Fpse for Android News

Crugath
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Re: Fpse for Android Discussion/Feedback

Postby Crugath » Tue Oct 02, 2012 1:52 pm

I've been using FPSE since January, when I got my Galaxy S2 i9100. I'm a big fan of this emulator, and I think it works great, but I have some suggestions for the overlay pad.

It would be great if there could be separate settings for the overlay pad in portrait and landscape - being able to have different controls visible and change the positioning for each orientation.

At the moment, changing positioning and enabling/disabling controls works fine in landscape, but gives some undesirable results in portrait. I have uploaded a gallery of images to show my point: http://imgur.com/a/vlV0r

In the settings, if I disable some buttons, for example L2 & R2, L3 & R3, these get hidden fine in Landscape, but in portrait they are still visible.

Then if I want to reposition buttons in landscape, when I rotate back to portrait, these buttons then overlap with the now visible L2 & R2, L3 & R3 buttons. Or if I move the Start & Select buttons from the top of the screen in Landscape, so they are between the Dpad and facebuttons, when in portrait they are then overlapping both and it becomes a bit messy. If there was separate positioning for landscape and portrait, this wouldn't be a problem.

Also, if possible, I'd like to have more granular settings for transparency, rather than the current disabled/low/medium/high it'd be nice to be able to set transparency to a percentage. So if I wanted, I could set it to the maximum transparency and have invisible controls.

I apologise if this has been covered before, I did have a little search but nothing jumped out at me.

Thank you :)

kaiser20xx
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Still Same

Postby kaiser20xx » Tue Oct 02, 2012 2:58 pm

Still same as before... Nothing change.... Clock skill on CTR still buggy.... :roll:

Bored42
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Re: Fpse for Android Discussion/Feedback

Postby Bored42 » Tue Oct 02, 2012 3:13 pm

I cant hear the guitar noises in Um Jammer Lammy anymore with spu sync on. I tried turning on enhancing sound but i makes a very loud and fuzzy sound. Also, the bottom of the screen is still cropped out.

But this update is still good. Good Job man.

culex316
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Re: Fpse for Android Discussion/Feedback

Postby culex316 » Tue Oct 02, 2012 3:36 pm

I don't have any sound at all with the latest version on my Galaxy Nexus running Jelly Bean, whereas it worked perfectly before on previous versions.

Here is the logcat: https://docs.google.com/open?id=0B9DcPJ ... WJaclpOQWc

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Oct 02, 2012 4:00 pm

i think i found all problems, so expect an update within less than a hour.

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Oct 02, 2012 8:02 pm

just pushed the Fixed version... very difficult to understand, sill bug!

Hope now everybody will be happy, because i'm tired.

I'm waiting for feedbacks. Just hope i'll be free now to fix and add awaited new features.

Kiesman
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Re: Fpse for Android Discussion/Feedback

Postby Kiesman » Tue Oct 02, 2012 8:18 pm

It appears that one of the last few updates has caused the sound on all my games to be a little bit laggy, on the the Galaxy S3 i-747M. I haven't used the app for a couple updates now so I can't exactly pinpoint which one it was... But I've checked to make sure there's no background apps running that don't usually run, it just just started happening during some update.
Sanity is for Squares.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Oct 02, 2012 8:35 pm

by default SPUSYNC is set, so if you find sound laggy, try without. the problem with SPUSYNC is the complexity to find the minimum buffer size to reduce to max the sound latency. but in fact it depend of the device... very difficult to calculate, so i'll propose a tunning for that into the next version.

you have to know that all the problems today were related to this SOund Buffer size we have tunned on many device, but regading feedback, not everybody were happy....

Other problem today was related to an attempt to add Analog pad for Xperiaplay support that i forgot to remove . that has caused many problems. Somebody contacted me to give me tips for CM9/CM10 rom and analog support. so next time i'll take care to remove testing part in release version....

Carlos25
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Re: Fpse for Android Discussion/Feedback

Postby Carlos25 » Tue Oct 02, 2012 8:38 pm

touch buttons Crashes I asumed android.view.MotionEvent.getSource missing by froyo version?

