Android :: SurfaceView Fast Enough For Emulation

Sep 11, 2010

For years now I've maintained a Tandy Color Computer Emulator applet on my home page. With the purchase of an Incredible I decided to do a port. Getting it going in Android didn't take long but I'm really surprised how slow it runs. You can literally see the pixels painting. I know there are other successful Android emulators so I must be doing something wrong.

My approach was to use a SurfaceView for rendering. There's a separate thread that runs a virtual 6809 CPU. Whenever that thread updates the emulated video memory, it calls SurfaceHolder.lockCanvas() with a Rect describing the part of the screen requiring a repaint. Then it calls the gfx routines with the resulting Canvas...this is where I did a repaint() in AWT/Swing. The gfx routines are smart enough to just render what's in the clipRect. Perhaps I'm still stuck in AWT but I can't think of any way to make this thing run at an acceptable speed. I tried to coalesce the gfx calls but that didn't work either. Any thoughts?

Android :: SurfaceView Fast Enough For Emulation


Android :: SurfaceView Vs Custom View / SurfaceView Is Slower

Aug 20, 2010

One using a Surfaceview, and the other using a custom view. According to the android SDK development guide, using a surface view is better because you can spawn a separate thread to handle graphics. Th SDK development guide claims that using a custom view with invalidate calls is only good for slower animations, less intense graphics.However, in my simple app, I can clearly see that using a custom view with calls to invalidate seems to render faster.What do you guys know/think about this?My touchEvent code is exactly the same, and my drawing code is exactly the same. The only difference is that one is all in the UI thread, and the other is using a tread to handle the drawing.

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Android :: GPS Emulation

Apr 28, 2009

I am currently trying to simulate GPS fixs with android emulator, but I encountered some problems. I can run the app, clic on the send button in the emulator control, but, only the first click provides a position. I am running an ubuntu jaunty, eclipse and SDK 1.5, on a french system with the locale EN_US

Here is my code :...........

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Android :: Bad OpenGL Emulation

Aug 19, 2009

I'm developing a new game and have been having inconsistencies between the device and emulator. The biggest one for me right now is that the elements I draw with an orthographic projection work correctly on the device, but are 1/2 the size on the emulator. I've checked and rechecked the code 100 times and I'm positive I've done it right but am confused as to why I'm seeing that result. I suppose I could go forward doing ALL testing on a device - and I may have to, seeing that the emulator's frame rate is horribly slow - but I was hoping that I could do some of the work on it at least.

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Android :: Multiplayer Games Emulation

Aug 17, 2010

Anybody know if there is anyway of having multiplayer games on android emulators? i have seen that it is possible on the pc emulators... surely is do-able on android?

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Games :: HD2 Has PSX Emulation - Android's Turn

May 26, 2010

Just found out that there's a working PSX emulator for the HTC HD2:

http://www.youtube.com/watch?v=raLRAP9KuPk

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Games :: Guide To Emulation On Android

Jun 4, 2010

I just finished what I hope is the ultimate guide to emulation on Android. I've basically fine-combed the Market and done my best to map out what the Android platform currently has to offer when it comes to retro video game console and home computer emulation. Various Nintendo consoles are covered, of course, as well as Sega, C64, Amiga, ZX Spectrum, TurboGrafx-16 et cetera.

The only emulators I've ignored are those with an average rating below 3. Now to my question: did I miss any good emulators? There might be emulator projects for Android on the web that are not available on the Market? Such as ScummVM, for example, although technically it might not qualify as an emulator. Is there a PlayStation emulator for Android?

Here's the link to the guide if you want to check it out:

The Definitive Guide to Emulation on Android: Play Nintendo, Sega, C64, Amiga and More

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Android : Setup An Emulation Of Motorola Droid Within Eclipse?

Feb 1, 2010

Please could anyone tell how to best set up an emulation of the Motorola Droid within Eclipse?

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Samsung Galaxy S :: GBA Emulation

Jul 6, 2010

What's it like on the SGS? I have an iPhone 3g now and have had an iPhone for 29months, getting a bit old. I'm just playing around with GBA Emulation on it now and really like the idea. I guess the screen on the SGS would be an advantage, it's this or an iPhone 4. Advantage being I can get an iPhone 4 for a 12mo contract, and make a profit over that contract compared to what I'm paying now, even with the cost of the handset. But the SGS seems like a superb phone and I'm a bit bored of iOS. Is there anyway to revert the SGS to stock android? So you could just update to Froyo whenever? What are the really cool things about the phone?

