PC6001V for IS01 その6

最後にPC6001VのGUI(WIN32)部分を取り除いて、IS01(Android1.6)で動かす方法をまとめてみます。

f:id:tanam:20130506235755p:image:w360

SDLのサイトから、android-project.zipをダウンロードして以下のフォルダ構成で解凍します。最新のSDL2.0ではAPIレベル4でビルド出来ないため、あえて古いものを使います。

http://www.libsdl.org/tmp/android-project.zip

プロジェクトは以下のフォルダ構成で解凍します。SDLpngライブラリを利用します。

android-project/
android-project/jni/SDL/
android-project/jni/png/

逆に以下のフォルダは削除しておいた方が良いです。

android-project/jni/freetype/
android-project/jni/jpeg/
android-project/jni/mikmod/
android-project/jni/SDL_image/
android-project/jni/SDL_mixer/
android-project/jni/SDL_net/
android-project/jni/SDL_ttf/
android-project/jni/tremor/

以下はPC6001Vよりフォルダをコピー。p6v117s.zipを使わせて頂きました。

http://www.papicom.net/p6v/download.html

android-project/jni/src/

ここで開発環境のEclipseに取り込んでMakefileなどを作成します。APIレベル4なのでOpenGLESv2は利用出来ません。

android-project/jni/SDL/Android.mk

###LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog
LOCAL_LDLIBS := -ldl -lGLESv1_CM -llog -lz

android-project/jni/SDL/include/SDL_config_android.h

///#define SDL_VIDEO_RENDER_OGL_ES2	1
#define SDL_VIDEO_RENDER_OGL_ES2	0

android-project\localproperties

# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
# 
# This file must *NOT* be checked in Version Control Systems,
# as it contains information specific to your local configuration.

# location of the SDK. This is only used by Ant
# For customization when using a Version Control System, please read the
# header note.
### sdk.dir=/Users/hercules/eclipse/android-sdk-mac_86
sdk.dir=C:\\android-sdk-windows\\sdk

画面の向き、SDカードへの書き込みなどを設定します。

android-project/AndroidManifest.xml

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="org.libsdl.app"
      android:versionCode="1"
      android:versionName="1.0">
    <application android:label="@string/app_name" android:icon="@drawable/icon" android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:debuggable="true">
        <activity android:name="SDLActivity"
                  android:label="@string/app_name" android:screenOrientation="landscape">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
<uses-sdk android:minSdkVersion="4" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
</manifest>

android-project/jni/Application.mk

APP_PLATFORM := android-4
APP_STL := gnustl_static
APP_CPPFLAGS := -frtti -fexceptions
APP_ABI := armeabi

android-project/jni/src/Android.mk

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := main

SDL_PATH := ../SDL

LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include \
	$(LOCAL_PATH)/../png

# Add any compilation flags for your project here...
LOCAL_CFLAGS := \
	-DUSESDLTHREAD -DUSESDLCS -DUSESDLSEMAPHORE -DMAX_PATH=256

# Add your application source files here...
LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.cpp \
    breakpoint.cpp \
    common.cpp \
    config.cpp \
    console.cpp \
    cpum.cpp \
    cpus.cpp \
    d88.cpp \
    debug.cpp \
    device.cpp \
    disk.cpp \
    error.cpp \
    graph.cpp \
    ini.cpp \
    intr.cpp \
    io.cpp \
    joystick.cpp \
    keyboard.cpp \
    memory.cpp \
    movie.cpp \
    p6t2.cpp \
    pio.cpp \
    psg.cpp \
    replay.cpp \
    schedule.cpp \
    sound.cpp \
    status.cpp \
    tape.cpp \
    vdg.cpp \
    voice.cpp \
    vsurface.cpp \
    device/ay8910.cpp \
    device/mc6847.cpp \
    device/pd7752.cpp \
    device/pd8255.cpp \
    device/z80.cpp \
    p6el.cpp \
    p6vm.cpp \
    device/z80-dbg.cpp \
    pc6001v.cpp \
    win32/semaphore.cpp \
    win32/thread.cpp \
    SDL/osdSDL.cpp

LOCAL_SHARED_LIBRARIES := SDL

LOCAL_STATIC_LIBRARIES := png

LOCAL_LDLIBS := -lGLESv1_CM -llog -lz

include $(BUILD_SHARED_LIBRARY)

