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Full Version: [UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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(06-08-2020, 01:45 AM)JosJuice Wrote: [ -> ]For the record, I have removed the link you posted to one of their videos since the video contains illegal content in the description. Keep in mind that all APKs that are posted without corresponding source code violate Dolphin's license.


That's a strange explanation... Either they're extremely bad at explaining (which isn't unlikely, considering the language barrier) or they don't want to reveal all the details of how they made their APKs. Combining the Ishiiruka source code and the MMJ source code is far from easy. You would basically have to start with MMJ and then backport each change you want from Ishiiruka, unless you want to go the route of making Ishiiruka Android compatible from scratch, which would be even harder and doesn't explain why the build looks so similar to MMJ.


Ishiiruka simply does not support building for Android. You would have to make non-trivial changes to fix that. Though in the case of the specific errors I see in that build log, it seems like just changing some s_ prefixes to m_ in OGL/Render.cpp should fix it. A trick to find the relevant parts of the extremely long Android native build log is to Ctrl+F for "error".

Oh I see I will look into the renderer.cpp and see what I can do with it; THANKS SO MUCH!
Also I updated the https://stackoverflow.com/questions/6205...-solutiion page with more information which could help with making things a little clearer. Though its disheartening to hear that "Ishiiruka simply does not support building for Android"...  I'll try to see if I can make any changes but if that is the case and can't make any headway with my current knowledge base then I might have to drop the project altogether unless I figure out how to " start with MMJ and then backport each change you want from Ishiiruka". With that being said thanks for the feedback and I'll look into it right away.
[Update]
"Ishiiruka simply does not support building for Android. You would have to make non-trivial changes to fix that. Though in the case of the specific errors I see in that build log, it seems like just changing some s_ prefixes to m_ in OGL/Render.cpp should fix it. A trick to find the relevant parts of the extremely long Android native build log is to Ctrl+F for "error"

So I followed that and changed the suffixes but same error popped up. So it didn't work, but I got some confirmation from the dev,Tino, that he figured out what's wrong and would update the Ishiiruka-master files on github. So I'll be waiting for his update and then I'll take another try at building the apk.
Ishiiruka Master is now Android compilable and usable. but the sources changes that you posted are from mmj changes that are based on master and not ishiiiruka, so they are not mergeable in the current state.
And about the "Other" Ishiiruka that is circulating on youtube, is from some else and is not even based on ishiiruka, is a modified master version that only uses ishiiruka name, tryed to contact the creator but is not responding.
(06-11-2020, 12:55 AM)Tino Wrote: [ -> ]And about the "Other" Ishiiruka that is circulating on youtube, is from some else and is not even based on ishiiruka, is a modified master version that only uses ishiiruka name, tryed to contact the creator but is not responding.

Oh wow, thought he used Ishiiruka-master and probably back ported it using MMJ source code (which fits his description of what he said where his sources were from and also the similarities with MMJ)

That being said, I was finally able to build the Ishiiruka apk but it has another issue that practically prevents anyone from using it. Apparently, it doesn't show any sub-folders even when given storage access. Therefore, you cannot search for or access your games to even test out the app (regardless if you copy your games to your device internal storage root directory or SD card).

Not sure if maybe its an error on my part during the build but I don't see any build errors that would lead to that. However I will look into it more to see if I can take a page out of that "Cholodroid" dev and use MMJ as a reference to fix that issue.
As for the issue it looks like this: https://youtu.be/mUCThmeUfbM

If you don't have this issue please let me know; that way I'll know the issue is with me and not the source.
Also, have to give you props for the quick responses and assistance to improving the app to reach Android Status (THANKS FOR ALL THE HARD WORK !!!)

