Fpse for Android News

foleyjo
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Re: Fpse for Android Discussion/Feedback

Postby foleyjo » Sat Oct 20, 2012 10:50 pm

Ignore that about sound in wing commander. Just needed spusync. Thought I turned it on but I hadn't

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Re: Fpse for Android Discussion/Feedback

Postby kwan728 » Sun Oct 21, 2012 1:31 am

How do we remove the black blorder in the screen After the new texture filtering In opengl?
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kwan728
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Re: Fpse for Android Discussion/Feedback

Postby kwan728 » Sun Oct 21, 2012 1:34 am

One more picture
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culex316
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Re: Fpse for Android Discussion/Feedback

Postby culex316 » Sun Oct 21, 2012 5:29 am

First off thank you Schtruck for the constant improvements to this emulator it is really the best PSX,, emu for Android.

By any chance does the emulator include binary support for Android devices with x86 processors? If not could you add it? (I think all you have to do is add an extra flag when compiling and it will bundle the x86 binary with the ARM one.)

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Zehel
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Re: Fpse for Android Discussion/Feedback

Postby Zehel » Sun Oct 21, 2012 9:39 am

Well since i have been using fpse for almost a year i thought it might be a good idea to point out its flaws so far .I hope this will help the dev to improve the overall experience from the emulator.

To begin with i find fpse easy to use even for newbies,although i cant seem to find anywhere what each option does when i toggle it on or off (on epsxe it informs me on how it will impact on the performance at least)especially the newly added options.

Unlike epsxe fpse pauses the game when i mess up with the settings and it has more dynamic access to options

In some games there is a slowdown on 2d static menus like chrono cross and final fantasy tactics and is kind of annoying(i am talking about huge drops from 60fps to 29-37) considering that the whole other game runs flawless

In other games like koudelka the sound on video sequences in game is too bad.sound skips in speech sequences making it impossible to understand what the characters are talking about.

Last but not least the BIGGEST flaw so far on fpse is that every single update fixes something but breaks something else that worked.One piece of advice i learned so far <<dont update fpse unless you really have to>>

As far as Opengl plugin, it is very buggy to even consider an option and a lot slower than bitting mode

I do believe that psx can run on max fps even on singlecore devices(1ghz+) without slowdowns but it requires a really talented dev with a lot of free time to spend on his project.

I wont leave negative comments on google play since i dont expect an emulator to be perfect, although it would please me if you take into consideration my feedback and make the emulator more stable and more compatible ;)

foleyjo
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Re: Fpse for Android Discussion/Feedback

Postby foleyjo » Sun Oct 21, 2012 10:52 am

Right I've done some more testing with the games and all was not as good as it seemed. Here is what I've found.

Sound delay has returned. Sound is out of sync again by a lot more than it was previously. I tried to play with the latency setting but low latency crashes the emulator for me.

Is there a way to make multi-button presses available as touchscreen buttons rather than hardkeys?

I've got some problems but not sure how fixable they are. The same problems are apparent on other emulators and also on the PSP. I've only been able to bypass the problems on the caanoo ps1 emulator.

X-Files Game : Picture is messed up.
In Cold Blood: Freezes right at the start of gameplay. Can move around for about 30 seconds.
Rebel Assault 2: Picture freezes(sound continues) at the mid point on level 3.

pigini
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Re: Fpse for Android Discussion/Feedback

Postby pigini » Mon Oct 22, 2012 2:13 am

I just upgraded from 0.11.50 to 0.11.55.
I always run fpse in software mode. In 0.11.55 it is much slower than in 0.11.50.
For example RoadRash3D is 35 fps in 0.11.55, in 0.11.50 it was full speed with the same settings.
The same goes for Tekken3. It's probably the same with all other games, but I only remember the fps of those two.

I would have thought software mode was unaffected by the latest changes, but unfortunately it is.
:?
Last edited by pigini on Mon Oct 22, 2012 2:31 am, edited 1 time in total.

the5th2000
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Re: Fpse for Android Discussion/Feedback

Postby the5th2000 » Mon Oct 22, 2012 2:29 am

In the middle of FF8 now; 11.54 was working perfectly for me with openGL on my Gnex, (more than perfect in fact, beautiful!) but with 11.55 on the same openGL settings I can't see my characters or vehicles in the world map anymore. Anyone help me out and tell me what i'm doing wrong?

-edit- not quite perfect, a few textures or polygons or something missing from moving parts in complicated environments, but anyway it's better on 11.54, at least I can see most of the characters most of the time, but nothing on 11.55

Savaal
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Re: Fpse for Android Discussion/Feedback

Postby Savaal » Mon Oct 22, 2012 3:10 am

the5th2000 wrote:In the middle of FF8 now; 11.54 was working perfectly for me with openGL on my Gnex, (more than perfect in fact, beautiful!) but with 11.55 on the same openGL settings I can't see my characters or vehicles in the world map anymore. Anyone help me out and tell me what i'm doing wrong?

-edit- not quite perfect, a few textures or polygons or something missing from moving parts in complicated environments, but anyway it's better on 11.54, at least I can see most of the characters most of the time, but nothing on 11.55



Check if FF7 cursor fix is checked. Unchecking that fixed it for me...

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Mon Oct 22, 2012 7:10 am

yes be sure to use FF7 cursor fix only on FF7! because that break many games.

Now i just discovered a big mitake in sound engine that have broken sound since version 0.11.41... i verify a bit more then update. sorry for that.


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