Fpse for Android Discussion/Feedback
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D69K
Enthusiast
Joined: Wed Dec 09, 2009 11:21 am Posts: 197
Primary Device: HTC Sensation
Operating System: Android 2.3.5
ROM: Alfaifi Sensation XE 6.0.1
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 Re: Fpse for Android Discussion/Feedback
i900frenchaddict wrote: What the hell???! Can you please PM your your IP address (at home of course), so that I can verify that your IP hasn't been banned by (huge) mistake ? (this would be a weird mistake, since when there's something to ban, we first ban the username, then his IP without having to manually write the IP) you are right usually bans don't say that the password is wrong and they don't let you use you account anymore !! but i think i have an idea of the problem, I believe it's a problem with one of the scripts i use with my browser, Im using firefox with grease monkey for some scripting for my website. i will try to locate the problem once i get out of this hell hole  .
_________________ "Only strength can cooperate. Weakness can only beg" Dwight D. Eisenhowe 1890-1969, Thirty-fourth President of the USA <--- he also had a D like Monkey D. Luffy those guys are everywhere
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| Wed Jul 04, 2012 12:02 pm |
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rblanca
Junior Member
Joined: Fri Jan 13, 2012 5:31 pm Posts: 16
Primary Device: DROID3
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 Re: Fpse for Android Discussion/Feedback
Hi there is me again... it's a great emu but a found two bugs:
- Start button seems to work on Megaman X4 no matter how a much a pushes it...and because of this you can pass the start screen. - 2D graphics slow down the entire game if i'm using openlg plugin on my droid 3, if it's a full 3D game it runs wonderfull, if a set the emu to use software mode it run fine.
Thanks for these great emu and sorry 4 my crappy english
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| Wed Jul 04, 2012 2:54 pm |
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i900frenchaddict
Global Moderator
Joined: Sat Feb 21, 2009 10:47 am Posts: 2047 Location: France
Primary Device: Galaxy Note 2/ HTCs
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 Re: Fpse for Android Discussion/Feedback
rblanca wrote: Hi there is me again... it's a great emu but a found two bugs:
- Start button seems to work on Megaman X4 no matter how a much a pushes it...and because of this you can pass the start screen.
Thanks for these great emu and sorry 4 my crappy english have you tried assigning START to one of your hardware buttons, like vol+ or vol- for example?
_________________ http://www.youtube.com/user/i900frenchaddict
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| Wed Jul 04, 2012 6:47 pm |
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rblanca
Junior Member
Joined: Fri Jan 13, 2012 5:31 pm Posts: 16
Primary Device: DROID3
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 Re: Fpse for Android Discussion/Feedback
i900frenchaddict wrote: rblanca wrote: Hi there is me again... it's a great emu but a found two bugs:
- Start button seems to work on Megaman X4 no matter how a much a pushes it...and because of this you can pass the start screen.
Thanks for these great emu and sorry 4 my crappy english have you tried assigning START to one of your hardware buttons, like vol+ or vol- for example? Yes and same result  . Thanks
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| Wed Jul 04, 2012 8:04 pm |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Fpse for Android Discussion/Feedback
For those interested in FF9 and OpenGL, I've created the following post that talks about issues with FF9 and best setup for OpenGL. viewtopic.php?f=35&t=433&p=28320#p28320FF9 looks fantastic in OpenGL (IMHO).
_________________ FPSE OpenGL info - click here
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| Fri Jul 06, 2012 6:51 am |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Fpse for Android Discussion/Feedback
(possible) Bug Report
(I don't know if there's a different / better place to report a bug - if so let me know / move this post)
iControlPad doesn't work when using OpenGL plugin.
Can anyone else confirm?
At least, mine doesn't work. It works with the softGPU, but not OpenGL. I've tired it several times, with different games. I've tried with an older copy of th OpenGL, the current one that I downloaded to my phone from the website, and the one that you can download from in FPSE directly. FPSE will scan for my iControlPad, will detect it, and I even get the 'device connected' - but it doesn't work. When I use the softGPU, it works.
I also tired configuring the iControlPad with BlueZ IME, but for some reason I can't get FPSE to recognize the iControlPad (iCP) when I go to do the hardware buttons setup. I know the iCP works as if I go to a text file I can use the buttons to do input. But in FPSE it doesn't won't recognize the buttons. I suspect the BlueZ IME / hardware button assignment is a different issue, and it may be something odd about my phone. But, I know that the my phone works with FPSE and iControlPad when using the gamepad 'bluetooth' option and using the softGPU. Spent 80 hours or so in Final Fantasy tactics a couple months ago. And it still works now. But not when I use OpenGL.
