[Tutorial]How to Work Dolphin in Switch. - Nintendo Switch News, Guides, Discussion , Develop

Hello everyone, tried to make dolphin work. They will have been stuck in two steps.
Q 1):Dolphin asks OpenGL and Switch does not support OpenGL (at the moment)
A: Go to the Graphics section, and we change OpenGL, for Vulkan.
2):Enter the game and now work. and you'll see joycons don't work.
Q: What do we do now? How do we operate the joycons?
A: You can try to configure the buttons, but the analogs do not work, at least for what I have been testing on my switch, but I have found a solution, temporary until it is solved. Octopus. It's an APK, I was mapping and it really worked.
But you will see the screen as the controls move. LOL
Octopus.
https://play.google.com/store/apps/details?id=com.chaozhuo.gameassistant
OCTOPUS RECOMMENDS YOU TO INSTALL THIS ADDON
https://play.google.com/store/apps/details?id=com.chaozhuo.gameassistant.plugin
Surely you will be wondering. So this works for all games? At the moment I have tried several games, and they have worked for me. but some ask you PLAY GOOGLE. AND THAT IS PAID.
Edit:Joystick already works, you have to install a fix.
Fix Joycon
Installation example Youtube

Thanks to 4KZelda for the patch and gavin_darkglider for building it.

Fix at bottom of post doesnt work
I just tried the patch at the bottom called joycon fix.. It doesnt work, everything is the same as before. All joycon buttons work but thumbsticks still do not

did you mount your system partition before flashing?

nex86 said:
did you mount your system partition before flashing?
Click to expand...
Click to collapse
My guess is Joycons will continue to have issues until we get proper drivers written for them. Currently android sees them as digital pads instead of analogs sticks and this makes a big difference. Hopefully someone will be able to write/port proper drivers for us.

If anyone is struggling with performance even you tried adjusting the perf profile, I use weihuoya's Dolphin build on github and an .ini template designed for Nvidia Shield.
Code:
[ActionReplay]
[ActionReplay_Enabled]
[Core]
CPUThread = True
GFXBackend = Vulkan
CPUCore = 4
FPRF = False
DSPHLE = True
EmulationSpeed = 1.0
OverclockEnable = True
Overclock = 1.0
SyncGPU = False
FastDiscSpeed = True
GPUDeterminismMode = none
MMU = False
ProgressiveScan = True
SyncOnSkipIdle = False
PAL60 = False
[Video_Settings]
InternalResolution = 1
ShaderCompilationMode = 0
WaitForShadersBeforeStarting = False
SafeTextureCacheColorSamples = 128
wideScreenHack = False
MSAA = 0
SSAA = False
FastDepthCalc = True
EnablePixelLighting = False
DisableFog = True
HiresTextures = True
[Video_Enhancements]
MaxAnisotropy = 0
ForceFiltering = False
PostProcessingShader =
ForceTrueColor = True
DisableCopyFilter = True
ArbitraryMipmapDetection = False
[Video_Hacks]
EFBToTextureEnable = True
EFBScaledCopy = False
EFBAccessEnable = False
EFBEmulateFormatChanges = False
BBoxEnable = False
VertexRounding = False
XFBToTextureEnable = True
ImmediateXFBenable = True
[Video_Hardware]
VSync = False
[DSP]
#### EnableJIT = True
Save as <GameID>.ini and copy to /storage/emulated/0/dolphin-mmj/GameSettings
For New Super Mario Bros. Wii, it'll be SMNP01.ini , GMSP01.ini for Super Mario Sunshine.
Hope this helps!

nex86 said:
did you mount your system partition before flashing?
Click to expand...
Click to collapse
yes I mounted system and vendor

SamuraiDojo said:
yes I mounted system and vendor
Click to expand...
Click to collapse
It works for me, I also tell you. This is a temporary solution, try flashing again.