あとは、ビルドしてみてエラーを消していきます。最後のSDL/osdSDL.cppというファイルだけは、以下のリンクエラーをつぶしながら作成します。ビルドが通れば第一ステップは完了です。本来ならばこの時点で動くのですが、SDLの画面表示と相性が悪く、真っ暗な画面でキークリック音とエラー音が聞こえる状態です。

**** Build of configuration Default for project SDLActivity ****

C:\android-ndk-r8e\ndk-build.cmd all 
Gdbserver      : [arm-linux-androideabi-4.6] libs/armeabi/gdbserver
Gdbsetup       : libs/armeabi/gdb.setup
Install        : libSDL.so => libs/armeabi/libSDL.so
"Compile++ thumb : main <= SDL_android_main.cpp

(省略)

SharedLibrary  : libmain.so
C:/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/windows-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld.exe: ./obj/local/armeabi/objs-debug/main/config.o: in function CFG6::CFG6():jni/src/config.cpp:493: error: undefined reference to 'OSD_GetModulePath()'

(省略)

例えば、OSD_IsWorking()であればAndroidでは二重起動禁止は気にしなくていいので常にfalseを返す、OSD_GetModulePath()であれば/sdcard/pc6001v/に決め打ちなどと、地味に実装して行きます。

pc6001v.cpp

// 二重起動禁止
if( OSD_IsWorking() ) return false;

osdSDL.cpp

////////////////////////////////////////////////////////////////
// 多重起動チェック
//
// 引数:	なし
// 返値:	bool		true:起動済み false:未起動
////////////////////////////////////////////////////////////////
bool OSD_IsWorking( void )
{
	return false;
}

////////////////////////////////////////////////////////////////
// モジュールパス取得
//
// 引数:	なし
// 返値:	char *		取得した文字列へのポインタ
////////////////////////////////////////////////////////////////
const char *OSD_GetModulePath( void )
{
	static char mpath[PATH_MAX] = "/sdcard/pc6001v/";	return mpath;
}

(省略)

不足している部分は、その7で公開しました。全ての修正箇所をSDLライブラリ側ににまとめることで、本体のソースファイルには一切手をつけない実装としました。

SDLActivity.java

package org.libsdl.app;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.egl.*;

import android.app.*;
import android.content.*;
import android.view.*;
import android.os.*;
import android.util.Log;
import android.graphics.*;
import android.text.method.*;
import android.text.*;
import android.media.*;
import android.hardware.*;
import android.content.*;

import java.lang.*;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

/**
    SDL Activity
*/
public class SDLActivity extends Activity {

    // Main components
    private static SDLActivity mSingleton;
    private static SDLSurface mSurface;

    // Audio
    private static Thread mAudioThread;
    private static AudioTrack mAudioTrack;

    // Load the .so
    static {
        System.loadLibrary("SDL");
///        System.loadLibrary("SDL_image");
///        System.loadLibrary("mikmod");
///        System.loadLibrary("SDL_mixer");
///        System.loadLibrary("SDL_ttf");
        System.loadLibrary("main");
    }

    // Setup
    protected void onCreate(Bundle savedInstanceState) {
        //Log.v("SDL", "onCreate()");
        super.onCreate(savedInstanceState);
        
        // So we can call stuff from static callbacks
        mSingleton = this;

        // Set up the surface
        mSurface = new SDLSurface(getApplication());
        setContentView(mSurface);
        SurfaceHolder holder = mSurface.getHolder();
        holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
    }

    // Events
    protected void onPause() {
        //Log.v("SDL", "onPause()");
        super.onPause();
    }

    protected void onResume() {
        //Log.v("SDL", "onResume()");
        super.onResume();
    }

    // Messages from the SDLMain thread
    static int COMMAND_CHANGE_TITLE = 1;

    // Handler for the messages
    Handler commandHandler = new Handler() {
        public void handleMessage(Message msg) {
            if (msg.arg1 == COMMAND_CHANGE_TITLE) {
                setTitle((String)msg.obj);
            }
        }
    };

    // Send a message from the SDLMain thread
    void sendCommand(int command, Object data) {
        Message msg = commandHandler.obtainMessage();
        msg.arg1 = command;
        msg.obj = data;
        commandHandler.sendMessage(msg);
    }

    // C functions we call
    public static native void nativeInit();
    public static native void nativeQuit();
    public static native void onNativeResize(int x, int y, int format);
    public static native void onNativeKeyDown(int keycode);
    public static native void onNativeKeyUp(int keycode);
    public static native void onNativeTouch(int action, float x, 
                                            float y, float p);
    public static native void onNativeAccel(float x, float y, float z);
    public static native void nativeRunAudioThread();
    public static native int NativeRender(); 