[Update - 11/06/2020] #1

@Tino (dev)

Thanks for the share. I responded to you with an reply email but I'll post what I said here as well:
"Ok so a couple of things I noticed with your apk and mine:

Mine is 10.1 Mb and Yours is 14.1 Mb ....so if we're building using the same source + Android studio config then Mine is missing stuff
[I figured out why its missing stuff ...I changed the gradle.build in mine to only build for "arm64-v8a"]

Second I just tried your apk and same issue occur; there is nothing shown once again. See here:
https://www.youtube.com/watch?v=YRlHG4ZMs9k

One last thing to mention is that my device I'm testing everything on is a Pocophone F1 (rooted) with a custom Rom + kernel with the latest Adreno GPU Drivers v464.0. I doubt that would affect Ishiiruka but I'll mention it in the event that maybe the problem (All emulators work on my set up as well including all other versions of Dolphin - Official/MMJ/Ishiiruka (other)/ Mod)"


[Update - 11/06/2020] #2

So I managed to install the apk I built on another device (Galaxy S7 - not my device but it works) and it was able to read the storage without issue. The only 2 difference between my device and the S7 is that:

1. My device is Rooted with a custom rom which is causing an issue with Ishiiruka (still don't understand why)
2. My device is on Android 10 vs the S7 Android 8.

So I will try to rebuild the device with Android 10 as the max target to see if there are any changes but other than that do you have any idea on how to give compatibility to custom roms? (Never really had such an issue before)
Hi Tino,

I would love to fully use the potential of materials textures that are supported by Ishi, because I think it's criminally underated haha.

I think it can do wonders if it's done right and fully working, so I would really love to learn how to use it within your build or at least give it a fair try!

I have few questions, I'm completely noob, so please have some patience with me Smile

Depth Texture: deviation distance from the plane. Values greater than 127 (byte) are above the surface. required for displacement mapping.
-Name = <TextureID>.bump.extension

This one looks as the most important to me.
Am I understand it correctly that this one make the 3d effect based on the texture contrast? What do you mean by "values greater than 127" and how can I control that?

Normal Texture: normal map. Optional, if not present will be calculated from the bump texture.
-Name = <TextureID>.nrm.extension

What is the "normal" texture for?


Specular Texture : maps how polished is the surface of the material. A black (0) Texture will give as a result a opaque paper like material. White (255) will give a polished metallic like surface.
-Name = <TextureID>.spec.extension

This one looks pretty useful too! So for example, if I make this texture solid black the model that uses it will be all opaque, right?


Emissive Texture : maps the color of the light emitted by a material on every pixel on light emitting materials.
-Name = <TextureID>.lum.extension

This one seems to be useful for something like city or arena lights an banners, right?

Also is it possible to use let's say only Depth and Specular layer for some models?

Thanks for your time and patience Smile and again, great work as always!
(06-13-2020, 02:34 AM)djneo Wrote: [ -> ]Hi Tino,

I would love to fully use the potential of materials textures that are supported by Ishi, because I think it's criminally underated haha.

I think it can do wonders if it's done right and fully working, so I would really love to learn how to use it within your build or at least give it a fair try!

I have few questions, I'm completely noob, so please have some patience with me Smile

Depth Texture: deviation distance from the plane. Values greater than 127 (byte) are above the surface. required for displacement mapping.
-Name = <TextureID>.bump.extension

This one looks as the most important to me.
Am I understand it correctly that this one make the 3d effect based on the texture contrast? What do you mean by "values greater than 127" and how can I control that?



Normal Texture: normal map. Optional, if not present will be calculated from the bump texture.
-Name = <TextureID>.nrm.extension

What is the "normal" texture for?


Specular Texture : maps how polished is the surface of the material. A black (0) Texture will give as a result a opaque paper like material. White (255) will give a polished metallic like surface.
-Name = <TextureID>.spec.extension

This one looks pretty useful too! So for example, if I make this texture solid black the model that uses it will be all opaque, right?


Emissive Texture : maps the color of the light emitted by a material on every pixel on light emitting materials.
-Name = <TextureID>.lum.extension

This one seems to be useful for something like city or arena lights an banners, right?

Also is it possible to use let's say only Depth and Specular layer for some models?

Thanks for your time and patience Smile and again, great work as always!
Depth Texture: is agrey scale texture the values of the color channels encoded in decimal are from 0 to 255, so if you have  tessellation and custom materials enabled, a values of less than 127 in the color will move the poligon into the model, a value larger than 127 will  move the poligon away from the original model position.
Normal maps: normal maps textures are used to encode deviated normal to allow a more detailed per pixel ligthing (example here: https://docs.unity3d.com/es/2018.4/Manua...alMap.html)
Specular textures : controls how Smooth and reflective are the surfaces. black = opaque, white = polish metal.
About emissivetexture your can convine them with bumps , the only restriction is that you cannnot have emissive and transparent testure at the same time, (the alpha channel is used to encode emissive pixels).
Alright!
So for a start can I use and control only the Depth texture or all the other material textures needs to be there as well?

