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J2ME Loader

3,427 bytes added, 13:35, 15 December 2021
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Only shaders for [[PPSSPP]] (.vsh 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 shaders]
; → <i>Start MenuGame Setting</i>
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<big><u><center>FAQs</center></big></u> <center>★ In JL setting★</center> <b>Q.</b><i> Enable Action bar<br/></i>[[File:JL_menu_ab.png|150px]] – Enable display of screenshot button, side menu <center>★ In game setting ★</center> <b>Q.</b><i> Resulation<br/></i>[[File:JL_ej.jpg|200px]] <b>A.</b> You need to set the resolution of the loaded game here.You can select in the settings and also specify your resolution, you can specify any for 3d games, since they often have auto-scale, supports 4k --------------------------------------------- <b>Q.</b><i> Background<br/></i>[[File:JL_tm_bg.jpg|150px]] <b>A.</b> Choosing a background color under the main game image --------------------------------------------- <b>Q.</b><i> Scale<br/></i><b>A.</b> Image scale from the specified resolution --------------------------------------------- <b>Q.</b><i> Screen orientation<br/></i>[[File:JL_so.png|200px]] <b>A.</b> Changes screen orientationFor example: landscape, portrait, auto --------------------------------------------- <b>Q.</b><i> Filter<br/></i><b>A.</b> This function increases the quality of the image, but may also decrease the performance. --------------------------------------------- <b>Q.</b><i> Graphic mode<br/></i><b>A.</b> Selecting the rendermode The graphics mode only affects the final scaling of the frame and the way it is delivered to the screen 1. Software - Used by cpu to output 2D and 3D graphics 2. Hardware OpenGL ES - The mode uses OpenGL ES2.0 directly - this can be more profitable if the device does not supports newer versions 3. Hardware window - Outputs a frame in a way that is used for buttons, lists, progress bars and other ui 4. Hardware Surface - Available since Android 6.0+ uses the interface that is usually used for video output --------------------------------------------- <b>Q.</b><i> Shaders<br/></i><b>A.</b> Shaders are GPU microprograms that affect the image 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 image, 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.Here --------------------------------------------- <b>Q.</b><i> Limit fps<br/></i><b>A.</b> When playing fast, it allows you to reduce fps for a comfortable game, Rayman 3 128x128 for example. --------------------------------------------- <b>Q.</b><i> Touch input<br/></i>[[File:JL_tinput.jpg|250px]] <b>A.</b> Used in games with touch controls, for example games 640 × 360 or 800 × 480 You can also disable the button overlay, as they are not needed --------------------------------------------- <b>Q.</b><i> Save / Load state is unimplemented?<br/></i><b>A.</b> Because It's impossible, J2ME Loader doesn't emulate hardware, so it can't save the CPU/RAM state. --------------------------------------------- <b>Q.</b><i> xx.rsr edit?<br/></i><b>A.</b> --------------------------------------------- <b>Q.</b><i> Touch games supports<br/></i><b>A.</b> Yes, but multi touch don't work ; → <i>Font Option option <small>(small — midium — large)</small></i><ref group=N>[http://projectd8.narod.ru/Info/AndroidMIDPShell.htm FAQ]</ref>
Here you can set the sizes of small, medium and large fonts that will be used by the MIDlet. Dimensions are in pixels.
|<i>480x360</i>
|BlackBerry 9360 / 9700 / 9020 / 9780
|-
|<i>640x480</i>
|Nokia E6-00
|-
|<i>360x640 / 640x360</i>
|<i>320x240</i>
|Nokia E71 / E72 / C3-00 / Asha 201<br/>BlackBerry 8520 / 9220 / 9220 Curve/ 9300<br/>Samsung GT-S3350 / GT-S3353
|-
|<i>352x416</i>
|Nokia N80
|-
|<i>240x432</i>
|[[File:JL_FPS.png|200px]]
|}
 
– Shows the number of frames per second
; → <i>Force full-screen</i>
|[[File:Force_fs.jpg|200px]]
|}
 
– Vibrates the forced full screen for the application
; → <i>Button Shape</i>
==Known issue with workrounds ==
<b><i>[[JL-Mod#Mascot Capsule 3D compatibility list|Mascot Capsule 3D V3]]</b></i> games doesndon't works.
<b>Q.</b> Mascot Capsule 3D V3 is only few way to emulated :
<b>1.</b> [https://archive.org/details/semc_java_me_cldc_sdk.2-5-0-6 Sony Ericsson SDK/JDK] for Windows, it doesn't work on X64.
* Image flickering issues can be fixed by enabling the<code> Immediate processing mode</code> option.
 
; → <i>Future request / unimplemented</i>
==How to use==
==Key binding / mapping==
 
[[File:JL_px.jpg|200px]]
Keys : <i>Default</i>
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