Chiveta said:
It works for me, I also tell you. This is a temporary solution, try flashing again.
Click to expand...
Click to collapse
I tried it twice already but, I guess I can try again later. Third times a charm I guess lol

SamuraiDojo said:
I tried it twice already but, I guess I can try again later. Third times a charm I guess lol
Click to expand...
Click to collapse
Hey @SamuraiDojo You can try flash my joycon fix(They are based on those of GTA, but with the switch style. this could solve it temporarily)
https://forum.xda-developers.com/nintendo-switch/nintendo-switch-news-guides-discussion--development/mods-fix-problems-switch-android-t3954140

Thanks for the info - had lots of luck with this build:
https://github.com/weihuoya/dolphin/releases/tag/5.0-9494
Official ran a bit slow, tested only with Luigi's Mansion USA.

Joycon joystick fix!!!
for anyone that can configure the joysticks on dolphin but cant use them in game, go to the twrp menu, then mount, and in the corner it'll say something about read only, uncheck that, mount everything, and then reflash, it will then work ingame

dunno what im doing wrong but i only acheive 91% tops on wind waker on the starting island.

Related

FolioTNTmod 0.4 - Issues and bugs

This thread should be used for bugreporting and troubleshooting.
FolioTNTmod 0.4 ONLY.
Please make sure to post a detailed description of the issue, under what curcumstances it occures, and which processes are running.
Use the search function to make sure your issue hasn't already been solved before you post.
I've found a way to access Accounts Sync and Keyboard installation.
first, Accounts Sync :
- you must install LauncherPro even if you do not use it.
- On the desktop, add a new shortcut, select "Activities".
- Under "Account Settings and Sync" select "com.android.settings.ManageAccountsSettings.
Well, now you have a shortcut on the desktop to access the sync settings.
Keyboard installation :
After installing your alternative keyboard, copy the APK from /data/app/ to /system/app/
I create a simple script (in Gscript) that mount the file system as read/write , copy the APK, and enable the "SmartKeyboardPro" keyboard (after reboot).
code :
Code:
su
mount -o remount,rw /dev/block/mmcblk0p1 /system
cp /data/app/net.cdeguet.smartkeyboardpro-1.apk /system/app/
**optional**
reboot
**optional**
I was playing with Angry birds and after a reboot the application was corrupted in some way, the icon dissapeared and I had to reinstall, but the configuration was saved.
In anycase I used Angry Birds backup to backup it and after Andexplorer to copy the backup from the internal SD to the external one, to my surprise, the internal one was not present on Andexplorer (but I was able to go trought /mnt/sdcard).
Now I can see it again but there are a lot of files DiskCacheIndexxxxx.tmp, any clues?
julio77 said:
Keyboard installation :
After installing your alternative keyboard, copy the APK from /data/app/ to /system/app/
I create a simple script (in Gscript) that mount the file system as read/write , copy the APK, and enable the "SmartKeyboardPro" keyboard (after reboot).
Click to expand...
Click to collapse
Yeah, thank you for this tweak
Orientation has some problems..
getWindowManager().getDefaultDisplay().getRotation()
should return 0, when Orientation is setted to Landscape...
but it returns Surface.ROTATION_90.
(I'm using 0.4a version)
Davide
This is intended behaviour. It fixes the sensor issues for many applications, as developers didn't prepare their apps for devices with natural orientation set to landscape.
Is this causing any problems for you?
Thank you for your reply.
I'm developing an android game that uses accelerometer to evaluate gravity force's vector. I would like to write portable code (to work on both phones and tablets), so the right code to evaluate gravity (ignoring other forces) should be:
screenRotation = getWindowManager().getDefaultDisplay().getRotation();