    // Java functions called from C

    public static boolean createGLContext(int majorVersion, int minorVersion) {
        return mSurface.initEGL(majorVersion, minorVersion);
    }

    public static void flipBuffers() {
        mSurface.flipEGL();
    }

    public static void setActivityTitle(String title) {
        // Called from SDLMain() thread and can't directly affect the view
        mSingleton.sendCommand(COMMAND_CHANGE_TITLE, title);
    }

    // Audio
    private static Object buf;
    
    public static Object audioInit(int sampleRate, boolean is16Bit, boolean isStereo, int desiredFrames) {
        int channelConfig = isStereo ? AudioFormat.CHANNEL_CONFIGURATION_STEREO : AudioFormat.CHANNEL_CONFIGURATION_MONO;
        int audioFormat = is16Bit ? AudioFormat.ENCODING_PCM_16BIT : AudioFormat.ENCODING_PCM_8BIT;
        int frameSize = (isStereo ? 2 : 1) * (is16Bit ? 2 : 1);
        
        Log.v("SDL", "SDL audio: wanted " + (isStereo ? "stereo" : "mono") + " " + (is16Bit ? "16-bit" : "8-bit") + " " + ((float)sampleRate / 1000f) + "kHz, " + desiredFrames + " frames buffer");
        
        // Let the user pick a larger buffer if they really want -- but ye
        // gods they probably shouldn't, the minimums are horrifyingly high
        // latency already
        desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize);
        
        mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate,
                channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM);
        
        audioStartThread();
        
        Log.v("SDL", "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + ((float)mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");
        
        if (is16Bit) {
            buf = new short[desiredFrames * (isStereo ? 2 : 1)];
        } else {
            buf = new byte[desiredFrames * (isStereo ? 2 : 1)]; 
        }
        return buf;
    }
    
    public static void audioStartThread() {
        mAudioThread = new Thread(new Runnable() {
            public void run() {
                mAudioTrack.play();
                nativeRunAudioThread();
            }
        });
        
        // I'd take REALTIME if I could get it!
        mAudioThread.setPriority(Thread.MAX_PRIORITY);
        mAudioThread.start();
    }
    
    public static void audioWriteShortBuffer(short[] buffer) {
        for (int i = 0; i < buffer.length; ) {
            int result = mAudioTrack.write(buffer, i, buffer.length - i);
            if (result > 0) {
                i += result;
            } else if (result == 0) {
                try {
                    Thread.sleep(1);
                } catch(InterruptedException e) {
                    // Nom nom
                }
            } else {
                Log.w("SDL", "SDL audio: error return from write(short)");
                return;
            }
        }
    }
    
    public static void audioWriteByteBuffer(byte[] buffer) {
        for (int i = 0; i < buffer.length; ) {
            int result = mAudioTrack.write(buffer, i, buffer.length - i);
            if (result > 0) {
                i += result;
            } else if (result == 0) {
                try {
                    Thread.sleep(1);
                } catch(InterruptedException e) {
                    // Nom nom
                }
            } else {
                Log.w("SDL", "SDL audio: error return from write(short)");
                return;
            }
        }
    }

    public static void audioQuit() {
        if (mAudioThread != null) {
            try {
                mAudioThread.join();
            } catch(Exception e) {
                Log.v("SDL", "Problem stopping audio thread: " + e);
            }
            mAudioThread = null;

            //Log.v("SDL", "Finished waiting for audio thread");
        }

        if (mAudioTrack != null) {
            mAudioTrack.stop();
            mAudioTrack = null;
        }
    }
}

/**
    Simple nativeInit() runnable
*/
class SDLMain implements Runnable {
    public void run() {
        // Runs SDL_main()
        SDLActivity.nativeInit();

        //Log.v("SDL", "SDL thread terminated");
    }
}


/**
    SDLSurface. This is what we draw on, so we need to know when it's created
    in order to do anything useful. 

