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J2ME Loader

3,551 bytes added, 07:04, 15 December 2021
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* Scaling support.
; → <i>Add support of external shaders filters</i>Only shaders for [[PPSSPP]] (same format) are supported to use, you need to put them in the <code>J2ME-Loader/shaders</code> folder in the working folder of the emulator, further in the game settings, select the graphics output mode: <code>HW acceleration (OpenGL ES)</code> and select the shader of interest A small collection of compatible shaders can be taken in this repository: [https://github.com/woesss/ppsspp_shaders ppsspp_shaders] ; → <i>Start Menu</i>{| class="wikitable mw-sortable"|-|[[File:JL_sm1.jpg|200px]]|-|[[File:JL_sm2.jpg|200px]]|-|[[File:JL_sm3.jpg|200px]]|-|[[File:JL_sm4.jpg|200px]]|} ; → <i>Font optionOption <small>(small — midium — large)</small></i> Here you can set the sizes of small, medium and large fonts that will be used by the MIDlet. Dimensions are in pixels. If the Scaled Pixel Sizes check box is selected , the specified dimensions will be adjusted by Android to provide the same visible text size on screens with different resolutions. It is recommended to enable this setting when using virtual screen resolutions of more than 240 x 320 pixels. The Presets button allows you to quickly set the font sizes that are most suitable for a given virtual screen resolution:
{| class="wikitable mw-sortable"
|-
|<b>Resulation</b>
|<b>Font size</b>
|-
|128 x 128<i>240x320</i>|9 - 13 - 1518 — 22 — 26
|-
|128 x 160<i>176x220</i>|13 - 15 - 20— 18 — 22
|-
|176 x 220<i>128x160</i>|13 — 15 - 18 - 22— 20
|-
|240 x 320<i>128x128</i>|18 - 22 - 269 — 13 — 15
|}
; → <i>Add support of external shaders filtersScreen Option</i>Only shaders * Width and Height set the size of the virtual screen that will be available to the MIDlet. Many MIDlets are optimized for [[PPSSPP]] a specific screen resolution (same formatusually 240 x 320) are supported and may not display correctly at other resolutions.* Scale if virtual screen resolution does not match smartphone screen resolution:enabled - the virtual screen is scaled to fit the smartphone screenoff - the virtual screen is located in the center of the smartphone screen without resizing* Maintain aspect ratio when scaling:— enabled - the virtual screen fits into the smartphone screen while maintaining the aspect ratio, possibly occupying only a part of it — off - the virtual screen is stretched to usefill the entire smartphone screen, possibly with distortion of the displayed graphics* Screen filtering when scaling improves image quality, but requires more hardware resources Presets allow you need to put them in quickly set the default resolution of the virtual display. The table below shows a list of standard resolutions (for example, HTC Evo 3D, screen resolution 960 x 540) {| class="wikitable mw-sortable"|-|<codeb>J2MEResulation</b>|<b>Scale</b>|<b>Aspect ratio andscreen orientation</b>|-|<i>128x128</i>|4.21875: 1|1: 1|-|<i>128x160</i>|3.375: 1|portrait 3.2: 4|-|<i>132x176</i>|3.068: 1|portrait 3: 4|-Loader|<i>176x220</shadersi>|2.454: 1|portrait 3.2: 4|-|<i>240x320</codei> folder in |1.6875: 1|portrait 3: 4|-|<i>202x270</i>|2: 1|portrait 3: 4|-|<i>360x270</i>|2: 1|landscape 4: 3|-|<i>405x540</i>|1: 1|portrait 3: 4|-|<i>720x540</i>|1: 1|landscape 4: 3|-|<i>960x540</i>|1: 1|landscape 16: 9|} * Options 1 through 5 correspond to standard screen resolutions for mobile phones. They provide the working folder greatest compatibility (most MIDlets are optimized for one of these resolutions), but when scaling to the smartphone screen, the graphics quality may decrease slightly.* Choices 8, 9, and 10 provide the best graphics quality because they are calculated based on the emulatorsmartphone screen resolution and do not use scaling. However, further if the MIDlet is not optimized for these resolutions, it may not work correctly or not work at all. In this case, it is recommended to select a lower resolution.* Options 5 and 6 are intermediate in quality and compatibility. They are calculated based on the game settingsresolution of the smartphone screen so that there are exactly four physical pixels for each virtual pixel. This removes distortion when scaling. When using these options, it is recommended that you turn off screen filtering to sharpen the picture.The Background button allows you to select the graphics output mode: background color of the screen. This color will fill the stripes at the edges of the screen if it is not completely occupied by the virtual screen. ; → <i>Recommended Devices</i> {| class="wikitable mw-sortable"|-|<b>Resulation</b>|<b>Devices</b>|-|<i>480x800</i>|Samsung GT-S8000<br/>Samsung Galaxy S II|-|<i>480x360</i>|BlackBerry 9360 / 9700 / 9020 / 9780|-|<i>360x640 / 640x360</i>|Nokia 5800 Xpress Music / 5530 Xpress Music<br/> Nokia N8 / C7 <br/> Sony Ericsson SATIO / U5i Vivaz|-|<i>320x480</i>|Samsung GT-S5292 / GT-S5296 / GT-S5380K / S7250<br/>Sony Ericsson Xperia X8|-|<i>320x240</i>|Nokia E71 / E72 / C3-00 / Asha 201<br/>BlackBerry 8520 / 9220 / 9220 Curve/ 9300<br/>Samsung GT-S3350 / GT-S3353|-|<i>240x432</i>|Sony Ericsson Aino|-|<i>240x400</i>|Samsung GT-5230 / GT-S5230<br/>Nokia Asha 305 / 306 / 308 / 311<br/>LG KU990 / GS290 / GS205 / KP500 / GT505 / GT400|-|<i>240x320</i>|Sony Ericsson K800i / W595a / Z750i / W595 / W910i, Nokia 6280 / 6300 / 5300 / N73 / N95 / N85 / X3-02 / X2-00 / X2-05 / X2-02 / 5000d / C2-03 / 2700 Classic / C2-01 / 220 / 216 / 215 / 222 / 225 / Asha 303 / 503 / 500DS / 202 / 300<br/>Samsung SGH-F480 / GT-S5222 / SGH-D900 / U600 / GT-C3312R / GT-C3310<br/>LG KS360<br/>Motorola RAZR V8 / ROKR Z6 / E2|-|<i>176x220</i>|LG U8360 / GU230 / GU280 / GB230 / GB280 / A133 / GM205<br/>Motorola RAZR V3 / L7 / KRZR K1<br/>Sony Ericsson W810i<br/>Samsung SGH-L700|-|<i>176x208</i>|Nokia N70 / 7610|-|<i>128x160</i>|Nokia 5200 / 2300 / 2720 / 3110x / 3110 Classic / 6101 / C1-01 / Asha 110 / 2600 Classic / 2630<br/> Motorola L6<codebr/>HW acceleration (OpenGL ES)Samsung SGH-E250i / J700 / E215L / E258 / F250L / GT-B2100 / C3050 / E2210 / E2210L / E2510 / M2310<br/code> and select the shader of interest A small collection of compatible shaders can be taken in this repository: [https:Sony Ericsson W200i|-|<i>128x128</i>|Nokia 6030 /github.com3220<br/woesss>Samsung GT-E2121 /ppsspp_shaders ppsspp_shaders]E2120|}
; → <i>Theme (UI)</i>
- 2 Android Devices<br/>
- [https://play.google.com/store/apps/details?id=softigloo.btcontroller BT Controller]
 