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Games :: Best Phone For Emulation

Nov 12, 2010

So it's that wonderul time again for me to renew my tmobile service and get a new phone, and i've narrowed it down to the mytouch slide and the samsung vibrant. Now I just want to get some opinions on which you all think would be better for emulation. The issues I see are:

The vibrant doesn't have a physical keyboard which is much more preferrable than touch controls. On the other hand, it has a really large screen which might make touch controls more usable (i've only played emulators on an iphone 3g)

The mytouch DOES have a keyboard, but has a significantly slower processor (on paper), and therefore might not run emulators as well.

What do you guys think? Anyone with emulator experience on either phone? Is the vibrant touch screen good for controls? If not, is the mytouch powerful enough run emulators as well as the vibrant?

Just as a side note, in all other areas I like the vibrant better, so if the mytouch is overall better for emulation, but only by a small margin, i'll go with the vibrant.

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Games :: Slow Emulation On G1

Nov 13, 2008

There has been discussion on other boards, but emulators and game ports may take a while and depend on if Android is opened for some native code access. The author of my favorite WM emulator, Smartgear (great multi system emu for NES, GBC and Turbografx and Sega) has told me that the "Java" layer is required, so not only do you have to emulate the game systems, you have to also interpret the "Java" layer and this results in slow emulation even on the G1. He wants to release a port of his emu to Android, but says it will not happen until Android has native code access. Coreplayer is another program that is having issues due to Java on Android. They want to port the their media app but state that there is currently too much cpu overhead because any codec not native to the OS ALSO has to go through the "Java" layer. If all things stay constant, this does not mean there will not be emulators, but it does likely mean that even a Gamboy emu will be slow on the G1 or any other Android device. I put quotes around Java, because the container in the OS is more a hybrid of Java, but the cpu overhead is still the same. We will probably not see Doom, Quake, MAME or any full speed emulator with sound until Google opens the OS up to some native code access. Google demoed Quake, but it apparently did not go through the Java layer restriction. I would like to know if they used the SDK or used code native to the cpu. I tend to believe others that the OS will be opened up more by Google, but how long will this take?

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General :: Rom Emulation Before Flashing

Oct 9, 2012

Ive been learning to build roms and ive created a few of my own but im tired of taking up so much space on my phone and flashing multiple roms. I want to know if there is an Android ROM Emulator that i can run on windows 7 to test the rom before i flash it,

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Games :: ScummVM And 2.2 - Emulation Projects

Jun 2, 2010

There should hopefully be a working version out soon that will carry on working when my Desire gets the 2.2 update in the next couple of months. There's not loads of games out yet for ScummVM, but one in particular I'm really looking forward to is Full Throttle. A really cool game at the time and to be able to play on my Desire will be totally awesome. Any one else looking forward to ScummVM? or if you know of any other Android Emulation projects?

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Games :: Way To Go For Good Emulation On Droid?

Dec 11, 2009

As I am new to the Droid world are these apps the way to go for good emulation on the Droid? is the developer coming out with regular updates for these as needed and such?

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General :: Disable SD Card Emulation?

May 2, 2013

My phone has alot of build in memory, so it emulates an SD card. But that runs out of space fast.

I have an SD card in it now, but it's mounted as sdcard2.

Can I disable the emulated SD card and make it goto the real sd card?

I can't move apps to the sd card because the sd card is emulated. Programs like link2sd don't give me the option to choose where I want to install to. It just chooses /mnt/sd card, which is the emulated card, not /mnt/sdcard2, which is the real one.

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General :: Bluetooth Keyboard Setup For Emulation

Mar 14, 2013

I use a bluetooth keyboard to type papers on, and was wondering if it's possible to use it in say SNES9x+ES or Mupen64AE or emulators in general? I'm currently waiting on a replacement keyboard from Sony so I can't test my emulators with it, if they can be used for emulators.

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Android :: Having Trouble To Use Network Speed Emulation In Android Emulator

Feb 22, 2010

I'm trying out the network speed emulation as described in the following link: http://developer.android.com/guide/developing/tools/emulator.html#net...

But is doesn't work, although "network status" command shows the correct values... I know it doesn't work by writing code to monitor the eth0 device in /proc/self/dev/dev, whatever speed I set, it seems always use maximum speed available to the host machine.

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Android :: Switch To SurfaceView

Mar 25, 2009

Im creating a simple game using a SurfaceView for drawing the Graphics. It works fine, but now I tried to add a title screen, which is (for now) only a LinearLayout and a Start-button, specified in XML. However, when I click this button and try to switch to my SurfaceView (By doing setContentView(R.layout.game), the screen turns black. But if I do setContentView(R.layout.game) immediatly in my Activity.onCreate it works. But not if I start with my Title-screen and then try to switch

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Android :: SurfaceView On G1 - Crashes

Apr 30, 2009

I am finally testing my application on a G1 and even though it works fine on the emulator, it crashes on the G1

It crashes when it does:

CODE:.........