_________________ FPSE OpenGL info - click here
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| Fri Jul 06, 2012 8:24 am |
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Xandrex
Junior Member
Joined: Thu Apr 26, 2012 8:12 am Posts: 13
Primary Device: Hp Touchpad
Operating System: Android
ROM: Cyanogenmod 9 nightly
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 Re: Fpse for Android Discussion/Feedback
bluezeak wrote: For those interested in FF9 and OpenGL, I've created the following post that talks about issues with FF9 and best setup for OpenGL. viewtopic.php?f=35&t=433&p=28320#p28320FF9 looks fantastic in OpenGL (IMHO). Very detailed post, thanks for that. I'm interested to know what the performance is on your device. Because even with everything you propose, the OpenGL performance on my OC'd Galaxy Nexus is still crap. Maybe I'll try to see if Chainfire3D makes any difference. It's a shame that we can't get this solved, because a lot of people want to play FF9 and a lot of people have a nexus. Oh well, back to finally released FFIII on android, which does run ultra smooth  Xan
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| Fri Jul 06, 2012 9:52 am |
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thefitz
Enthusiast
Joined: Tue Feb 14, 2012 7:20 pm Posts: 121
Primary Device: Samsung Galaxy Note 2
Operating System: Android 4.1.2
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 Re: Fpse for Android Discussion/Feedback
Haha I'm in the same boat, and thanks for the post. FFVII runs great, and IX runs alright on my Nexus (30-60fps), but I wish it'd be better. That's what happens with HD resolutions... if only there was a way to lower the resolution. Unfortunately, it looks unbearably bad in software mode (as do most old games on HD screens). Texture filtering smooths out the textures (they look like blocks otherwise) but turning it off gave me like 2 extra FPS... why not? FFIII on Android kicks all sorts of ass... I hope they port IV. For Apple first, of course  EDIT: Texture filtering doesn't make THAT much of a difference performance wise, but makes a big difference during closeups... I'll post screenshots soon. What are the chances that a feature can be implemented to lower screen resolution? Is that possible? It could result in a huge performance boost for Nexus owners at a minor degrading in quality (do we REALLY need an HD screen that size? Yes? Well... of course we do  ).
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| Fri Jul 06, 2012 1:10 pm |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Fpse for Android Discussion/Feedback
I'll try to keep the FF9 talk in my forum post so go check there for more info. I will say here that it runs decent to good, with frameskip its 57-60 FPS and some stuttering when battles are drawn. My moto driod bionic's resolution is 540 x 960. As for OpenGL vs softFPU - it makes a HUGE difference ... in some games. In others (that are more 2d), not as much - though it's always better (as long as it doesn't mess things up and is playably fast). in Street Fighter 2 the OpenGL was so slow it wasn't usable - but while it did render the graphics noticeably differently, I don't know that it was noticably better. In the FF games, the backgrounds don't get much change, but the characters themselves get fully rerendered. They go from being blurry or blocky & indistinct to full, sharp clarity. To me, it's amazing. About the softGPU screen filtering - I believe that's not really filtering but is smoothing. It does make things look quite a bit better - but really only because it takes the blocky look and makes it less blocky. Makes it softer. I like it. But, the graphics are still ... poor - compared to the OpenGL they're actually hard to watch. I really want to play FF8, and started playing it in softGPU since OpenGL breaks the fight scenes. But after seeing and playing in OpenGL it's so hard to go back to te SoftGPU. I've never played through FF8 and have always wanted to, and have played FF9 4 or 5 times. But I find I'd rather play FF9 (which I love) than go to the softGPU of FF8. The screen smoothing of the softGPU takes crazy CPU power, and is pretty unfeasible without a dual core or frameskip. And you can't frameskip on the FF games. And the dual core causes my phone to stutter like frameskip and the buttons to not work at times (like the whole emulator is skipping, e.g. the FPS in the upper left blinks). As for screen resolution - that's a great point. We want the higher resolution, but the GPUs have to pay a high price to render to them. I don't know that I've heard of changing the resolution of the screen, I wonder if it's possible with the current android tools. You can draw to a smaller part of the screen, and that makes a big difference (landscape vs portrait, or enabling the 'small screen' option). Like I said above, my resolution is 540 x 960. If anyone has any comments on using OpenGL, please post your thoughts on my OpenGL thread. I would like to update my original post and my Google Docs spreadsheet so have a place we can go to actually understand what the options do and can get a clue as to when / why to use them.
_________________ FPSE OpenGL info - click here
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| Fri Jul 06, 2012 7:31 pm |
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hayao
Junior Member
Joined: Fri Apr 06, 2012 10:53 pm Posts: 6
Primary Device: SGS II
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 Re: Fpse for Android Discussion/Feedback
I have a suggestion to make. Don't know if it's possible! Is there any possibility to use TV-Scanlines like in epsxe? Wouldn't it automatically look better? Tell me your opinions!
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| Sat Jul 07, 2012 5:58 pm |
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