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Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 1:46 pm
by schtruck
@D69K , are you available on msn? min is schtruck@msn.com, i just fixed touchscreen crash, but need someone to test.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 2:02 pm
by Rotkaeqpchen
It also seems that sound emulation gets worse when I restart FPse several times. Maybe some memory issues or something?

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 2:22 pm
by schtruck
ok FPse 0.11.4 is online:

- Fixed Touch screen immediate crash
- Fixed frameskip in gpu soft mode.

Thanks to D69K!

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 2:29 pm
by D69K
schtruck wrote:ok FPse 0.11.4 is online:

- Fixed Touch screen immediate crash
- Fixed frameskip in gpu soft mode.

Thanks to D69K!


thanks to you Schtruck!
i barely helped :roll:

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 2:31 pm
by zakalec
Graphical issues from Silent Hill

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Motorola Defy:-/

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 2:50 pm
by Skat
Some graphic bugs.
Good luck in your work Schtruck.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 3:07 pm
by fyatwyrio
fyatwyrio wrote:Hi, have a tegra 2 device, G2x, and am experiencing most of the same issues, I've tried ntsc tekken 3, wipeout xl and marvel super heros. While they look GREAT, except for marvel super heros, each runs much faster with the software renderer. Marvel super heros shows a lot of 'seams' in the 2d sprites. The 3d games do look good though.


The above was with frame skip and limiter off. When I turn both on Tekken actually plays very well. The fps counter reports a steady 60 fps even though frame skip is on.

With software gpu it actually runs faster even with frame skip off. I would have thought that off loading much of the renderer functions to the gpu would have made it much faster than software.

I know these are the initial experimental releases so no worries, just reporting what I'm seeing so far.

Thanks for your work.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 3:52 pm
by D69K
Just wanted to inform everyone before changing to OpenGL.
don't expect savestates from Soft-mode to work with OpenGL mode and Vice versa.

this wouldn't be possible at all.
and always use memory cards saves instead of savestates.

Edit: About OpenGL graphic glitches, Schtruck already said that he only included 2 options from Pete's plugin, and he will work on including others but they need a lot of work.
so try to enjoy Fpse as it is for now.

Pete opengl plugin have for the PC version many option , and many value to tune rendering. I just added only Two option, because i had no time to test others, but it seems it miss somes important parameters i'll add.
There is somes tunes two that can enhance emulation,

Another paramterer but on ANdroid side is the Color depth of the rendering buffer, i use RGB565 but many chipset will work far better in RGBA8888.. i could add this option too.

I have experienced myself something strange , with two device from different manufacturer, one (Optimus 3D) made FPse working very well and very fast, and the other (can't rememeber which one) was working very bad while both was running on OMAP 4430 + SGX540.

Just to say that Drivers included into devices is very important too.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 4:46 pm
by mirek190
Ok. Without BIOS the Tekken working fine. ( OPGL on SGS 2 )
But if I choose orginal size of screen then is still stretched.
This feature not working.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:04 pm
by schtruck
yes, Size doesn't work in OpenGL plugin a actually. Have to fix that.

i think i have fixed the Multitouch problem that somes users encounter even with 0.11.5.

i update to 0.11.6 now.