    Because of this, that's where we set up the SDL thread
*/
class SDLSurface extends SurfaceView implements SurfaceHolder.Callback, 
    View.OnKeyListener, View.OnTouchListener, SensorEventListener  {

    // This is what SDL runs in. It invokes SDL_main(), eventually
    private Thread mSDLThread;    
    
    // EGL private objects
    private EGLContext  mEGLContext;
    private EGLSurface  mEGLSurface;
    private EGLDisplay  mEGLDisplay;

    // Sensors
    private static SensorManager mSensorManager;

    // Startup    
    public SDLSurface(Context context) {
        super(context);
        getHolder().addCallback(this); 
    
        setFocusable(true);
        setFocusableInTouchMode(true);
        requestFocus();
        setOnKeyListener(this); 
        setOnTouchListener(this);   

        mSensorManager = (SensorManager)context.getSystemService("sensor");  
    }

    // Called when we have a valid drawing surface
    public void surfaceCreated(SurfaceHolder holder) {
        //Log.v("SDL", "surfaceCreated()");

        enableSensor(Sensor.TYPE_ACCELEROMETER, true);
    }

    // Called when we lose the surface
    public void surfaceDestroyed(SurfaceHolder holder) {
        //Log.v("SDL", "surfaceDestroyed()");

        // Send a quit message to the application
        SDLActivity.nativeQuit();

        // Now wait for the SDL thread to quit
        if (mSDLThread != null) {
            try {
                mSDLThread.join();
            } catch(Exception e) {
                Log.v("SDL", "Problem stopping thread: " + e);
            }
            mSDLThread = null;

            //Log.v("SDL", "Finished waiting for SDL thread");
        }

        enableSensor(Sensor.TYPE_ACCELEROMETER, false);
    }

    // Called when the surface is resized
    public void surfaceChanged(SurfaceHolder holder,
                               int format, int width, int height) {
        //Log.v("SDL", "surfaceChanged()");

        int sdlFormat = 0x85151002; // SDL_PIXELFORMAT_RGB565 by default
        switch (format) {
        case PixelFormat.A_8:
            Log.v("SDL", "pixel format A_8");
            break;
        case PixelFormat.LA_88:
            Log.v("SDL", "pixel format LA_88");
            break;
        case PixelFormat.L_8:
            Log.v("SDL", "pixel format L_8");
            break;
        case PixelFormat.RGBA_4444:
            Log.v("SDL", "pixel format RGBA_4444");
            sdlFormat = 0x85421002; // SDL_PIXELFORMAT_RGBA4444
            break;
        case PixelFormat.RGBA_5551:
            Log.v("SDL", "pixel format RGBA_5551");
            sdlFormat = 0x85441002; // SDL_PIXELFORMAT_RGBA5551
            break;
        case PixelFormat.RGBA_8888:
            Log.v("SDL", "pixel format RGBA_8888");
            sdlFormat = 0x86462004; // SDL_PIXELFORMAT_RGBA8888
            break;
        case PixelFormat.RGBX_8888:
            Log.v("SDL", "pixel format RGBX_8888");
            sdlFormat = 0x86262004; // SDL_PIXELFORMAT_RGBX8888
            break;
        case PixelFormat.RGB_332:
            Log.v("SDL", "pixel format RGB_332");
            sdlFormat = 0x84110801; // SDL_PIXELFORMAT_RGB332
            break;
        case PixelFormat.RGB_565:
            Log.v("SDL", "pixel format RGB_565");
            sdlFormat = 0x85151002; // SDL_PIXELFORMAT_RGB565
            break;
        case PixelFormat.RGB_888:
            Log.v("SDL", "pixel format RGB_888");
            // Not sure this is right, maybe SDL_PIXELFORMAT_RGB24 instead?
            sdlFormat = 0x86161804; // SDL_PIXELFORMAT_RGB888
            break;
        default:
            Log.v("SDL", "pixel format unknown " + format);
            break;
        }
        SDLActivity.onNativeResize(width, height, sdlFormat);

        // Now start up the C app thread
        if (mSDLThread == null) {
            mSDLThread = new Thread(new SDLMain(), "SDLThread"); 
            mSDLThread.start();       
        }
    }

    // unused
    public void onDraw(Canvas canvas) {}

	private FloatBuffer vbuffer;
	private FloatBuffer tbuffer;
	private float[] vertices = {
            -1.0f, -1.0f, 0.0f,
            1.0f, -1.0f, 0.0f,
            -1.0f, 1.0f, 0.0f,
            1.0f,  1.0f, 0.0f};

	private float[] texcoord = {
             0.0f, 1.0f,
             1.0f, 1.0f,
             0.0f, 0.0f,
             1.0f, 0.0f};

    // EGL functions
    public boolean initEGL(int majorVersion, int minorVersion) {
        Log.v("SDL", "Starting up OpenGL ES " + majorVersion + "." + minorVersion);

        try {
            EGL10 egl = (EGL10)EGLContext.getEGL();

