JL-Mod: Difference between revisions
No edit summary Tags: Mobile edit Mobile web edit |
No edit summary Tags: Mobile edit Mobile web edit |
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<center>★ In JL setting ★</center> | <center>★ In JL setting ★</center> | ||
<b>Q.</b><i> Enable Action bar<br/></i> | <b>Q.</b><i>Enable Action bar<br/></i> | ||
[[File:JL_menu_ab.png|300px]] | [[File:JL_menu_ab.png|300px]] | ||
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<center>★ In game setting ★</center> | <center>★ In game setting ★</center> | ||
<b>Q.</b><i> Resulation<br/></i> | <b>Q.</b><i>Resulation<br/></i> | ||
[[File:JL_ej.jpg|300px]] | [[File:JL_ej.jpg|300px]] | ||
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--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Background<br/></i> | <b>Q.</b><i>Background<br/></i> | ||
[[File:JL_tm_bg.jpg|200px]] | [[File:JL_tm_bg.jpg|200px]] | ||
<b>A.</b> Choosing a background color under the main game. | <b>A.</b>Choosing a background color under the main game. | ||
--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Scale<br/></i> | <b>Q.</b><i>Scale<br/></i> | ||
<b>A.</b> Image scale from the specified resolution. | <b>A.</b>Image scale from the specified resolution. | ||
--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Screen gravity<br/></i> | <b>Q.</b><i>Screen gravity<br/></i> | ||
[[File:JL_so.png|250px]] | [[File:JL_so.png|250px]] | ||
--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Screen orientation<br/></i> | <b>Q.</b><i>Screen orientation<br/></i> | ||
[[File:JL_sg.png|250px]] | [[File:JL_sg.png|250px]] | ||
<b>A.</b> Changes screen orientation: Landscape, Portrait, Auto | <b>A.</b>Changes screen orientation: Landscape, Portrait, Auto | ||
--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Filter<br/></i> | <b>Q.</b><i>Filter<br/></i> | ||
<b>A.</b> This function increases the quality of the game, but may also decrease the performance. | <b>A.</b>This function increases the quality of the game, but may also decrease the performance. | ||
--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Graphic mode<br/></i> | <b>Q.</b><i>Graphic mode<br/></i> | ||
<b>A.</b> Selecting the render | <b>A.</b>Selecting the render | ||
mode The graphics mode only affects the final scaling of the frame and the way it is delivered to the screen | mode The graphics mode only affects the final scaling of the frame and the way it is delivered to the screen | ||
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--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> FPS limit<br/></i> | <b>Q.</b><i>FPS limit<br/></i> | ||
<b>A.</b> When game running fast, it allows you to reduce fps for a comfortable game, for example Rayman 3 128x128. | <b>A.</b>When game running fast, it allows you to reduce fps for a comfortable game, for example Rayman 3 128x128. | ||
--------------------------------------------- | --------------------------------------------- | ||
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--------------------------------------------- | --------------------------------------------- | ||
<b>Q.</b><i> Touch input<br/></i> | <b>Q.</b><i>Touch input<br/></i> | ||
[[File:JL_tinput.jpg|250px]] | [[File:JL_tinput.jpg|250px]] | ||
<b>A.</b> Used in games with touch controls, Ex. 640x360 / 800x480 resulation games. | <b>A.</b>Used in games with touch controls, Ex. 640x360 / 800x480 resulation games. | ||
You can also disable the button overlay, as they are not needed. | You can also disable the button overlay, as they are not needed. | ||
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<b>Q.</b><i> Save / Load state supported?<br/></i> | <b>Q.</b><i>Save / Load state supported?<br/></i> | ||
<b>A.</b> No, because It's almost impossible, JL-Mod doesn't emulate hardware, so it can't save the CPU/RAM state. | <b>A.</b>No, because It's almost impossible, JL-Mod doesn't emulate hardware, so it can't save the CPU/RAM state. | ||
; → <i>Font option <small>(Small — Midium — Large)</small></i><ref group=N>[http://projectd8.narod.ru/Info/AndroidMIDPShell.htm FAQ]</ref> | ; → <i>Font option <small>(Small — Midium — Large)</small></i><ref group=N>[http://projectd8.narod.ru/Info/AndroidMIDPShell.htm FAQ]</ref> | ||
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|} | |} | ||
★ <small>Mascot Capsule 3D supported | ★ <small>Mascot Capsule 3D supported devices</small> | ||
{| class="wikitable mw-sortable" | {| class="wikitable mw-sortable" | ||
|- | |- | ||
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==How to use== | ==How to use== | ||
; → <b>System requirements</b> | ; → <b>System requirements</b> | ||
Android 4.0 + | Android 4.0 + | ||
; → <i>Installation</i> | ; → <i>Installation</i> | ||
Download a latest version of JL-Mod on your Android device. | Download a latest version of JL-Mod on your Android device. | ||
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|- | |- | ||
|[[File:Mascot capsule 3d.jpg|150px|center]] | |[[File:Mascot capsule 3d.jpg|150px|center]] | ||
* Mascot Capsule 3D is a proprietary 3D graphics engine developed by Hi Corporation. It was mostly used in Japanese devices, but it also made it overseas featured in many Sony Ericsson devices. Many developers made use of this tech to bring higher quality 3D graphics on the Sony Ericsson version of their J2ME games. | |||
* The two 3D API on Sony Ericsson mobile phones are Hi Corporation's Mascot Capsule 3D V3 and JSR-184, which describes the Mobile 3D Graphics (M3G) API for the Java 2 Mobile Edition (J2ME). Both API support high-quality model rendering, using transparent color blending and appearance properties, plus applying texture maps to the model's surfaces. Mascot Capsule V3 had already been field tested and offers opportunities to migrate 3D applications from existing BREW CDMA or DoJa/i-mode devices to the J2ME platform on GSM/UMTS phones. Each of these API takes a different approach to solving the same problem of rendering 3D models quickly while consuming few platform resources. | * The two 3D API on Sony Ericsson mobile phones are Hi Corporation's Mascot Capsule 3D V3 and JSR-184, which describes the Mobile 3D Graphics (M3G) API for the Java 2 Mobile Edition (J2ME). Both API support high-quality model rendering, using transparent color blending and appearance properties, plus applying texture maps to the model's surfaces. Mascot Capsule V3 had already been field tested and offers opportunities to migrate 3D applications from existing BREW CDMA or DoJa/i-mode devices to the J2ME platform on GSM/UMTS phones. Each of these API takes a different approach to solving the same problem of rendering 3D models quickly while consuming few platform resources. | ||
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{|class="wikitable sortable" width="1400px" | {|class="wikitable sortable" width="1400px" | ||
! class=sortable | Title | ! class=sortable | Title | ||
! class=sortable | | ! class=sortable | Released date | ||
! class=sortable | Developer | ! class=sortable | Developer | ||
! class=sortable | Publisher | ! class=sortable | Publisher | ||