I think if I can start with just one (when learning) it might be easier for me to not get lost in it.

Edit: That article you attached is super helpful too, I have also watched some videos on YouTube and definitely gotta make this working, it can look absolutely stunning!

So the depth texture is what other calling "height maps". These are shade and the essential for that added extra 3d details to the object. Normal adds some extra depht with angle information. Definitely need both! Smile
YES !!!! Just built the apk and the file browser is working !

So now I'm going to do testing on it to see what's working and do some comparisons with the current running emulators to ensure performance is there and if there are no further issues I'll add the fixes and one or 2 customizations.
I'll definitely keep you and the forum updated on the progress and findings~

Again @Tino, thanks for all the hard work on getting the emulator Android Ready and following up with me consistently and quickly to get it there despite your busy schedule!

[Update]
So I was able to do a quick test and find a few issues so far (more testing is in order);

1) Touchscreen controls do not work

2) Not all games are displayed in the game sections (eg. I have Resident Evil 4 Disc 1+2 but it only shows disk 2)

3) Wii game banners do not display

4) Wii input settings are blank

5) Always get an error saying "failed to compile ps shader" but it still emulates the game. (I also think that the Shader system needs to be improved)

6) The app emulates well but FPS needs to be improved (Used Mario Kart double dash as a test game and FPS range during opening cutscene = 47-35 fps frequently whereas with the other unofficial versions = 57-60 fps with 60 fps being more constant.)

7) Overall look and box art needs to be revamped and modernized to match the other emulators.

8) Overall feel of the emulator is still a bit clunky (eg. When you click a game to play, the image gets distorted and slightly pushed aside before it loads, when you click "back" to exit the game there is a longer wait than expected to get back to menu, while rotating the device as well during emulation has a rather weird wait time for things to settle)

So that's just the pre-investigation into the build and I'll be working to see if I can tackle those issues and fix or improve them so wish me luck. If you ever update the source code with any fixes to these let me know and I'll retest things.
Anyways I'll keep you posted on any changes~
(06-13-2020, 04:22 AM)bankaimaster999 Wrote: [ -> ]YES !!!! Just built the apk and the file browser is working !

So now I'm going to do testing on it to see what's working and do some comparisons with the current running emulators to ensure performance is there and if there are no further issues I'll add the fixes and one or 2 customizations.
I'll definitely keep you and the forum updated on the progress and findings~

Again @Tino, thanks for all the hard work on getting the emulator Android Ready and following up with me consistently and quickly to get it there despite your busy schedule!

[Update]
So I was able to do a quick test and find a few issues so far (more testing is in order);

1) Touchscreen controls do not work

2) Not all games are displayed in the game sections (eg. I have Resident Evil 4 Disc 1+2 but it only shows disk 2)

3) Wii game banners do not display

4) Wii input settings are blank

5) Always get an error saying "failed to compile ps shader" but it still emulates the game. (I also think that the Shader system needs to be improved)

6) The app emulates well but FPS needs to be improved (Used Mario Kart double dash as a test game and FPS range during opening cutscene = 47-35 fps frequently whereas with the other unofficial versions = 57-60 fps with 60 fps being more constant.)

7) Overall look and box art needs to be revamped and modernized to match the other emulators.

8) Overall feel of the emulator is still a bit clunky (eg. When you click a game to play, the image gets distorted and slightly pushed aside before it loads, when you click "back" to exit the game there is a longer wait than expected to get back to menu, while rotating the device as well during emulation has a rather weird wait time for things to settle)

So that's just the pre-investigation into the build and I'll be working to see if I can tackle those issues and fix or improve them so wish me luck. If you ever update the source code with any fixes to these let me know and I'll retest things.
Anyways I'll keep you posted on any changes~
As for the Wii game banners, those will only appear once you make a save in any game for the first time.
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