Code: Select all

I/dalvikvm( 1585): Could not find method android.view.MotionEvent.getSource, referenced from method com.emulator.fpse.MainGL$DemoGLSurfaceView.onTouchEvent
W/dalvikvm( 1585): VFY: unable to resolve virtual method 268: Landroid/view/MotionEvent;.getSource ()I
D/dalvikvm( 1585): VFY: replacing opcode 0x6e at 0x0004
D/dalvikvm( 1585): VFY: dead code 0x0007-0010 in Lcom/emulator/fpse/MainGL$DemoGLSurfaceView;.onTouchEvent (Landroid/view/MotionEvent;)Z
D/dalvikvm( 1585): VFY: dead code 0x0012-0016 in Lcom/emulator/fpse/MainGL$DemoGLSurfaceView;.onTouchEvent (Landroid/view/MotionEvent;)Z
I/global  ( 1585): Default buffer size used in BufferedReader constructor. It would be better to be explicit if an 8k-char buffer is required.
D/dalvikvm( 1585): GC_EXTERNAL_ALLOC freed 1524 objects / 816128 bytes in 59ms
D/dalvikvm( 1585): GC_FOR_MALLOC freed 590 objects / 256888 bytes in 46ms
D/dalvikvm( 1585): GC_EXTERNAL_ALLOC freed 251 objects / 102952 bytes in 44ms
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/libEGL  ( 1585): loaded /system/lib/egl/libGLES_android.so
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/libEGL  ( 1585): loaded /system/lib/egl/libEGL_mali.so
D/libEGL  ( 1585): loaded /system/lib/egl/libGLESv1_CM_mali.so
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
W/InputManagerService(   88): Window already focused, ignoring focus gain of:com.android.internal.view.IInputMethodClient$Stub$Proxy@462b9720
D/libEGL  ( 1585): loaded /system/lib/egl/libGLESv2_mali.so
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/KeyguardViewMediator(   88): setHidden false
D/PROCINFO( 1585): Neon instructions detected
D/PROCINFO( 1585): CPU architecture:7
D/PROCINFO( 1585):
E/libfpse ( 1585): SBI '/mycard/games/psx/Final Fantasy VII Disc 1.sbi' not found
E/libfpse ( 1585): SUB '/mycard/games/psx/Final Fantasy VII Disc 1.sub' not found
I/libSDL  ( 1585): ANDROIDAUD_OpenAudio(): app requested audio bytespersample 2freq 44100 channels 2 samples 64
V/AudioFlinger(   60): registerClient() 0x32a00, tid 528, calling tid 1585
V/AudioFlinger(   60): Adding notification client 0x36948
V/AudioFlinger(   60): sendConfigEvent() num events 1 event 0, param 0
V/AudioFlinger(   60): MixerThread 0x19ca8 TID 86 waking up
V/AudioFlinger(   60): processConfigEvents() remaining events 1
V/AudioFlinger(   60): PlaybackThread::audioConfigChanged, thread 0x19ca8, event0, param 0
V/AudioFlinger(   60): audioConfigChanged_l() Notifying change to client 0x19a48
V/AudioFlinger(   60): audioConfigChanged_l() Notifying change to client 0x1f3b8
V/AudioFlinger(   60): audioConfigChanged_l() Notifying change to client 0x36948
V/AudioFlinger(   60): Track constructor name 4096, calling thread 1585
V/AudioFlinger(   60): start(4096), calling thread 1585
V/AudioFlinger(   60): ? => ACTIVE (4096) on thread 0x36fc0
V/AudioFlinger(   60): mWaitWorkCV.broadcast
I/libSDL  ( 1585): ANDROIDAUD_OpenAudio(): app opened audio bytespersample 2 freq 44100 channels 2 bufsize 8800
E/iSortTexCnt( 1585): iSortTexCnt:256
I/LicenseChecker( 1585): Using cached license response
E/libfpse ( 1585): /mnt/sdcard/.fpse/memcards/slot1.mcd
E/libfpse ( 1585): /mnt/sdcard/.fpse/memcards/slot2.mcd
D/AndroidRuntime( 1585): Shutting down VM
W/dalvikvm( 1585): threadid=1: thread exiting with uncaught exception (group=0x4001d7c8)
E/AndroidRuntime( 1585): java.lang.NoSuchMethodError: android.view.MotionEvent.getSource
E/AndroidRuntime( 1585):        at com.emulator.fpse.MainGL$DemoGLSurfaceView.onTouchEvent(Unknown Source)
E/AndroidRuntime( 1585):        at android.view.View.dispatchTouchEvent(View.java:3766)
E/AndroidRuntime( 1585):        at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:863)
E/AndroidRuntime( 1585):        at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:863)
E/AndroidRuntime( 1585):        at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:863)
E/AndroidRuntime( 1585):        at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1671)
E/AndroidRuntime( 1585):        at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1107)
E/AndroidRuntime( 1585):        at android.app.Activity.dispatchTouchEvent(Activity.java:2086)
E/AndroidRuntime( 1585):        at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1655)
E/AndroidRuntime( 1585):        at android.view.ViewRoot.handleMessage(ViewRoot.java:1785)
E/AndroidRuntime( 1585):        at android.os.Handler.dispatchMessage(Handler.java:99)
E/AndroidRuntime( 1585):        at android.os.Looper.loop(Looper.java:123)
E/AndroidRuntime( 1585):        at android.app.ActivityThread.main(ActivityThread.java:4627)
E/AndroidRuntime( 1585):        at java.lang.reflect.Method.invokeNative(NativeMethod)
E/AndroidRuntime( 1585):        at java.lang.reflect.Method.invoke(Method.java:521)
E/AndroidRuntime( 1585):        at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:868)
E/AndroidRuntime( 1585):        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:626)
E/AndroidRuntime( 1585):        at dalvik.system.NativeStart.main(Native Method)
W/ActivityManager(   88):   Force finishing activity com.emulator.fpse/.MainGL

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Oct 02, 2012 8:39 pm

update to 0.11.49, you won't have this problem.


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