            EGLDisplay dpy = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);

            int[] version = new int[2];
            egl.eglInitialize(dpy, version);

            int EGL_OPENGL_ES_BIT = 1;
            int EGL_OPENGL_ES2_BIT = 4;
            int renderableType = 0;
            if (majorVersion == 2) {
                renderableType = EGL_OPENGL_ES2_BIT;
            } else if (majorVersion == 1) {
                renderableType = EGL_OPENGL_ES_BIT;
            }
            int[] configSpec = {
                //EGL10.EGL_DEPTH_SIZE,   16,
                EGL10.EGL_RENDERABLE_TYPE, renderableType,
                EGL10.EGL_NONE
            };
            EGLConfig[] configs = new EGLConfig[1];
            int[] num_config = new int[1];
            if (!egl.eglChooseConfig(dpy, configSpec, configs, 1, num_config) || num_config[0] == 0) {
                Log.e("SDL", "No EGL config available");
                return false;
            }
            EGLConfig config = configs[0];

            EGLContext ctx = egl.eglCreateContext(dpy, config, EGL10.EGL_NO_CONTEXT, null);
            if (ctx == EGL10.EGL_NO_CONTEXT) {
                Log.e("SDL", "Couldn't create context");
                return false;
            }

            EGLSurface surface = egl.eglCreateWindowSurface(dpy, config, this, null);
            if (surface == EGL10.EGL_NO_SURFACE) {
                Log.e("SDL", "Couldn't create surface");
                return false;
            }

            if (!egl.eglMakeCurrent(dpy, surface, surface, ctx)) {
                Log.e("SDL", "Couldn't make context current");
                return false;
            }

            mEGLContext = ctx;
            mEGLDisplay = dpy;
            mEGLSurface = surface;

            ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
            vbb.order(ByteOrder.nativeOrder());
            vbuffer = vbb.asFloatBuffer();
            vbuffer.put(vertices);
        	vbuffer.position(0);

        	ByteBuffer tvb = ByteBuffer.allocateDirect(texcoord.length*4);
            tvb.order(ByteOrder.nativeOrder());
            tbuffer = tvb.asFloatBuffer();
            tbuffer.put(texcoord);
        	tbuffer.position(0);
        	
        	SDLActivity.NativeRender(); 
        } catch(Exception e) {
            Log.v("SDL", e + "");
            for (StackTraceElement s : e.getStackTrace()) {
                Log.v("SDL", s.toString());
            }
        }

        return true;
    }

    // EGL buffer flip
    public void flipEGL() {
        try {
            EGL10 egl = (EGL10)EGLContext.getEGL();
            GL10 gl = (GL10)mEGLContext.getGL();
            gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);

            gl.glMatrixMode( GL10.GL_PROJECTION );
            gl.glLoadIdentity();
            gl.glViewport( 0, 0, 1024, 1024 );

            // drawing here
            SDLActivity.NativeRender(); 

            gl.glMatrixMode(GL10.GL_MODELVIEW);
            gl.glLoadIdentity();
            gl.glEnable(GL10.GL_TEXTURE_2D);
            gl.glVertexPointer( 3,GL10.GL_FLOAT,0, vbuffer );
            gl.glTexCoordPointer( 2,GL10.GL_FLOAT, 0, tbuffer );
            gl.glTranslatef(0.0f, -1.0f, 0.0f);
            gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,0,4 );
            
///            egl.eglWaitGL();

            egl.eglSwapBuffers(mEGLDisplay, mEGLSurface);

            
        } catch(Exception e) {
            Log.v("SDL", "flipEGL(): " + e);
            for (StackTraceElement s : e.getStackTrace()) {
                Log.v("SDL", s.toString());
            }
        }
    }

    // Key events
    public boolean onKey(View  v, int keyCode, KeyEvent event) {

        if (event.getAction() == KeyEvent.ACTION_DOWN) {
            //Log.v("SDL", "key down: " + keyCode);
            SDLActivity.onNativeKeyDown(keyCode);
            return true;
        }
        else if (event.getAction() == KeyEvent.ACTION_UP) {
            //Log.v("SDL", "key up: " + keyCode);
            SDLActivity.onNativeKeyUp(keyCode);
            return true;
        }
        
        return false;
    }

    // Touch events
    public boolean onTouch(View v, MotionEvent event) {
    
        int action = event.getAction();
        float x = event.getX();
        float y = event.getY();
        float p = event.getPressure();

        // TODO: Anything else we need to pass?        
        SDLActivity.onNativeTouch(action, x, y, p);
        return true;
    }

