Fpse for Android Discussion/Feedback

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Sep 23, 2014 9:42 pm

hmm, you're right

i have implemented attenuation, in previous version but seems to brake somes streaming.

are you refering to Capcom streaming clicks in sound?

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Re: Fpse for Android Discussion/Feedback

Postby Sotn2 » Tue Sep 23, 2014 9:48 pm

Not sure what you mean, sorry. Symphony Of The Night is the only one that seems to do it from the games I have. I don't think the crackling is random because it seems to happen at the same points/ in same pattern. It starts from the Konami logo but there are some parts of the game, such as the file select screen, where there's no crackling. Let me know if need more info.

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Sep 23, 2014 9:50 pm

ok just fixed it. as i prepared an update for low end device, because savestates with Shot asked too much memory, i have optimised a bit the memory used by FPse and added an option to disable shot, as well as this fix.

let me push it to Market now.

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Sep 23, 2014 10:06 pm

Just pushed a new updated to fix and improve somes things...

FPse 0.11.146:
- Fixed English menu to disable scanning
- Fixed Savestates screenshots, use less memory
- Fixed click in sound.
- Added option to disable saves screenshots for low end device if crash

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Re: Fpse for Android Discussion/Feedback

Postby Sotn2 » Tue Sep 23, 2014 11:47 pm

Wow that was fast. Managed to get a quick Symphony Of The Night session in there. Thanks for looking in to it. All seems to be working as it was now and the clicking has gone.

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Re: Fpse for Android Discussion/Feedback

Postby Q8-V08 » Wed Sep 24, 2014 1:32 pm

I noticed a problem with widescreen hack, because the in-game 3d objects & characters are rendered thinner their screen position is slighlty off, it needs to shift them back slightly.
Here's an example in widescreen off the zombies are correctly placed behind the cells but with widescreen on their placed too far forward.
Image
Image

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Re: Fpse for Android Discussion/Feedback

Postby Akademicks » Wed Sep 24, 2014 5:16 pm

[quote="Q8-V08"]I noticed a problem with widescreen hack, because the in-game 3d objects & characters are rendered thinner their screen position is slighlty off, it needs to shift them back slightly.
Here's an example in widescreen off the zombies are correctly placed behind the cells but with widescreen on their placed too far forward.


Hey what game is that, it looks cool.

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Re: Fpse for Android Discussion/Feedback

Postby vlad-srb » Wed Sep 24, 2014 6:55 pm

Akademicks wrote:
Hey what game is that, it looks cool.


Looks like Resident evil 2, but i cant remmember this part... strange... this must be something moded.

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Wed Sep 24, 2014 8:29 pm

as you can see such game has static backgound which is a simple 2D image uncompressed by the MDEC, and then 3D object (main character and monsters).

the wide screen trick is done on 3D objects only, if the background was polygons or sprites, the tricks would work perfectly.

For such it's much more difficult... MDEC is just decoding image into video memory at specific address..

this mean we should apply deformation on 2D image....

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Re: Fpse for Android Discussion/Feedback

Postby Q8-V08 » Wed Sep 24, 2014 10:32 pm

Akademicks wrote:
Q8-V08 wrote:I noticed a problem with widescreen hack, because the in-game 3d objects & characters are rendered thinner their screen position is slighlty off, it needs to shift them back slightly.
Here's an example in widescreen off the zombies are correctly placed behind the cells but with widescreen on their placed too far forward.


Hey what game is that, it looks cool.


It's the unreleased version of Biohazard 2 aka Biohazard 1.5 or Biohazard 2 Prototype, the psm / plain vanilla build leaked two years back along with the air jesus / mzd modded version by team IGAS.


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