[...]
float x;
float y;
float z;
if (screenRotation == Surface.ROTATION_0) // Default portrait
{
x = event.values[0];
y = event.values[1];
} else if (screenRotation == Surface.ROTATION_90) // Default landscape
{
x = -event.values[1];
y = event.values[0];
} else if (screenRotation == Surface.ROTATION_180)
{
x = -event.values[0];
y = -event.values[1];
} else// (screenRotation == Surface.ROTATION_270)
{
x = event.values[1];
y = -event.values[0];
}
z = event.values[2];
gravity.x = -x;
gravity.y = -y;
gravity.z = -z;
This should be the right way to ensure portability.. (it's similar to the Nvidia 'Android Accelerometer Whitepaper''s way),
but it's not working with this patch on Folio (y results in reverse, and rotation sensibility is weird)..
So, to ensure compatibility to games coded only for portrait-native oriented (and, in the same time, ensure correctness to the right written codes), it is not enough to return Surface.ROTATION_90 on landscape orientation, but it should emulate it reversing the values returned by onSensorChanged(SensorEvent event).
In other words,
(EMULATED)event.values[0] = (ORIGINAL)event.values[1]
(EMULATED)event.values[1] = -(ORIGINAL)event.values[0]
The patch should do that. Could you verify that on FolioMod? Maybe something got broken when this was ported to tnt.
Also the Nvidia whitepaper states the following for rotating the values:
90°
x = -v[1]
y = -v[0]
180°
x = -v[0]
y = v[1]
270°
x = v[1]
y = v[0]
Also, please check if you are using the newer API for listning to events (the one that uses SensorEventListener) The legacy Api handles rotations by itself, so you should not handle this in your code.
Yes, I'm using SensorEventListener.
weeds2000 said:
Also the Nvidia whitepaper states the following for rotating the values:
90°
x = -v[1]
y = -v[0]
180°
x = -v[0]
y = v[1]
270°
x = v[1]
y = v[0]
Click to expand...
Click to collapse
This is the canonicalToScreen transform for rotating values,
for screen coordinates, increasing y is down (so I'm using world transform).
Sure that the returned value are (for every rotation angle) these:
(EMULATED)event.values[0] = (ORIGINAL)event.values[1]
(EMULATED)event.values[1] = -(ORIGINAL)event.values[0]
?
To understand if it's a my mistake, I've downloaded a free app from the market, JumpyBall 3D Lite, and I noticed that also in this game tilt behaviour is reversed in one direction (could someone test it on the FolioMod?)..
I've checked the code, and yes in the last version for the fix the accelerometer values are rotated in the correct way:
Code:
switch ( sensor.getType() ) {
// ...
case Sensor.TYPE_ACCELEROMETER: {
if ( legacy == false ) {
valuesOut[0] = valuesIn[1];
valuesOut[1] = -valuesIn[0];
}
break;
}
}
However there was an issue with the first release of the fix, as my portrait testgame was using legacy API, and therefore values were somewhat broken.
Maybe only the first version of the patch is in TNT?
By the way, the code that was modified for the fix has been posted in the kernel and tweaks thread. You should be able to verify that TNT has the correct version of the fix or be able to create a patch for TNT. (Do not try to flash the update, it will most certainly break your framework.jar)
Edit:
JumpyBall 3D is working as expected on FolioMod, therefore i think TNT only has the first revision of the patch included.
Ok, thank you!!
Problems
Thanks for a great ROM...
I have a few problems.. Hope someone can help:
Some applications like NFS:Shift and Grooveshark can't access the internet..
Contacts gives a FC..
I can't seem to sync contacts and calendar from my exchange sync.. I can choose to do so, by entering the sync & accounts through pro launcher, but I can't enable sync, so only email works..
I think that was it for now...
Hope someone can help
***Update***
I got contact and calendar sync to work by installing the contacts application from FolioMod and the Calendar app from The TnT Lite mod from Viewsonic...