    // Sensor events
    public void enableSensor(int sensortype, boolean enabled) {
        // TODO: This uses getDefaultSensor - what if we have >1 accels?
        if (enabled) {
            mSensorManager.registerListener(this, 
                            mSensorManager.getDefaultSensor(sensortype), 
                            SensorManager.SENSOR_DELAY_GAME, null);
        } else {
            mSensorManager.unregisterListener(this, 
                            mSensorManager.getDefaultSensor(sensortype));
        }
    }
    
    public void onAccuracyChanged(Sensor sensor, int accuracy) {
        // TODO
    }

    public void onSensorChanged(SensorEvent event) {
        if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
            SDLActivity.onNativeAccel(event.values[0],
                                      event.values[1],
                                      event.values[2]);
        }
    }

}

どうもAndroidではおかしな値が返るキー(9、A、B、C、V)があるので、あらかじめINIファイルを作成しておいて変換します。あとは実行速度を改善するために「BoostUp = Yes」が推奨です。

/sdcard/pc6001v/pc6001v.ini

; === PC6001V 初期設定ファイル ===

[CONFIG]
Model			= 60				;機種 60:PC-6001 62:PC-6001mk2 66:PC-6601
FDD			= 0				;FDD接続台数 (0-2)
ExtRam			= Yes				;拡張RAM使用
TurboTAPE		= Yes				;Turbo TAPE Yes:有効 No:無効
BoostUp		= Yes				;BoostUp Yes:有効 No:無効
MaxBoost60		= 8				;BoostUp 最大倍率(N60モード)
MaxBoost62		= 5				;BoostUp 最大倍率(N60m/N66モード)
OverClock		= 100				;オーバークロック率 (1-1000)%
CheckCRC		= Yes				;CRCチェック Yes:有効 No:無効
RomPatch		= Yes				;ROMパッチ Yes:あてる No:あてない
[DISPLAY]
ScrBpp			= 16				;カラーモード 8:8bit 16:16bit 24:24bit
Mode4Color		= 1				;MODE4カラーモード 0:モノクロ 1:赤/青 2:青/赤 3:ピンク/緑 4:緑/ピンク
ScanLine		= No				;スキャンライン Yes:あり No:なし
ScanLineBr		= 75				;スキャンライン輝度 (0-100)%
DispNTSC		= Yes				;4:3侮ヲ Yes:有効 No:無効
FullScreen		= No				;フルスクリーンモード Yes:有効 No:無効
DispStatus		= No				;ステータスバー Yes:侮ヲ No:非侮ヲ
FrameSkip		= 0				;フレームスキップ
[SOUND]
SampleRate		= 11025			;サンプリングレート (44100/22050/11025)Hz
SoundBuffer		= 1				;サウンドバッファサイズ
MasterVolume		= 70				;マスター音量 (0-100)
PsgVolume		= 60				;PSG音量 (0-100)
PsgLPF			= 0				;PSG LPFカットオフ周波数(0で無効)
VoiceVolume		= 100				;音声合成音量 (0-100)
TapeVolume		= 10				;TAPEモニタ音量 (0-100)
[MOVIE]
AviRle			= Yes				;RLEフラグ Yes:RLE有効 No:ベタ
[FILES]
ExtRom			= 				;拡張ROMファイル名
tape			= 				;TAPE(LODE)ファイル名(起動時に自動マウント)
save			= /sdcard/pc6001v/tape/_csave.p6t	;TAPE(SAVE)ファイル名(SAVE時に自動マウント)
disk1			= 				;DISK1ファイル名(起動時に自動マウント)
disk2			= 				;DISK2ファイル名(起動時に自動マウント)
printer		= /sdcard/pc6001v/printer.txt	;プリンタ出力ファイル名
[PATH]
RomPath		= /sdcard/pc6001v/rom	;ROMイメージ格納パス
TapePath		= /sdcard/pc6001v/tape	;TAPEイメージ格納パス
