Fpse for Android News

illuminerdi
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Re: Fpse for Android Discussion/Feedback

Postby illuminerdi » Thu Aug 18, 2011 2:04 pm

Sound emulation still has problems in FF7 even with SPU Sync on. Compare the battle sounds of a real PSX to the battle sounds of FPSE and you'll immediately notice a difference in certain things (Cloud's sword swings, certain enemy attacks, etc)

It's decent, but there are a lot of sounds that are incorrect or cut off. I'd love to see this fixed, as the speed is getting pretty good in a lot of games this is the last major issue with the emulator.

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sebastian91
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Re: Fpse for Android Discussion/Feedback

Postby sebastian91 » Thu Aug 18, 2011 2:15 pm

we must not dwell on details such as a few lines or sound in certain games
excellent emulator now runs much better on my old hd2
I can play Colin McRae Rally II well as FIA World Rally Championship and Tekken 3.
desmereser not be the work of a person for details negligible
to me the perfect WipEout not see me doing lines anywhere
nor in any other game
now drop frames with the filter screen is much smaller
for me is really a fantastic emulator
although they run a single-core micro
for me the only thing todabia not get to perfection is the graph
but it is very desent and that improving the graphics is lost in Performa
what to look for is a balance
excellent work congratulations schtruck

LouCipher
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Re: Fpse for Android Discussion/Feedback

Postby LouCipher » Thu Aug 18, 2011 5:07 pm

illuminerdi wrote:Sound emulation still has problems in FF7 even with SPU Sync on. Compare the battle sounds of a real PSX to the battle sounds of FPSE and you'll immediately notice a difference in certain things (Cloud's sword swings, certain enemy attacks, etc)

It's decent, but there are a lot of sounds that are incorrect or cut off. I'd love to see this fixed, as the speed is getting pretty good in a lot of games this is the last major issue with the emulator.


Sound emulation is one of the hardest things to emulate accurately. Spu processing is heavily reliant on the timing and synchronization amongst the various processors in the original system. Because all those chips from the psx are being emulated on a single core processor, it gets tricky. I have no doubt it will improve over time, but it will probably always be a work in progress. Just look at snes emulation. Much older system, but sound emulation still isn't quite perfect.

illuminerdi
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Re: Fpse for Android Discussion/Feedback

Postby illuminerdi » Thu Aug 18, 2011 5:16 pm

LouCipher wrote:Sound emulation is one of the hardest things to emulate accurately. Spu processing is heavily reliant on the timing and synchronization amongst the various processors in the original system. Because all those chips from the psx are being emulated on a single core processor, it gets tricky. I have no doubt it will improve over time, but it will probably always be a work in progress. Just look at snes emulation. Much older system, but sound emulation still isn't quite perfect.



I understand, and I know it's a daunting task, it's just one of those things that drives me crazy when playing games. I can handle fps drops much more than I can handle sound drops or incorrect emulation. It just seems like it's pretty close already and going that extra mile should be doable in the near future, rather than letting this aspect of the emu continue to languish.

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Re: Fpse for Android Discussion/Feedback

Postby Prfndhatrdofman » Thu Aug 18, 2011 5:23 pm

I'm only noticing a major FF slowdown when screen filtering is on. Menu and battle slows down a lot. However, if screen filtering is off, the menu and battle has no issue

Kostja_V
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Re: Fpse for Android Discussion/Feedback

Postby Kostja_V » Thu Aug 18, 2011 6:04 pm

Looks like one of easter eggs is .pbp file support. Great work schtruck.
But now I can't even imagine what the second easter egg could be.

LouCipher
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Re: Fpse for Android Discussion/Feedback

Postby LouCipher » Thu Aug 18, 2011 6:51 pm

Kostja_V wrote: Looks like one of easter eggs is .pbp file support. Great work schtruck. But now I can't even imagine what the second easter egg could be.


Sweet, guess I'm reconverting my isos when I get home...
Last edited by LouCipher on Fri Aug 19, 2011 5:52 am, edited 2 times in total.

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sebastian91
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Re: Fpse for Android Discussion/Feedback

Postby sebastian91 » Fri Aug 19, 2011 12:35 am

that the difference between bin and pbp??

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Re: Fpse for Android Discussion/Feedback

Postby suavethekid » Fri Aug 19, 2011 4:00 am

sebastian91 wrote:that the difference between bin and pbp??



file size 700 meg iso down to like 500. Also may run better they did in fpsece

nisarmustafa
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Re: Fpse for Android Discussion/Feedback

Postby nisarmustafa » Fri Aug 19, 2011 6:46 am

Kostja_V wrote:Looks like one of easter eggs is .pbp file support. Great work schtruck.
But now I can't even imagine what the second easter egg could be.


Just a quick post before i start work,
schtruck, thank you so much for the easter eggs, you've taken this emulator to whole different level compared to what else is on android. Cant thank you enough, i can now use the eboots i had for my psp on my htc, i'm pleased to report, that besides some sound issues on the whole strider 2, ridge racer type 4, samurai deeper kyo, rival schools, mortal kombat trilogy and mk4, gran turismo, colin mcrae rally 2, wip3out special edition, tekken 3, soul blade and even more work very close to the emulation i have on my psp. Thanks again. :D


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