[BUG REPORTING] DizzyDen's IMEIme IMEI Generator

BUG REPORTING:
This program was initially ineteded to generate a unique IMEI based on your device S/N and update Dev's install zip files... it has become so much more, and as such there are many functions involved in this process.
Due to the complexity the program has taken on... far beyond what I initially intended... to report bugs please try to use the following as a template:
Function attempting: i.e. Updating ROM... In Place Upgrade... Update framework saved on computer... etc.
Error Messages: any error message you receive... or the last message you saw prior to the issue.
End result: i.e. TelephonyManager updated, ROM not... TelephonyManager updated framework.jar not... etc....
Environment: ROM in same folder as !IMEIme.exe... ROM on same drive as IMEIme.exe... ROM on different drive... etc. (same for framework if updating framework instead)
!IMEIme.ini settings: you can put your entire ini file if you'd like.
If you could take notes of EXACTLY what buttons you click on which prompt it would be EXTREMELY helpful...
As I said, this program has taken on functions I initially had not imagined including... the more features added, the more complex testing and tracking bugs becomes... I don't want to include a bunch of messages just for the sake of letting you know where in the code you are... would not be beneficial to you... more buttons to click for no reason, etc.
The more detailed you can be, the quicker I can see what is happening... otherwise I have to try to duplicate what I think you are doing when you get the error.
Everyone should click "Thanks" on bug report posts... they have been instrumental in getting the program where it is so far.
RESERVED...
Adverse effects after running
First off, thanks for a wonderful application! Your app did in fact correctly give my Kindle a IDEI number, but it seems to have adverse effects.
Function attempting: Tried both in place Rom and update device and now attempting to use app with sound
Error Messages: Unfortunately DSP Manager has stopped (repeatably on any app)
End result: No sound and music apps crash. Some apps work but many do not. (I can provide logcat if needed)
Environment: Kindle Fire running cm9 using Hashcodes 3.0 Kernal latest (11) update.
!IMEIme.ini settings:
Use_In_Place = 0
Use_Previous_Patch = 0
Use_Serial_Number = 0
Use_MAC_Address = 0
Use_Manual_Input = 1
Encrypt_IMEI = 0
Use_IMEI(15) = 0
Use_ADB = 1
Use_ADB(usb) = 1
Use_ADB(WiFi) = 0
Clean_Up = 1
Include_Patch = 1
Device_Manufacturer = TI
Manufacturer_Device = Blaze
Device_Model = Full Android on Blaze or SDP
Build_Fingerprint = google/passion/passion:2.3.6/GRK39F/189904:user/release-keys
LCD_Density =
WiFi_IP_Address =
IMEI = 00127948612384612
Although I have tried multiple settings and configurations. I am sort of a noob so sorry if this is a silly problem.
Having looked into this... I can tell you there's nothing that the IMEI Generator does that would cause the issues you are seeing. I would recommend flashing a non-IMEI'd ROM for testing... then either do in place IMEI generation or running the IMEI Generator against the same ROM you flash.
For what you are doing... there are 2 files that are being modified, and neither should cause FC issues...
/sysem/build.prop for the manufacture, device, and build fingerprint
/system/framework/framework.jar is being extracted and edited to patch the IMEI in the GetDeviceID() function in android/telephony/TelephonyManager.smali and recompiled.
Clearing cache and dalvik cache may be something to try.
Thanks! Clearing both caches AFTER the install made it work great. I had been clearing all of the memory beforehand but it did not work. My apps now work great!
Motorola Razr GSM (SPDREM_U_01.6.7.2-180_SPU-19-TA-11.6_SIGNEuropeAustraliaEMEA_USASPDRICSRTGB_HWp2b_Service1FF) ICS.
I deodexed framework.jar because application seems to not work on odex files (as stock is), anyway new deodexed framework have not /com/android/internal/telephony/gsm/GSMPhone.smali file?! (or dir!!) infact !IMEIme 2.2.0.2 tell me about this issue (no GSMPhone.smali found). framework patched do not present diffecence between original one. exactly the same. no /android/telephony/TelephonyManager.smali mod applied.
I tryied to patch framework by "update device" + adb usb, with no device connected i choosed my framework.jar in my pc.
[Settings]
Use_In_Place = 1
Use_Previous_Patch = 0
Use_Serial_Number = 1