DiskPath		= /sdcard/pc6001v/disk	;DISKイメージ格納パス
ExtRomPath		= /sdcard/pc6001v/extrom	;拡張ROMイメージ格納パス
WavePath		= /sdcard/pc6001v/wave	;WAVEファイル格納パス
ImgPath		= /sdcard/pc6001v/img	;スナップショット格納パス
[CHECK]
CkQuit			= No				;終了時確認 Yes:する No:しない
SaveQuit		= No				;終了時INIファイルを保存 Yes:する No:しない
[OPTION]
UseSoldier		= No				;戦士のカートリッジ Yes:有効 No:無効
[COLOR]
COL016			= 1E1E1E			;MODE1,2 黒(ボーダー)
COL017			= 32EE0F			;MODE1 Set1 緑
COL018			= 046A04			;MODE1 Set1 深緑
COL019			= FC6423			;MODE1 Set2 橙
COL020			= B40604			;MODE1 Set2 深橙
COL021			= 32EE0F			;MODE2 緑
COL022			= EAE004			;MODE2 黄
COL023			= 440AF4			;MODE2 青
COL024			= E2060C			;MODE2 赤
COL025			= D6D0F6			;MODE2 白
COL026			= 34BAEC			;MODE2 シアン
COL027			= F40AF4			;MODE2 マゼンタ
COL028			= FC5A04			;MODE2 橙
COL029			= 32EE0F			;MODE3 Set1 緑
COL030			= EAE004			;MODE3 Set1 黄
COL031			= 440AF4			;MODE3 Set1 青
COL032			= E2060C			;MODE3 Set1 赤
COL033			= D6D0F6			;MODE3 Set2 白
COL034			= 34BAEC			;MODE3 Set2 シアン
COL035			= F40AF4			;MODE3 Set2 マゼンタ
COL036			= FC5A04			;MODE3 Set2 橙
COL037			= 046A04			;MODE4 Set1 深緑
COL038			= 53F237			;MODE4 Set1 緑
COL039			= 1E1E1E			;MODE4 Set2 黒
COL040			= E0FFD0			;MODE4 Set2 白
COL041			= 92520D			;MODE4 Set1 にじみ 赤
COL042			= 1CCA79			;MODE4 Set1 にじみ 青
COL043			= 783C5F			;MODE4 Set1 にじみ 桃
COL044			= 50BE50			;MODE4 Set1 にじみ 緑
COL045			= 51C00E			;MODE4 Set1 にじみ 明赤
COL046			= 458209			;MODE4 Set1 にじみ 暗赤
COL047			= 15DD2F			;MODE4 Set1 にじみ 明青
COL048			= 0E9C32			;MODE4 Set1 にじみ 暗青
COL049			= 71D20F			;MODE4 Set1 にじみ 明桃
COL050			= 348426			;MODE4 Set1 にじみ 暗桃
COL051			= 46C83C			;MODE4 Set1 にじみ 明緑
COL052			= 04912F			;MODE4 Set1 にじみ 暗緑
COL053			= FF3000			;MODE4 Set2 にじみ 赤
COL054			= 26C9FF			;MODE4 Set2 にじみ 青
COL055			= FF00EC			;MODE4 Set2 にじみ 桃
COL056			= 26FF5C			;MODE4 Set2 にじみ 緑
COL057			= FF8C40			;MODE4 Set2 にじみ 明赤
COL058			= 962D00			;MODE4 Set2 にじみ 暗赤
COL059			= 77CFFF			;MODE4 Set2 にじみ 明青
COL060			= 1E5096			;MODE4 Set2 にじみ 暗青
COL061			= FF4083			;MODE4 Set2 にじみ 明桃
COL062			= 970069			;MODE4 Set2 にじみ 暗桃
COL063			= 77FFA7			;MODE4 Set2 にじみ 明緑
COL064			= 1E9764			;MODE4 Set2 にじみ 暗緑
COL065			= 141414			;mk2? 透明(黒)
COL066			= FFAC00			;mk2? 橙
COL067			= 00FFAC			;mk2? 青緑
COL068			= ACFF00			;mk2? 黄緑
COL069			= AC00FF			;mk2? 青紫
COL070			= FF00AC			;mk2? 赤紫
COL071			= 00ACFF			;mk2? 空色
COL072			= ACACAC			;mk2? 灰色
COL073			= 141414			;mk2? 黒
COL074			= FF0000			;mk2? 赤
COL075			= 00FF00			;mk2? 緑
COL076			= FFFF00			;mk2? 黄
COL077			= 0000FF			;mk2? 青
COL078			= FF00FF			;mk2? マゼンタ
COL079			= 00FFFF			;mk2? シアン
COL080			= FFFFFF			;mk2? 白
[KEY]