==Recommended Devices==
 
{| class="wikitable mw-sortable"
|-
|<b>Resulation</b>
|<b>Devices</b>
|-
|<i>480x800</i>
|Samsung GT-S8000<br/>Samsung Galaxy S II
|-
|<i>480x360</i>
|BlackBerry 9360 / 9700 / 9020 / 9780
|-
|<i>360x640 / 640x360</i>
|Nokia 5800 Xpress Music / 5530 Xpress Music<br/> Nokia N8 / C7 <br/> Sony Ericsson SATIO / U5i Vivaz
|-
|<i>320x480</i>
|Samsung GT-S5292 / GT-S5296 / GT-S5380K / S7250<br/>Sony Ericsson Xperia X8
|-
|<i>320x240</i>
|Nokia E71 / E72 / C3-00 / Asha 201<br/>BlackBerry 8520 / 9220 / 9220 Curve/ 9300<br/>Samsung GT-S3350 / GT-S3353
|-
|<i>240x432</i>
|Sony Ericsson Aino
|-
|<i>240x400</i>
|Samsung GT-5230 / GT-S5230<br/>Nokia Asha 305 / 306 / 308 / 311<br/>LG KU990 / GS290 / GS205 / KP500 / GT505 / GT400,
|-
|<i>240x320</i>
|Sony Ericsson K800i / W595a / Z750i / W595 / W910i, Nokia 6280 / 6300 / 5300 / N73 / N95 / N85 / X3-02 / X2-00 / X2-05 / X2-02 / 5000d / C2-03 / 2700 Classic / C2-01 / 220 / 216 / 215 / 222 / 225 / Asha 303 / 503 / 500DS / 202 / 300<br/>Samsung SGH-F480 / GT-S5222 / SGH-D900 / U600 / GT-C3312R / GT-C3310<br/>LG KS360<br/>Motorola RAZR V8 / ROKR Z6 / E2
|-
|<i>176x220</i>
|LG U8360 / GU230 / GU280 / GB230 / GB280 / A133 / GM205<br/>Motorola RAZR V3 / L7 / KRZR K1<br/>Sony Ericsson W810i<br/>Samsung SGH-L700,
|-
|<i>176x208</i>
|Nokia N70 / 7610
|-
|<i>128x160</i>
|Nokia 5200 / 2300 / 2720 / 3110x / 3110 Classic
/ 6101 / C1-01 / Asha 110 / 2600 Classic / 2630<br/> Motorola L6<br/>Samsung SGH-E250i / J700 / E215L / E258 / F250L / GT-B2100 / C3050 / E2210 / E2210L / E2510 / M2310<br/>Sony Ericsson W200i
|-
|<i>128x128</i>
|Nokia 6030 / 3220<br/>Samsung GT-E2121 / E2120
|}
==Download <small> (Apps)</small>==
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