Use_MAC_Address = 0
Use_Manual_Input = 1
Encrypt_IMEI = 0
New_Type = 1
Use_IMEI(15) = 0
Use_ADB = 1
Use_ADB(usb) = 1
Use_ADB(WiFi) = 0
Clean_Up = 1
Include_Patch = 0
Device_Manufacturer =
Manufacturer_Device =
Device_Model =
Build_Fingerprint =
LCD_Density =
WiFi_IP_Address =
IMEI = 02546451548481584
stock framework.odex, jar and my deodexed framework attached.
Yes... due to another user trying to use the generator on a device with a framework.odex file instead of framework.jar I am looking into the most effective method of handling that situation. As of now... the generator will not work for you to patch imei functionality into the framework on these devices.
i deodexed also framework.jar but no way to patch it, GSMPhone.smali is missing totally even in backsmalied odex too!!!!
I decided to apply the patch manually, but without this file and TelephonyManager.smali not regoular i was thinking about hard mod by motorola?! do you know something about?
Pls man, give me an hand, show me the way, backsmali it you too http://forum.xda-developers.com/attachment.php?attachmentid=1634550&d=1357865096
I'm looking into the method to implement the imei into this.
do you mean into TelephonyManager.smali? I'm looking on it too. Seems so strange this framework...
Actually... looking through to find the best call to implement the patch into... TelephonyManager was the original method... but there may be better places to patch it.
Code:
invoke-direct {p0}, Landroid/telephony/TelephonyManager;->getSubscriberInfo()Lcom/android/internal/telephony/IPhoneSubInfo;
move-result-object v2
invoke-interface {v2}, Lcom/android/internal/telephony/IPhoneSubInfo;->getDeviceId()Ljava/lang/String;
All does make sense now:
http://grepcode.com/file/repository...nternal/telephony/IPhoneSubInfo.java?av=f#174
BUT, where is com.android.internal.telephony.iphonesubinfo!?!?! seems not present... all "internal" dir is missing here, backsmali fault or my fault?!
hiiii
hi,
any news of this? =)
This is the best software for this!
I'm working on the best solution... I understand the desire for this... but I want to ensure the method I choose is the best overall... and to ensure I can properly detect which method to implement during the operation.
If you could zip your entire /system/framework folder and add your /system/build.prop file it would help me test some things I've been putting together for odexed systems.
attaching files
DizzyDen said:
If you could zip your entire /system/framework folder and add your /system/build.prop file it would help me test some things I've been putting together for odexed systems.
Click to expand...
Click to collapse
Hi, Im attaching my files.
You can download here: w w w . 4 s h a r e d . c o m / z i p / j Q n n 9 8 _ B / s y s t e m . h t m l
Thanks for the help
Error ...
Hi Dizzy
I tried to use your update, but have a error ... My device is Motorola Razr XT910 with 4.0.4
after I choose the "framework.jar" he return this error:
Line 3710 (File: ".....\IMEI\!IMEIme.exe");
Error: Variable used without being declared.
After this the program close without any click to exit ..
Im, attaching a print screen
Tnx a lot man
waldirsp11 said:
Hi Dizzy
I tried to use your update, but have a error ... My device is Motorola Razr XT910 with 4.0.4
after I choose the "framework.jar" he return this error:
Line 3710 (File: ".....\IMEI\!IMEIme.exe");
Error: Variable used without being declared.
After this the program close without any click to exit ..
Im, attaching a print screen
Tnx a lot man
Click to expand...
Click to collapse
fixed... I guess nobody has been using the "Use Previous Fix" option for a while. New version uploaded... thank you for the bug report. The screen shots really helped track it down.
another error...
Hi DizzyDen,
I want to add an IMEI to my "SUPERPAD 6", but after the window: "IMEI is..." is displayed, then popup an autoit error window:
Line 3710 (File "..."): Error: Variable used without being declared.
Can you help?
Ponozka said:
Hi DizzyDen,
I want to add an IMEI to my "SUPERPAD 6", but after the window: "IMEI is..." is displayed, then popup an autoit error window:
Line 3710 (File "..."): Error: Variable used without being declared.
Can you help?
Click to expand...
Click to collapse
Before I start looking into this... note that the IMEI generator does not support de-odexing odexed systems yet... I would suggest using it on the ROM then flashing it to the device and let the device odex it again.

