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JL-Mod

1,695 bytes removed, 17:51, 6 November 2022
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|logo = JL-Mod.png
|logowidth = 150
|version = 0.82.283
|active = Yes
|platform = [[Emulators on Android|Android]]
|source = [https://github.com/woesss/JL-Mod/releases GitHub]
|website =
|prog-lang = Java, C<br/> C <small>([[Mascot Capsule V33D]])</small>
}}
'''JL-Mod'''<ref group=N> It's is not exactly an emulator. It converts MIDlets to Android API and makes J2ME applications to run almost natively in [https://en.m.wikipedia.org/wiki/Dalvik_(software) Dalvik] or [https://en.m.wikipedia.org/wiki/Android_Runtime Android Runtime]</ref> is an experimental a mod of [[J2ME Loader]] with support for games Developed for the Sony Ericsson's high-graphic 3D engine "Mascot Capsule V3".
==Overview & compatibility==
* <b>[[Mascot Capsule 3D compatibility list|JL-Mod compatibility list]]</b> Released in 2020, the emulator is currently capable of playing thousands of J2ME games, more than 96.7% of the J2ME library with supports most 2D games and also 3D with Mascot Capsule V3 support. Has some new and experimental features. Converts .jar files offline using its own resources. Easily launches both 2D & 3D apps. Samsung & Nokia API implemented. Supports different keyboard layouts and customization. It is highly accurate, with the right frame rate for each game, as well as vibration. Has slightly improved performance through hardware acceleration, but games won't run too fast. Runs almost every Nokia game, especially Gameloft games, even ones that don't work with [[KEmulator]] or [[FreeJ2ME]]. JL-Mod dev wrote [https://github.com/woesss/MascotCapsuleV3_java-wrapper a wrapper] + [https://cdn.discordapp.com/attachments/623944119617847306/806514608470229022/MascotCapsuleV3_J2SE.zip Compiled] for the Win32 version of the Mascot engine, which was provided to the NTT DoCoMo i-mode (DoJa/Star) emulators. Using this wrapper, for support Mascot Capsule 3D on [[KEmulator]] and [[FreeJ2ME]] on Win32 version of JRE or It's worked on use [[KEmulator]] [https://drive.google.com/file/d/1T-xZO_iY46zx3JN1hYxAiIHY5lhvAhG0/view 1.0.3 mod] / Official [https://archive.org/details/semc_java_me_cldc_sdk.2-5-0-6 Sony Ericsson SDK/JDK] or [http://ae-mods.ru/publ/progs_4_pc/se_java_sdk_ehmuljator_java_dlja_se/3-1-0-248 here] for Windows, JDK doesn't work on X64.
==Features==
* Fast emulation
* Highly High compatibility
* Bluetooth API support
* Samsung / Nokia / Motorola API implemented
* Touchscreen input support
* Supports external virtual keyboards and QWERTY input
* Both 3D API supported ([[Mascot Capsule 3D ]] and M3G [JSR-184])
* Menu key remapping support
* Buttons customisation support
* Immediate processing mode
; → <i>Add support of external Using shaders (image post-processing filters)</i>
Shaders are GPU microprograms that affect the game in one way or another in order to improve it or replicate the visual features of some on-screen devices, such as displays on portable consoles or old tube TVs. Shaders can significantly alter the game, but also reduce performance. In addition, shaders can have customizable parameters, if there are such an icon for accessing them will be displayed on the far right side and opposite the name of the selected shader.
Only Supports the same shader format as [[PPSSPP]] (.vsh format) shaders are supportedTo use, you need to put them in the <code>JL-Mod/shaders</code> folder in the working folder directory of the emulator, further then in the game settingsprofile, select the graphics output mode: <codeb>HW Hardware acceleration (OpenGL ES)</codeb> and select the desired shader of interest . Some shaders have settings - when you select one, an icon will appear next to the name, when you click on it, a window with settings will open A small collection of compatible shaders can be found [https://github.com/woesss/ppsspp_shaders/archive/master.zip DLHere]
{| class="wikitable mw-sortable
1. Software — Used by CPU to output 2D and 3D graphics
2. Hardware acceleration (OpenGL ES ) — The mode uses OpenGL ES 2.0 directly - this can be more profitable if the device does not supports newer versions
3. Hardware acceleration (window ) — Outputs a frame in a way that is used for buttons, lists, progress bars and other UI
4. Hardware acceleration (Surface ) — Available since Android 6.0+ uses the interface that is usually used for video output
---------------------------------------------
<b>Q.</b><i>FPS limit<br/></i>
<b>A.</b>When game running is too fast, it allows you to reduce fps for a comfortable game, for example Rayman 3 128x128run 250+fps.
---------------------------------------------
|-
|<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>
|<i>176x205</i>
|* Samsung Z300 / Z500
|-
|<i>176x204</i>
|* Motorola RAZR V3 / L7 / KRZR K1
|-
|<i>128x160</i>
<h4>NOTE</h4>
<i>In Some settings have been changed in the mod, some settings are changed. The original "[[J2ME Loader]]" may not work correctly with games, templates and settings installed or configured by the modand vice versa. In order not to not have to reinstall-reconfigure, reconfigure it is better to make a backup, copy and or not specify the <code>same working directory for the mod and [[J2ME-Loader</code> working directory at all]].</i> ; → List of Mod changes- Select a working directory. - Store app database in a working directory. - Indicators of the selected button colors in the settings. - Templates are renamed to "Profiles". - Assigning any profile as standard (when saving or in the profiles window). - Adding, editing and set as standard in the window of the profiles list. - 1 sec. limit for force close of the MIDlet. - Confirmation dialogs when reinstalling existing ones. - Choice of encoding is transferred to individual settings, a selection button from all supported by the system. - Buttons shape setting has been moved to the individual, a variant with rounded corners has been added. - Changed keyboard editing: fixed: drag and drop buttons; added: separate scaling on horizontally and vertically (can be made rectangular or oval). - The "System Properties" field has been moved to the end of the settings, unlimit on the number of displayed lines, display of all parameters added by the emulator.
; → Support for Mascot Capsule 3D V3 (alpha build)support
; Main implementation is not accurate, there are unresolved problems.
special effects are implemented - therefore, the color rendition may differ from the original. Point sprites (usually used to display the simplest objects) are not fully implemented, if somewhere they are displayed differently than in the original - please inform. In some games (seen in "Medal of Honor") the 3D scene may not be displayed due to overlapping the overlap with the 2D background. Try adding the following line to the "System Properties" field: <b></code>micro3d.v3.render.no-mix2D3D: true</code></b>
Try adding the following line to the System Parameters field:<br/> <code>micro3d.v3.render.no-mix2D3D: true</code> Another one parameter property turns on the texture filter (built into OpenGL), but this can generate distortion in the form of capturing extra texels being captured at the edges of polygons:<br/b> <code>micro3d.v3.texture.filter: true</code><br/b>without this parametersetting, the quality of the textures is as close as possible to the original as possible and looks more vintage.
==How to use==
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