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Mascot Capsule 3D

259 bytes added, 10:23, 5 June 2022
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|iPhone / iPod Touch / iPad
|-
|<i>Sony Ericsson</i> <small>(J2ME)</small>
|F305 / F500 / J300 / C905 Cyber-shot / K300 / K500 (K500i) / K508 (K508i) / K600 / K608i / K660 / K700 (K700i) / K750 (K750i), K790 / K800 (K800i) / K850i / S600 (S600i) / S700 / S710a / Vodafone V600 / Vodafone V800 / Vodafone V802SE (Z800i) / Walkman W200i / Walkman W300i / Walkman W350 / Walkman W395 Yao / Walkman W508 / Walkman W550 / Walkman W580i / Walkman W580c / Walkman W595 / Walkman W600 (W600i) / Walkman W660 / Walkman W700 / Walkman W800 (W800i) / Walkman W810 / Walkman W890 / Walkman W900 / Walkman W910 (W910i) / Walkman W980 / T707a / Z500 / Z520 (Z520a) / Z800 / Z1010 / D750 / Hazel (J20 / J20i) / Cedar (J108i / J108a) / Zylo (W20, W20i) / Naite (J105) / Aino (U10a / U10i) / Elm (J10 / J10i2) / Xperia Pureness (X5 / X5i) / Yari (U100i / U100a) / P990i / T700 / M600i
|-
|<i>Motorola</i> <small>(J2ME)</small>|E398 / E680 / Razor V3 / V600 / V620 [V2 support] / V525 / V547 / V550 / V551|-|<i>i-mode (/ Doja)</i>
|504i / Mitsubishi Electric Mova D504i / D504iS / 505i / FOMA 900i series+ / FOMA P902i / FOMA 903 (903i or later) / FOMA 90xi series / F-01A and later devices / N-07E / Fujitsu Mova F504i
|-
|<i>EZweb (/ BREW)</i>
|Toshiba A5304T / W21K
|-
|-
|<i>Sharp</i>
|GX10 / GX30 / GX33 / GX40 / SX313 / SX633A / SX663 / SX813 / SX833 / SX862 / SE-02 / 902SH / 903SH / SH0037D / SH8010C / Softbank 301SH / Softbank 824SH / Softbank 920SH / Softbank 930SH / mirumo SoftBank 934SH
|-
|<i>SKT</i>
|-
<center>
|The most reliable way is to open the .JAR with a decompiler and watch the main imports and see what is inside the JAR file, there are two formats<ref group=> Mascot Capsule uses two proprietary formats - mbac (for 3D models) and mtra (for animations)</ref> <code><b><span style="color:#FE2E2E">.mbac</span></b></code> and <code><b><span style="color:#FE2E2E">.mtra</code></span></b>, that's represents Mascot Capsule engine. Its available for Sony Ericsson, Motorola, Japanese devices and Korean devices such as SKT and KTF, That used Mascot Capsule 3D [https://minexew.github.io/2018/12/29/mascotcapsule.html MBAC / MTRA technology], which makes launching / modding games for Sony Ericsson 3D even more affordable!, mostly Mascot Capsule 3D games had this technology.
<references group= />
A free and open source J2ME emulator for Windows and Libretro (Raspberry Pi). Use a java wrapper for run Mascot Capsule game on it, but it's more difficult - you need to make a batch file and run it through it, and always on a 32-bit JRE. For those who are interested, an example of the command.
<small><code><b><span style="color:#FE2E2E">"%ProgramFiles(x86)%\Java\jre1.8.0_231\bin\javaw.exe" -classpath "lib/*;freej2me.jar" org.recompile.freej2me.FreeJ2ME</code></small></center></b></span></code>
|}
|It can run almost every Mascot Capsule game without any problem and glitches. Use JDK for run, latest version is 2.5.0.6
</center>
|}
 
==Classes==
Whole libraries have been written on 3D graphics
 
{| class="wikitable" style="text-align:center;" "width=200"
|-
|<b>Class</b>
|<b>Description</b>
|-
|Figure
|Represents a 3D data set for a model. Can be initialized from a file in MBAC format. Includes support for posture changes with bone animation and supports texturing.
|-
|ActionTable
|Stores a series of posture changes for a figure.
|-
|Texture
|Texture class that can also be used for environment mapping (called ambient mapping in Mascot terminology). Only supports uncompressed 8-bit BMP images. The class also supports both normal shading and toon shading models (toon shading is a technique that makes CC look hand drawn).
|-
|Vector3D
|Represents vectors in 3D space with fixed point components (where 1.0 maps to 4096). Vector methods include cross product, normalize and dot product.
|-
|PrimitiveArray
|Used for colour, vertex, point sprite, texture coordinate, and normal arrays.
|-
|AffineTransform
|A 4x3 transformation matrix used for perspective and rotation (no translation or scaling). This is used to set the position of the camera in a scene via the Craphics 3D context as well as manipulate world objects. All elements are fixed point numbers.
|-
|Math
|Contains optimized fixed point implementations of the sin, cos, atan2 and sqrt function all commonly used in 3 D calculations.
|-
|Graphics3D
|This is the interface defining the graphics context functionality. It defines methods for lighting, shading, scaling and sphere mapping.
|}
|-
| 3D Bass Fishing / Pescatruchas 3D <small>(Spanish)</small>
| Vodafone live! Sharp GX30GX10
| Bandai Networks Co., Ltd. / Hi Corp.
| Puzzle
| Mascot Capsule V2
| [https://www.famitsu.com/sp/040917_vodafone/index3.html]
|}
 
==Classes==
Whole libraries have been written on 3D graphics
 
{| class="wikitable" style="text-align:center;" "width=200"
|-
|<b>Class</b>
|<b>Description</b>
|-
|Figure
|Represents a 3D data set for a model. Can be initialized from a file in MBAC format. Includes support for posture changes with bone animation and supports texturing.
|-
|ActionTable
|Stores a series of posture changes for a figure.
|-
|Texture
|Texture class that can also be used for environment mapping (called ambient mapping in Mascot terminology). Only supports uncompressed 8-bit BMP images. The class also supports both normal shading and toon shading models (toon shading is a technique that makes CC look hand drawn).
|-
|Vector3D
|Represents vectors in 3D space with fixed point components (where 1.0 maps to 4096). Vector methods include cross product, normalize and dot product.
|-
|PrimitiveArray
|Used for colour, vertex, point sprite, texture coordinate, and normal arrays.
|-
|AffineTransform
|A 4x3 transformation matrix used for perspective and rotation (no translation or scaling). This is used to set the position of the camera in a scene via the Craphics 3D context as well as manipulate world objects. All elements are fixed point numbers.
|-
|Math
|Contains optimized fixed point implementations of the sin, cos, atan2 and sqrt function all commonly used in 3D calculations.
|-
|Graphics3D
|This is the interface defining the graphics context functionality. It defines methods for lighting, shading, scaling and sphere mapping.
|}
==External links==
* [https://discord.com/invite/Ag4rcpz JL Discord server]#J2ME Loader* [https://discord.gg/8TgbHAG Kahvibreak Discord server]#Kahvibreak
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