[Q - Solved] Live with Walkman compass issues.

Hi.
I'm having some issues with the compass on my phone (Live with Walkman)
When I use Google Maps, Sky Map or Smart Tools Compass. The compass doesn't point towards the north and it seems that I have "2 magnetic wests" as when I point my phone to the east it reads west.
However, when I use other compass apps like GPS Status, Super Compass, and Compass (from Catch.com developer in Market) it works flawlessly, even the compass test on the service menu works ok.
I know how to calibrate by doing the 8 shape with the phone, and I don't have any source of magnetic field near me. I tested another device (Galaxy tab) with the aforementioned conflictive apps and they work all right.
Does anybody have this same issue? Do you think is software or hardware?
Edit: I'm using Stock Kernel and .58 FW
Ok, I solved my problem by changing some values in /system/etc/sensors.conf
Originally the file was:
Code:
#Setup AKM897x axis
ak897xorientation_axis_map = 0,1,2
ak897xorientation_axis_sign = 1,1,-1
ak897xmagnetic_axis_map = 1,0,2
ak897xmagnetic_axis_sign = -1,1,1
...
Using zDevice test I noticed that the X and Y axes were transposed, after trial and error I came to a solution:
Code:
#Setup AKM897x axis
ak897xorientation_axis_map = 0,1,2
ak897xorientation_axis_sign = 1,1,-1
ak897xmagnetic_axis_map = 0,1,2
ak897xmagnetic_axis_sign = -1,-1,1
...
The reason some apps did work is because the sensors.conf is not used by those apps, instead they bypass it somehow. If you check Compass Test on the service menu (Or GPS Status compass), you'll see that it isn't affected by the .conf edition.
Be sure to make a backup of sensors.conf and reboot your phone to apply changes, if you use this fix.
Thanks I was using 1,-1,1 so it was not working in portrait mode and was somewhat jerky.
Now with -1,-1,1 it works perfect and smooth.
Not work for me. I used this method with "CyanogenTimeScape v1" but no luck.
Hello, looking for help.
Application "Compass" and "AndroSensor" show that axes "X" and "Z" are inverted.
To change the phone's location added (subtracted) opposite values.
The axes are not swapped, but their values ​​counted backwards.
Tilting the phone left axis values ​​are "Z" and negative tilt to the right are positive.
On the left the phone lying rotation axis value "X" up at the right rotation is reduced.
Behave opposite.
/system/etc/sensors.conf - does not exist
Phone ZTE Vodafone 945 / CM 7.2.0 / kernel 2.6.35.7-perf + / SDK 10
ROM: forum.andronova.net/showthread.php?45898-Vodafone-945-2-3-7-G%FDngerbread-Rom-100-T%FCrk%E7e
(Sorry for bad English. I do not speak English. I only use Google translator.)
what program do I have to use to change that file with?
what program did you used to change that file? - thanks for your solution btw, I have the exact same problem with my wt19
joaco.romero said:
Ok, I solved my problem by changing some values in /system/etc/sensors.conf
Originally the file was:
Code:
#Setup AKM897x axis
ak897xorientation_axis_map = 0,1,2
ak897xorientation_axis_sign = 1,1,-1
ak897xmagnetic_axis_map = 1,0,2
ak897xmagnetic_axis_sign = -1,1,1
...
Using zDevice test I noticed that the X and Y axes were transposed, after trial and error I came to a solution:
Code:
#Setup AKM897x axis
ak897xorientation_axis_map = 0,1,2
ak897xorientation_axis_sign = 1,1,-1
ak897xmagnetic_axis_map = 0,1,2
ak897xmagnetic_axis_sign = -1,-1,1
...
The reason some apps did work is because the sensors.conf is not used by those apps, instead they bypass it somehow. If you check Compass Test on the service menu (Or GPS Status compass), you'll see that it isn't affected by the .conf edition.
Be sure to make a backup of sensors.conf and reboot your phone to apply changes, if you use this fix.
Click to expand...
Click to collapse
There is no program. You need to root the device and update file yourself.
Please search forum to know how to root wt19i.
my problem fits the description... so.... nevermind

