Fpse for Android News

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Re: Fpse for Android Discussion/Feedback

Postby akutasame94 » Mon Feb 04, 2013 7:42 pm

In my case, v 0.11.81 worked perfectly, and my phone is serious low-end device. No lag, no sound bug. Shtruck, I will gladly inform you about any bugs and errors in emulator (talking about what we discussed over private messages). I have a cousin over in US, he also bought this app on 2 different phones. One phone is also low-end, and second one is Galaxy S3. This new version (0.11.82) works great on both devices.

As for me, I deleted the app, as I am unable to buy it from here, and I don't like pirating stuff, but for what little time I had it, it worked great.

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Re: Fpse for Android Discussion/Feedback

Postby mindundi » Mon Feb 04, 2013 8:42 pm

schtruck wrote:Tell me which version is the best for your device?

May 2012.

But, also more users are reporting slow fps from v0.11.69 too:



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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Mon Feb 04, 2013 10:12 pm

Just pushed FPse 0.11.83 to the market.
- Fixed Onscreen Analog left sitck
- Fixed Xperia play onscreen pads
- Changed audio latency menu, and audio Latency calculation
It's now possible to tune it manually from MISC menu by entering value to have the best result.
The possible lower value will give you the best audio quality.
If the value is too short for your device you'll have Click in sound and possible crash
On Galaxy SIII i9300 or a nexus 7 running JB, you can set 6000, on somes old devices you cannot set under 16384
This value must absolutely be a multiple of 16.
Restart FPse after each change to apply new value.

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Re: Fpse for Android Discussion/Feedback

Postby Kasser » Tue Feb 05, 2013 1:54 am

I cant go down menus using the direction pad now for coli mcrae rally or crash test racing. This is especially true if g sensor is enabled.

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Re: Fpse for Android Discussion/Feedback

Postby Various For » Tue Feb 05, 2013 8:33 am

Every time I update Fpse it asks me to download again audio and video plugins and it's a bit annoying, especially if there's a new update every day. Shtruck could you do something for this issue please? Thanks.

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Re: Fpse for Android Discussion/Feedback

Postby someitalian123 » Tue Feb 05, 2013 10:37 pm

How is the native moga support coming along? I've tried to use the 3rd party moga universal driver IME, but the controls were so unresponsive in fpse that it made game play impossible for most games.

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Re: Fpse for Android Discussion/Feedback

Postby awrigg » Tue Feb 05, 2013 10:52 pm

Im playing final fantasy 9 in my Xperia Play but anytime that I try to save the game, by the save points Fpse crashes.
Only the savestates are working.
Anyone can help me?

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Re: Fpse for Android Discussion/Feedback

Postby 6502 » Thu Feb 07, 2013 1:24 am

v11.83 works great so far but the sound lags like +700ms on Galaxy SIII (Exynos 4412, Mali-400). On Galaxy S Plus (MSM8255T Snapdragon S2, 1.4 GHz Scorpion CPU, Adreno 205 GPU) it had better sound (less latency). Last version i tested there was something around 11.75 though.

Is there something i can do against high latencies? I already played with 'misc/audio latency levels' but beside getting dropouts it doesn't help with latency. 'SPU Sync' and 'Reduce latency' don't help either.

Another issue is 'dynamic interpreter'. It doesn't stick. Once an ISO starts up it vanishes temporarily. When back in main menu (Quit game) it is re-enabled again.

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Re: Fpse for Android Discussion/Feedback

Postby barat » Thu Feb 07, 2013 8:42 am

For My i8160 sound is ok (but i'm in software mode because only then Final Fantasy 8 is Playable - battle swirls...)

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Re: Fpse for Android Discussion/Feedback

Postby radji » Thu Feb 07, 2013 10:03 pm

New revision seems to work good. But I still cannot get past the cutscene in Rebel Assault II. I was told to use softmode. How would I enable that or is softmode the default when you're not using openGL mode?
Last edited by radji on Fri Feb 08, 2013 7:26 pm, edited 1 time in total.

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