinter Cell: Chaos Theory, for example, saw both j2me and Symbian releases, though the j2me releases often supported higher resolutions than the 176x208 you got on the N-Gage.
For j2me games made for Nokia phones or the N-Gage, I've already added full support for the Nokia UI API.
So N-Gage is supported? Awesome, that's good.
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@Allanbuzzy I dont think he is saying that. Symbian deppends on Nokia UI, J2ME depends on Nokia UI. @recompile has added full support for Nokia UI.
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@hex Sure. I can pass it to C as an additional parameter. From the command line, I'll accept: jar | jar width height | jar filter | jar width height filter but always pass C width height filter
Defaults are 240 320 nearest, but C doesn't need to know that.
http://drichardson-shared.s3.amazonaws.com/freej2me-rpi.jar -
@allanbuzzy said in Would you like to play Nokia (J2ME) games on Retropie?:
So N-Gage is supported? Awesome, that's good.
Let me try that again. The N-Gage could run j2me and Symbian games. This project will only support j2me games. Symbian games will not work. Nokia had their own special api for games, which is fully supported, so j2me games written for the N-Gage will work. Again, Symbian games written for the N-Gage will not work.
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@recompile I have updated the C source to add support for interpolation/filter type .
J doenst need to pass default (nearest) if not user specified. I can handle that in C
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@hex said in Would you like to play Nokia (J2ME) games on Retropie?:
J doenst need to pass default (nearest) if not user specified. I can handle that in C
I know, but it's simpler for me to always pass something than to only pass it sometimes. I figured it would be simpler for you, as you can always expect 3 arguments. I like simple.
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@recompile Will you be available for an hour or so for Gamepad testing?
Do I need to support multiple gamepads or a single gamepad would suffice.
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@hex One should be enough. I don't know of any two-player simultaneous games for old cellphones.
I'll be around for testing.
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@recompile I have added gamepad support. Can you test it.
Analog Joystick data is ignored.
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I would've liked the idea of N-Gage emulation, but oh well I hope someone writes a Symbian emulator.
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@hex I'm not getting anything from either gamepad.
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@recompile I got a gamepad from a friend for testing. I think I am missing something in initialization. I will let you know once I start getting it working.
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@recompile I did a bit of digging and got all the keys to be recognized.
The Buttons LR StSl ABXY all generate button events which I can detect and send like keyboard events. We will need to differentiate them from keyboard values.
The Dpad on the other hand generates 2 data points. One tells if it is horizontal or vertical and another tells me if its Left/Top or Right/Bottom or Center (Released).
How do you want me to send over this data?
EDIT : I have updated C source so you can test which events are generated (O/p in string for testing).
run the sdl_interface directlysdl_interface 1 1 nearest
change focus to C while terminal set to keep on top to observe events. To exit Ctrl+C in terminal. -
@hex We can use the event type flag to differentiate keyboard and gamepad events. we can, for example, use 2 and 3 instead of 0 and 1 for released/pressed.
We can also abstract the dpad weirdness, if you want, by tracking which direction is pressed, and sending a corresponding released event when the state changes. Alternately, you can send a different event type, say 4, packed with the current dpad state and I can track it on the J side and generate the proper key events.
On the C side, do you already know which events correspond to LR StSl ABXY or can you get them from retroarch or libretro?
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I have just one controller but this is my mapping, you can compare it with you event o/p
//A 1 1 //B 2 2 //X 0 0 //Y 3 3 //L 4 4 //R 5 5 // Start 9 9 //Select 8 8 //Up X : -32768 X : 0 //Down X : 32767 X : 0 // Left : -32768 : 0 //Right : 32767 : 0
X replaces some wierd character that doesnt display here
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@hex Mine is quite different A:1 B:0 X: 3 Y:2 L:4 R:5 St:6 Sl:7
The dpad doesn't make any sense. Pressing Up, Down, Left, Right generates:
: -1
: -32768
: -1
: -32768
: -32768
: -32768
: -32768
: -32768
: -32768
: -32768
: -32768
: -32768While that output is handy, this version is very broken.
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@recompile I have got unique keys for all dpad keys now. I shall update C and let you know ASAP.
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@recompile Can you try it now? I have updated the C source
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@hex I get nothing from the dpad, but I do get events from the analog sticks.
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@recompile I have written some print statements to debug this issue. Can you try it standalone rather than using it with J. I have updated the source.
./sdl_interface 1 1 nearest
All prints are in string while testing.
Check line 179. That is where I dont know how to handle. Currently what I am doing is registering event if position is zero or Max on either sides. I got two controllers for testing , an SNES gamepad and Xbox controller.
The Dpad on xbox controller does not yield max values and hence was getting ignored. What should be done in such case
The Dpad on SNES controller works as expected and provides accurate values.
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