KeyRepeat		= 0				;キーリピートの間隔(単位:ms 0で無効)
K_1			= K6_1				;1
K_2			= K6_2				;2
K_3			= K6_3				;3
K_4			= K6_4				;4
K_5			= K6_5				;5
K_6			= K6_6				;6
K_7			= K6_7				;7
K_8			= K6_8				;8
K_9			= K6_9				;9
K_0			= K6_0				;0
K_A			= K6_A				;A
K_B			= K6_B				;B
K_C			= K6_C				;C
K_D			= K6_D				;D
K_E			= K6_E				;E
K_F			= K6_F				;F
K_G			= K6_G				;G
K_H			= K6_H				;H
K_I			= K6_I				;I
K_J			= K6_J				;J
K_K			= K6_K				;K
K_L			= K6_L				;L
K_M			= K6_M				;M
K_N			= K6_N				;N
K_O			= K6_O				;O
K_P			= K6_P				;P
K_Q			= K6_Q				;Q
K_R			= K6_R				;R
K_S			= K6_S				;S
K_T			= K6_T				;T
K_U			= K6_U				;U
K_V			= K6_V				;V
K_W			= K6_W				;W
K_X			= K6_X				;X
K_Y			= K6_Y				;Y
K_Z			= K6_Z				;Z
K_F1			= K6_F1			;F1
K_F2			= K6_F2			;F2
K_F3			= K6_F3			;F3
K_F4			= K6_F4			;F4
K_F5			= K6_F5			;F5
K_MINUS		= K6_MINUS			;-
K_CARET		= K6_CARET			;^
K_BACKSPACE		= K6_DEL			;BackSpace
K_AT			= K6_AT			;@
K_LBRACKET		= K6_LBRACKET			;[
K_SEMICOLON		= K6_SEMICOLON		;;
K_COLON		= K6_COLON			;:
K_COMMA		= K6_COMMA			;,
K_PERIOD		= K6_PERIOD			;.
K_SLASH		= K6_SLASH			;/
K_SPACE		= K6_SPACE			;Space
K_ESC			= K6_ESC			;ESC
K_HANZEN		= K6_UNKNOWN			;半角/全角
K_TAB			= K6_TAB			;Tab
K_CAPSLOCK		= K6_9				;CapsLock 63
K_ENTER		= K6_RETURN			;Enter
K_LCTRL		= K6_CTRL			;L-Ctrl
K_RCTRL		= K6_CTRL			;R-Ctrl
K_LSHIFT		= K6_SHIFT			;L-Shift
K_RSHIFT		= K6_SHIFT			;R-Shift
K_LALT			= K6_GRAPH			;L-Alt
K_RALT			= K6_F4			;R-Alt 70
K_PRINT		= K6_UNKNOWN			;PrintScreen
K_SCROLLLOCK		= K6_CAPS			;ScrollLock
K_PAUSE		= K6_KANA			;Pause
K_INSERT		= K6_INS			;Insert
K_DELETE		= K6_DEL			;Delete
K_END			= K6_STOP			;End
K_HOME			= K6_HOME			;Home
K_PAGEUP		= K6_F2			;PageUp 88
K_PAGEDOWN		= K6_F3			;PageDown 89
K_UP			= K6_UP			;↑
K_DOWN			= K6_DOWN			;↓
K_LEFT			= K6_LEFT			;←
K_RIGHT		= K6_RIGHT			;→
K_P_0			= K6_B				;0(テンキー) 94
K_P_1			= K6_P1			;1(テンキー)
K_P_2			= K6_P2			;2(テンキー)
K_P_3			= K6_P3			;3(テンキー)
K_P_4			= K6_P4			;4(テンキー)
K_P_5			= K6_P5			;5(テンキー)
K_P_6			= K6_P6			;6(テンキー)
K_P_7			= K6_P7			;7(テンキー)
K_P_8			= K6_P8			;8(テンキー)
K_P_9			= K6_A				;9(テンキー) 103
K_NUMLOCK		= K6_UNKNOWN			;NumLock
K_P_PLUS		= K6_PPLUS			;+(テンキー)
K_P_MINUS		= K6_PMINUS			;-(テンキー)
K_P_MULTIPLY		= K6_PMULTIPLY		;*(テンキー)
K_P_DIVIDE		= K6_PDIVIDE			;/(テンキー)
K_P_PERIOD		= K6_C				;.(テンキー) 109
K_P_ENTER		= K6_PRETURN			;Enter(テンキー)
K_YEN			= K6_YEN			;\
K_RBRACKET		= K6_RBRACKET			;]
K_UNDERSCORE		= K6_UNDERSCORE		;_
K_BACKSLASH		= K6_YEN			;BackSlash
K_RMETA		= K6_UNKNOWN			;L-Windows
K_LMETA		= K6_UNKNOWN			;R-Windows
K_MENU			= K6_V				;Menu 110