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Re: Fpse for Android Discussion/Feedback
Posted: Wed Jun 19, 2013 8:25 pm
by arogance1
But the easy menu coverflow is awesome, it doesn't need changing
Re: Fpse for Android Discussion/Feedback
Posted: Thu Jun 20, 2013 9:33 am
by Sarkie
arogance1 wrote:But the easy menu coverflow is awesome, it doesn't need changing
Regardless, we should be doing things the "Android Way" and make the app the consistent with the rest of the apps.
Also a translation site for the resource strings.
Re: Fpse for Android Discussion/Feedback
Posted: Thu Jun 20, 2013 8:30 pm
by arogance1
Sarkie wrote:arogance1 wrote:But the easy menu coverflow is awesome, it doesn't need changing
Regardless, we should be doing things the "Android Way" and make the app the consistent with the rest of the apps.
Also a translation site for the resource strings.
When you say "we", how much programming have you done on the app? Its entirely schtrucks decision.
Why should we be doing things the android way? Its a multi platform app.
When Angry Birds uses it, fpse should
Re: Fpse for Android Discussion/Feedback
Posted: Thu Jun 20, 2013 9:02 pm
by schtruck
ok guys ,i just posted to beta testers the Ultimate FPse Version,FPse 0.11.104 on which have obtained a very Smooth Animation and Smoother sound too. in Soft mode as well as in OpenGL mode.
I have fixed many reported bugs too.
you'll see the changes:
- Enhanced Sound and Graphics which are both much smoother
- Fixed somes reported bugs
- Fixed crash for Scanning Storage
- Added support for Y button to access context menu from menu cover for OUYA
thanks to beta testers to feedback.
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jun 21, 2013 10:00 pm
by schtruck
OK received only one message from one beta tester, i push this version now to the market because there is too much Problem with 0.11.103
SO FPse 0.11.104:
- Enhanced Sound and Graphics which are both much smoother (even using frameskip....)
- Fixed somes reported bugs
- Fixed crash for Scanning Storage
- Added support for Y button to access context menu from menu cover for OUYA
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jun 21, 2013 10:52 pm
by arogance1
schtruck wrote:OK received only one message from one beta tester, i push this version now to the market because there is too much Problem with 0.11.103
I'm hoping that means they're playing so much, they had no time to report back
Re: Fpse for Android Discussion/Feedback
Posted: Sat Jun 22, 2013 1:04 am
by Arsestar
Fpse crashes whenever I start a game since the 104 update.
Re: Fpse for Android Discussion/Feedback
Posted: Sat Jun 22, 2013 3:24 am
by dbefore
Hmmm... well I was hoping that the audio and video enhancements you made would have helped with the audio skipping that happens in open gl mode on chrono cross and final fantasy 9 during battle and screen change.... but no the lag is still there. Looking at the frames it looks like frame drop is what is causing this problem. So I'm starting to think that my phone is not powerful enough to run those games smoothly. I have the galaxy note 2 over clocked and on performance governor which is supposed to be pretty good. Hopefully the note 3 will have the snapdragon 800 cpu and hopefully that will solve the problem of the dip in frame rate with this great emulator.
Re: Fpse for Android Discussion/Feedback
Posted: Sat Jun 22, 2013 7:52 am
by mckimiaklopa
Some things that might make Fpse betters
1.Dithering:A feature of the original playstation that makes colors look much smoother and richer and prevents color banding.Very perfect for the software renderer.for more info, go here
http://en.wikipedia.org/wiki/DitherFinal fantasy IX withou dithering:
Final Fantasy IX with dithering
2.upscaling the resolution in the software renderer:Displays graphics similar to Opengl but with less bugs and graphical glitches
Final Fantasy IX in 640x480 resolution using software rendering
Re: Fpse for Android Discussion/Feedback
Posted: Sat Jun 22, 2013 10:18 am
by schtruck
Just pushed FPse 0.11.105 to the market because MOgra Controllers was disabled:
- Fixed another crash for scanning storage
- Fixed Moga Controllers support
About Dithering i will check that, but it should be done by OpenGL texture drawing. (OpenGL blitting mode)