And the view is defined like this:

CODE:..............

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Android :: 2 Mediaplayer Using One Surfaceview

Jun 16, 2009

I want to play 2 videos one after one minimizing delay between each video. so I created 2 mediaplayer, one playing the current video and the other preparing to play the following video.

The 1st video is played correctely but I couldn't get the video track of the second video. only sound without any error.

This is my source code : (note that here, I am using files on sdcard but the application will use files on a web server. that's why I need to prepare the second video while the 1st is playing)

CODE:...................................

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Android :: OnActivityResult Fc When Using SurfaceView?

Sep 4, 2010

My app fc when activity that's using SurfaceView as content view calls startActivityForResult(...) and activity that has been started calls finish()

This does not happen if I change content view to something else than SurfaceView.

This would be the requested logcat:

CODE:..................

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Android : Put GLSurfaceview On Top On A SurfaceView

Dec 16, 2009

Look at this: http://nhenze.net/?p=172

They show that it is possible to put an GLSurfaceview on top on a SurfaceView. I hope it would be useful.

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Android :: How To Exit Activity Using SurfaceView

May 18, 2010

When exiting the activity in a thread in a SurfaceView. This log appears in this situation:.............

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Android :: SurfaceView Transparent Through Its Parent

Feb 11, 2009

I have a SurfaceView that is covering a portion of its parent, a RelativeLayout. I have a background image covering the full RelativeLayout area, and this is my Activity's main layout.

I would like to have the SurfaceView be transparent so that I can see through to the background image on its parent RelativeLayout. I have tried the approach shown in the API Demos example TranslucentGLSurfaceViewActivity, but this succeeds in making the transparency go all the way through my Activity to my desktop!

I'm using the "style/Theme.Translucent" theme on my activity, and setting this on my SurfaceView: mySurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);

The transparency to the desktop it kinda cool, but not what I'm trying to do! Is it possible to make a SurfaceView transparent only through to its parent?

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Android :: Difficulty Resuming SurfaceView

Apr 24, 2009

I am stuck.My main activity creates and starts a SurfaceView.My app needs to access a listview via the options menu to change properties of the items shown in the view.Two strange things occur:

1.) When I scroll the listview quickly, the list sometimes gets farklempt.Words overlap each other.

2.) When I select the item and the app returns to the main activity, the thread is no longer alive.

If someone out there can offer help I will post the code.This will take a little effort.My code is loosely based upon LunarLander and the GLSurfaceView examples.If there is a good example (more recent example) someone can point me to, that would be boss.

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Android :: Regaining Focus Using SurfaceView

Mar 23, 2009

I'm currently getting to grips with Android, playing around with the Lunar Lander sample. I've found that if you navigate away from the app (eg, hit the call button) it will destroy the underlying surface (calling surfaceDestroyed). Navigating back (which will trigger onWindowVisibilityChanged) the app will crash, as it will try to draw to the surface without recreating it. Is there some code I can put in onWindowVisibilityChanged (or anywhere else) that will regenerate the SurfaceView's underlying surface and resume execution nicely? It feels like this should be a simple function call but I can't find anything in the API docs.

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Android :: Processing Events In SurfaceView

Jun 10, 2009

I am creating a custom Widget which extends SurfaceView and I am planning to use it for camera preview.In the main activity I tried to implement some event listeners but can't catch any event.If I press a button the LogCat outputs "Continuing to wait for key to be dispatched" line.Does anyone know how to implement event listeners in main activity using SurfaceView classes?

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Android :: Use SurfaceView Properly , Nothing Is Drawn

May 31, 2009

I had it working with a normal View but that is to slow. I was told to use SurfaceView but can't figure out how to use OnKey with it and if I should use onDraw or draw? And how do I pass stuff to draw? does it happen automatically? code...

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Android :: Obtaining SurfaceView Dimensions

Jul 6, 2010

I'm trying to develop a little game, with 2D Graphics. I want my "gaming board" to be at a specific position on my screen, so that I can display in-game informations above and below the box. But since there is beginning to be a lot of Android phones out there, I was thinking about getting "dynamic" values so that I can adapt my font size to every device.

My game is not in full screen (but it could be, it's no big deal), but in a window with no title bar.

I'm using an extension of the default SurfaceView class, implementing SurfaceHolder.Callback. I tried writing the following method :

CODE:................

But the values returned are zeroes.

(even if it means changing display strategy) ?

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Android :: Animating Drawables From Within SurfaceView

May 19, 2009

I am using a SurfaceView, and wish to animate Drawables. All the animation tutorials I have seen concern using an ImageView, which as I understand is not a sensible approach from within a SurfaceView. Does anyone have any suggestions for doing frame-by-frame animation within a SurfaceView? Can it be done with openGL?

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