Fpse for Android News

gamerguy80
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Re: Fpse for Android Discussion/Feedback

Postby gamerguy80 » Wed Jun 20, 2012 9:57 pm

so will the new release be coming soon or is it in testing phase at the moment?

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icelaglace
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Re: Fpse for Android Discussion/Feedback

Postby icelaglace » Thu Jun 21, 2012 11:11 am

FIXED!!!
I set frameskip up to 50 and I get 38-48fps with Crash Bandicoot 3... is not really fixed but at least now I have a better gameplay... finally :D


Edit:
Sorry for ask again, but anybody can tell me how to make a backup of my savegames please?
Broadcom VideoCore IV (1080p capable) on Samsung Galaxy Ace "i"(only i/c/m models), Samsung Galaxy Y, Huayu T968 and Alcatel OT979 3G WCDMA (adding support...)

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Thu Jun 21, 2012 9:22 pm

FPse 0.11.27 available to the market, this include:
- many fixes
- fixed Mali OpenGL filtering
- Fixed timing, smoother and far better tempo. emulation speed is perfect now.
- added shortcut to homescreen using internal Image or external PNG,GIF or JPG file, shortcut include configuration set before creating shortcut, like gpu plugin used, Bios or HLE and ISO loaded.shortcuts keep opengl video configuration too.
- Fixed eject problem encountered sometimes on change cd with multiple cd games
- added an option to reset configuration, will keep memcard content and savestate
- added possibility to load opengl plugin manually
- fixed garbage bands encountered on opengl and qualcomm cpu
- added New Dynamic interpreter option, It's slower than recompiler but make fpse running on mali400 and with opengl without tekken3 trick.... tested on GS II, GS Note and GS III , works very well...
- added possibility to load psx executable like demos... (press back at iso loader and choose load exe).

User22
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Re: Fpse for Android Discussion/Feedback

Postby User22 » Fri Jun 22, 2012 2:20 am

Unfortunately still doesn't work at galaxy s2 with opengl. Dynamic interpreter was cheked. Try with res.evil 3 and ff7. And still freezes after going to video settings(out of game, in-game video setting works).

sebasss
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Re: Fpse for Android Discussion/Feedback

Postby sebasss » Fri Jun 22, 2012 2:33 am

the new emulation is great, i just can say is perfect in software mode now... the shortcuts, for some reason dont work correctly, i try to put the special screen size. select the 4/3 ratio and when i create the shortcut... the screen size is full again

UPDATE: looks like the problems is not with the shortcut option, is the special screen size option that can conserve the selection

Tenken
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Re: Fpse for Android Discussion/Feedback

Postby Tenken » Fri Jun 22, 2012 2:56 am

I confirm that the new version still doesn't work with FF7 when going into battles unfortunately (even with dynamic interpreter checked). Keep up the good work!

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Fri Jun 22, 2012 5:32 am

Yes i know that FF7 battle crash is not fixed, MALI400 show it limit (or his bugs) , but we'll find a workaround don't worry.

Now about User22 who say dynaùic interpreter don't make opengl working on SII, try to run FPse then press BACK button twice at loader and clear your configuration from MISC menu. in this menu load OpenGL plugin too.

THen still in those menus go to SYSTEM option and select interpreter, then return to MISC menu and save config as default.

Now quit and retry , i'm sure that will work.

jirka607
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Re: Fpse for Android Discussion/Feedback

Postby jirka607 » Fri Jun 22, 2012 6:22 am

Any ideas why im getting 1-2 FPS with OpenGL on Adreno 220 on EVO3D (ICS)

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Fri Jun 22, 2012 6:31 am

1 or 2 fps?? are you in dynamic interpreter? i got much more on on my Adreno 200 (HTC HD2).

norin
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Re: Fpse for Android Discussion/Feedback

Postby norin » Fri Jun 22, 2012 6:37 am

Too bad... Still slowdowns in Vagrant Story :( But games work without Tekken.


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