I got some bad news

My galaxy player 4.0 got wet and everything works including charging, but usb data transfers do not work. If a flash a bad update that requires recovery via download mode I am screwed. I will still stick around on these forums, but I will be getting another tablet just to experiment with. So for now I will not be posting builds with my experimental mods.
Oh.. Sorry for that guy.. Thats really sad.... I liked your mods..
Edit: and yes.. Please share the source of the mod.. (I'm building my own roms and that would be pretty nice.. I even want to ask for this cause im using optimized compiler flags which don't affect your (pre)built framework.. 2nd thing is that the rom i'm building has other framework sources than official cm)..
andreasltcf said:
Oh.. Sorry for that guy.. Thats really sad.... I liked your mods..
Edit: and yes.. Please share the source of the mod.. (I'm building my own roms and that would be pretty nice.. I even want to ask for this cause im using optimized compiler flags which don't affect your (pre)built framework.. 2nd thing is that the rom i'm building has other framework sources than official cm)..
Click to expand...
Click to collapse
My galaxy player works fine it is just usb data does not work. I will still be doing mods but it will be for another tablet, most likely the nook hd since the galaxy tab 3 does not have cm yet because of the closed source marvell soc.
the attached source.zip contains the mods that I did.
http://forum.xda-developers.com/showthread.php?t=2693483 for the mod I had to do to get philz recovery to compile.
Surfaceflinger.cpp mod:
Code:
static int getEmuDensity() {
return getDensityFromProperty("qemu.sf.lcd_density"); }
static int getEmuXDensity() {
return getDensityFromProperty("qemu.sf.lcd_density.xdpi"); }
static int getEmuYDensity() {
return getDensityFromProperty("qemu.sf.lcd_density.ydpi"); }
static int getBuildXDensity() {
return getDensityFromProperty("ro.sf.lcd_density.xdpi"); }
static int getBuildYDensity() {
return getDensityFromProperty("ro.sf.lcd_density.ydpi"); }
static int getBuildDensity() {
return getDensityFromProperty("ro.sf.lcd_density"); }
};
if (type == DisplayDevice::DISPLAY_PRIMARY) {
// The density of the device is provided by a build property
float density = Density::getBuildDensity() / 160.0f;
if (density == 0) {
// the build doesn't provide a density -- this is wrong!
// use xdpi instead
ALOGE("ro.sf.lcd_density must be defined as a build property");
density = xdpi / 160.0f;
}
if (Density::getBuildXDensity()) {
// if "ro.sf.lcd_density.xdpi" is specified, it overrides xdpi
xdpi = Density::getBuildXDensity();
}
if (Density::getBuildYDensity()) {
// if "ro.sf.lcd_density.ydpi" is specified, it overrides ydpi
ydpi = Density::getBuildYDensity();
}
if (Density::getEmuXDensity()) {
// if "qemu.sf.lcd_density" is specified, it overrides everything
xdpi = Density::getEmuXDensity();
}
if (Density::getEmuYDensity()) {
// if "qemu.sf.lcd_density" is specified, it overrides everything
ydpi = Density::getEmuYDensity();
}
if (Density::getEmuDensity()) {
// if "qemu.sf.lcd_density" is specified, it overrides everything
xdpi = ydpi = density = Density::getEmuDensity();
density /= 160.0f;
}
info->density = density;
lets you set custom x and y dpi by setting ro.sf.lcd_density.xdpi and ro.sf.lcd_density.ydpi. I did this mod so I could change the screen size without having to change the dpi.
Logicaldisplay.java:
Code:
mBaseDisplayInfo.type = deviceInfo.type;
String dxres = String.valueOf(deviceInfo.width);
String dyres = String.valueOf(deviceInfo.height);
String xres = SystemProperties.get("qemu.sf.widthpixels", SystemProperties.get("ro.sf.widthpixels", dxres));
String yres = SystemProperties.get("qemu.sf.heightpixels", SystemProperties.get("ro.sf.heightpixels", dyres));
Integer xre = Integer.valueOf(xres);
Integer yre = Integer.valueOf(yres);
mBaseDisplayInfo.address = deviceInfo.address;
