Fpse for Android News

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schtruck
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Re: Fpse for Android News

Postby schtruck » Mon Jan 25, 2021 9:12 pm

Good news for you guys!

Another improved version of FPse64 is now pushed as Open Beta

here are changes:

FPse64 1.7.5:
- Fixed Dance Dance Revolution 3 (JAP)
- Fixed issue on Frame limitation calculation which caused some issues (IE: Nvidia Shield)\
- Fixed OpenGL High Definition texture upscaling feature and changed first scaler level from 2xSAI to HQ2X, much betterresult
Should also boost OpenGL High definition as Texture upscaling was my mistake alway set when starting a new game...
- Added Dot shader for OpenGL High definition video mode
to enable this effect for Resolution just under 1280x720
- Improved smoothness for PAL games
- Improved highly upscaling rendering for Smooth software and Software high definition mode (perfect with 2D games and excellent with 3D games)
- Enable upscaling from video menu and choose between XBR 4x or XBR 16x, test it, you won't believe it! Rayman in 1280x960 is incredible!
- Fixed some others reported bugs


will be visible in few hours, check it and let us know!
don't forget to report issue or ask for new feature by contacting us at schtruck@gmail.com.

Check below how on a simple Software rendering with Native resolution how new XBR filters works:

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Laska
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Re: Fpse for Android News

Postby Laska » Fri Jan 29, 2021 5:36 pm

I've test last version and graphical glitches on software HD are gone now. Also I'm very thankfull for ability to disable volume dialog. Still, on main screen, menu and back button are not working. Need for speed crashing after couple of seconds on openGL HD. Advanced openGL doesn't remember display ratio (always starting stretched, not 4:3). Also menus flickers every time I go from one to another.

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Re: Fpse for Android News

Postby schtruck » Sat Jan 30, 2021 6:21 pm

Thanks Laska for your feedback

About these last reports can you send me please at schtruck@gmail.com shots with text to let me understand exactly what you re talking about to be sure to fix that for next update

Thanks

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Re: Fpse for Android News

Postby Laska » Sat Jan 30, 2021 6:42 pm

Hmn... I really don't know how to document those...
1. If one press back or menu button (even if mapped in controller settings) on main screen nothin happens. This is very inconvenient when you only using controller and you try to close fpse -you have to scroll all down till menu icon is highlighted.
2. When playing NFS4 app crashes after couple second in race.
3. Every game that is set to use Advanced openGL mode always starts stretched full screen, side to side even if already set to 4:3 ratio.
4. When entering menu or submenu it flickers for about 1 second.

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Re: Fpse for Android News

Postby Laska » Sat Jan 30, 2021 7:43 pm

Also I've noticed that now maskbit not working properly: in Silent Hill there are now black artifacts on edges of textures/bitmaps.

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Re: Fpse for Android News

Postby schtruck » Tue Feb 09, 2021 6:15 pm

Some excellent new:

i relived the FPse Project to try to update it with 64bits build and some fixes and improvement, not sure it will be possible to update but i cross my fingers
FPse is based on the old core engine and interface but i applied some fixes i made on FPse64.
In the mean time i also improved FPse64 behavior like much more stable menu with Android 11.

ANd finally the result is an excellent version of FPse which should come in few days (cross my fingers) and a FPse64 still improved .

In my test i also found that FPse64 is up to 60% faster than FPse! my old test showed oly a 30% boost!

For example Crash bandicoot 2 run at 733 Frame per second on my device with FPse and 1230 Frame per second with FPse64 with the same video mode which make FPse64 58% faster with this game.

stay tunned

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Re: Fpse for Android News

Postby schtruck » Wed Feb 17, 2021 9:17 pm

Finally FPse for Android has been successfully relived! For now in open test, which means you can join the Open Beta program directly from FPse playstore page.

And it's great new with a 10 years Edition version!

Yes FPse for Android is available on Google Playstore since February 2011!
We're happy to be able to finally update it but Forced to abandon support for Android version below 4.0 (KitKat)

FPse 11.213 Changes!
- Improved Shortcut support
- Added 64bits support (engine is still completely different than FPse64)
- Fixed Cover search feature
- Fixed dropbox backup/restore feature
- Many other fixes and improvements

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Re: Fpse for Android News

Postby schtruck » Fri Mar 05, 2021 7:03 pm

FPse and FPse64 are being updated!
Two superb PSone emulators from playstore!
this is the 10 years edition for FPse for Android with fixes and good improvement! check

FPse 11.214 Changes:
- Fixed Android 11 Menu issue
- Fixed missing floating menu button on some devices
- Fixed Multibuttons mapping menu
- Fixed cover search menu
- Fixed Issue with plugins packages
- Tons of fixes and improvement including 64bits support

FPse64 is also updated with many fixes and an improved feature available from advanced and video menu, you'll love it for sure. it's in Open Test mode, just enable test version from FPse64 google play store page.

FPse64 1.7.6 Changes:
- Fixed menu bugs on Android 11
- Fixed and improved Search cover option
- Added requested feature and ultra fun implementation
you can tune the frame rate from 20FPS to 120FPS without breaking gameplay or music
musics will play abnormally for synthetized ones, sound, streaming or Audio track keep perfect
Game is slowed down or accelerated as you want
- Improved global menu stability to have a smoother experience

Enjoy!

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Re: Fpse for Android News

Postby schtruck » Tue Mar 09, 2021 11:33 am

Today i just pushed FPse 11.215 with some fixes

FPse 11.215 Changes
- Fixed immediate crash for some devices
- Fixed background stretch issue in menu


FPse 11.214 was only deployed to 10% of users , FPse 11.215 is now available to all users!

Enjoy!

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Re: Fpse for Android News

Postby assemblyx69 » Wed Mar 10, 2021 5:22 am

Hi sir schtruck. What's the difference between FPse/FPse64?? Are you planning on merging this two projects together in the future??

Does the other one can completely work fully offline with intact plugins?? Or just the same that needs INTERNET connection for verification/plugins??


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