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Peggle (SE 240x320, 4.3.68) missing graphics and phantom inputs #66

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TwoSpacesSG opened this issue Mar 4, 2025 · 6 comments
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@TwoSpacesSG
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In Peggle, starting with the 3rd level, there are green pegs that can be hit with the ball. These are invisible on the current build, while they can be hit, the game is harder to play because of that. On the screenshot, I aimed the ball at an invisible green peg.

Image

One weirder issue is that (especially in the main menu) the game can either duplicate inputs with the same or a different input, or even generate a phantom input out of nowhere. I don't have this issue elsewhere, so I don't think it's my keyboard.

Some Nokia S60 versions of the game do the weird thing where the music and sounds are all in a single midi file, and the game uses timestamps to jump around the midi file to play music and sounds, but I haven't yet gotten to trying out those kinds of versions on freej2me-plus.

I will attach a save file for the 3rd level.

Peggle_save.zip

@TwoSpacesSG
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The phantom inputs issue also affects Castlevania: Order of Shadows.

@TwoSpacesSG
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There is also something weird with inputs in The Legend of Spyro: A New Beginning (SE 240x320). It seems like the game barely responds to the left and right inputs on the "enable sound and vibration" screen, and the confirm softkey on this screen doesn't seem to work at all (meaning compatibility with this game is now broken).

@AShiningRay
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Input issues should have been resolved by 81ffbce

@TwoSpacesSG
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I've not tested Castlevania yet but in Peggle the inputs are indeed fixed. The graphical issue remains.

Regarding Spyro, I'm stupid and had the wrong keycodes selected, and also the sound and vibration screen writes to RMS every time you change the selection. However, it is true that in The Legend of Spyro games, some inputs are disregarded in FreeJ2ME+, something that doesn't happen on S60 or KEmnnmod. It's most obvious when mashing directional keys in the main menu. I think it's best to proceed with this issue to have it about the graphics in Peggle, and I will create a separate report about Legend of Spyro game inputs.

AShiningRay added a commit that referenced this issue Apr 11, 2025
It still maintains the improvements done since it was the default,
just the "processInputs()" method and the related polling mode were
removed in favor of the more direct command issuing. I can already
see this causing regressions on the SDL frontend, but given how
little i'm focusing on it at the moment, i don't see it as much of
a loss, where this will very likely reintroduce the issue of no
inputs being read when the game or app doesn't draw new frames until
a new input is registered (which basically means a softlock).

But other than that... this commit alongside the one immediately
prior to it should fix a BUNCH of recently discovered regressions,
like #75, # 71, #73 and to some extent (although untested), #66 at
the same time maintaining compatibility with games that were fixed
by the newer code, for example, Racing Fever 1 & 2.
AShiningRay added a commit that referenced this issue Apr 11, 2025
It still maintains the improvements done since it was the default,
just the "processInputs()" method and the related polling mode were
removed in favor of the more direct command issuing. I can already
see this causing regressions on the SDL frontend, but given how
little i'm focusing on it at the moment, i don't see it as much of
a loss, where this will very likely reintroduce the issue of no
inputs being read when the game or app doesn't draw new frames until
a new input is registered (which basically means a softlock).

But other than that... this commit alongside the one immediately
prior to it should fix a BUNCH of recently discovered regressions,
like #75, #71, #73 and to some extent (although untested), #66 at
the same time maintaining compatibility with games that were fixed
by the newer code, for example, Racing Fever 1 & 2.
@TwoSpacesSG
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The graphics in this game have regressed:

Image
Image

@AShiningRay
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The graphics in this game have regressed:

Seems to be an issue of the jar not clearing the draw area before redrawing. I wonder what it's doing behind the scenes to cause this kind of issue...

Won't have time for that anytime soon though (that's why i focused on those large pushes the last few days).

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