mBaseDisplayInfo.name = deviceInfo.name;
mBaseDisplayInfo.appWidth = xre;
mBaseDisplayInfo.appHeight = yre;
mBaseDisplayInfo.logicalWidth = xre;
mBaseDisplayInfo.logicalHeight = yre;
mBaseDisplayInfo.rotation = Surface.ROTATION_0;
mBaseDisplayInfo.refreshRate = deviceInfo.refreshRate;
mBaseDisplayInfo.logicalDensityDpi = deviceInfo.densityDpi;
mBaseDisplayInfo.physicalXDpi = deviceInfo.xDpi;
mBaseDisplayInfo.physicalYDpi = deviceInfo.yDpi;
mBaseDisplayInfo.smallestNominalAppWidth = xre;
mBaseDisplayInfo.smallestNominalAppHeight = yre;
mBaseDisplayInfo.largestNominalAppWidth = xre;
mBaseDisplayInfo.largestNominalAppHeight = yre;
mBaseDisplayInfo.ownerUid = deviceInfo.ownerUid;
mBaseDisplayInfo.ownerPackageName = deviceInfo.ownerPackageName;
mPrimaryDisplayDeviceInfo = deviceInfo;
mInfo = null;
lets you set custom screen resolution via build.prop by setting ro.sf.widthpixels and ro.sf.heightpixels. this mod can give you additional features or give you a less restrictive experience in certain apps. I did that mod so I could have a 10.1 inch tablet look with a google play compatible dpi of 120.
phonewindowmanger.java:
Code:
// Allow a system property to override this. Used by the emulator.
// See also hasNavigationBar().
String navBarOverride = SystemProperties.get("qemu.hw.mainkeys", SystemProperties.get("ro.hw.mainkeys"));
if ("1".equals(navBarOverride)) {
mHasNavigationBar = false;
} else if ("0".equals(navBarOverride)) {
mHasNavigationBar = true;
}
allows you to enable softkeys by setting ro.hw.mainkeys=0 I did that so I would not have to use qemu properties. Just copy these mods to the apporiate sections and you should be good.
I ended up getting a galaxy tab 2 because of device similarities.
How much?
Sent from my YP-G1 using xda app-developers app
obscuresword said:
How much?
Sent from my YP-G1 using xda app-developers app
Click to expand...
Click to collapse
129$
Sent from my GT-P3113 using Tapatalk
How did it get wet?
droid if you can solder good i have a old board i could send you, you might be able to merge the two boards and get it working again.
TheKryptonite said:
How did it get wet?
Click to expand...
Click to collapse
I fell into a creek. The device was in my pocket and was under for less than 30 seconds. Everything works except for USB data transfers. Charging works fine.
Sent from my GT-P3110 using Tapatalk
Update: USB data lines appear to be partially working. The device is able to go into charging mode when turned off. I can see the normal charging mode battery and percentage.
Ums, adb over USB, download mode, etc does not work,
Sent from my GT-P3110 using Tapatalk
Update: I've modified services.jar even more. I can now force what screen class I want and choose what GUI I want, all via build.prop settings. I can share my code modifications if anyone is interested.
Sent from my GT-P3110 using Tapatalk

Camera Flashlight stooped working after upgrade, help pls!

Hello all,
I have flashed a no-name tablet and all working fine except for LED flash.
Ran Z-Devices app and it shows that the LED is not present. I am assuming that it is not installing.
Tried a torch app but no light found. (Uninstalled quickly.)
Flashed a different ROM:
Flashlight works but no WiFi - So not hardware related
I've had a poke around and hope this helps
\system\etc\camera.cfg
Line 69: used_flash_mode = 0
Line 70: key_support_flash_mode = on,torch,off
Line 71: key_default_flash_mode = on
Line 145: used_flash_mode = 0
Line 146: key_support_flash_mode = on,torch,off
Line 147: key_default_flash_mode = on
Sysconfig.lhs:
vip_dev0_flash_en = port: power1<1><0>
vip_dev0_flash_mode =
vip_dev0_af_pwdn =
and
vip_dev1_flash_en =
vip_dev1_flash_mode =
I'm a relative newb but am quite happy to manually edit any files that need to be modified.
Could someone give me some suggestion as to where to look to solve this? Or what other file information you require?

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