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 Fpse for Android Discussion/Feedback 
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Joined: Fri Feb 03, 2012 10:04 am
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Primary Device: motorola bionic
Operating System: Android 2.3.4
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Post Re: Fpse for Android Discussion/Feedback
I think those issues have already been noted, though that's a nice summary explanation. the 'feature request' thread probably could be maintained to show what's going on Courtney. Its stool used but I dint think there's a maintained list.

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FPSE OpenGL info - click here


Thu Aug 09, 2012 7:45 pm
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Joined: Fri Aug 10, 2012 9:29 am
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Primary Device: Galaxy S2
Operating System: ICS
Post Re: Fpse for Android Discussion/Feedback
Hi schtruck

I'm having problems using my bluetooth controller with fpse. When I have bluez ime installed I can never use the native bluetooth support in fpse.

I have bluez ime installed for other games and it's great. The problem is that fpse seems to prioritise using bluez ime over it's own native support. I'll try to start a game and fpse appears to call bluez ime and it can't be switched off.

I emailed the dev of bluez ime and he said that fpse may be calling bluez ime directly. Ideally it'd be good to pick between the two. Although bluez doesn't work for me in fpse.

Hope that makes sense.

stiv

SGS2 - ICS with iControlpad.


Fri Aug 10, 2012 9:36 am
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Post Re: Fpse for Android Discussion/Feedback
schtruk, where you get the sources? Im searching for Broadcom VideoCore IV because source provided by Samsung is incomplete... can you help me to get more info about videocore4 codes please?

Also I read the samsung galaxy ace "i" use codes from broadcom and adreno, bouth mixed in kernel, so Im really confused and Im searching for more info.

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Broadcom VideoCore IV (1080p capable) on Samsung Galaxy Ace "i"(only i/c/m models), Samsung Galaxy Y, Huayu T968 and Alcatel OT979 3G WCDMA (adding support...)


Sat Aug 11, 2012 2:12 pm
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Joined: Tue Jan 13, 2009 8:52 am
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Primary Device: HTC HD2
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Post Re: Fpse for Android Discussion/Feedback
More news of changes,

- fixed the SBI support problem on somes games like FF series.
- surely fixed the random black screen in dual core mode on somes device
- boosted highly the software mode... you won't believe it.... (checked on dual core and quad core devices, but i think Mono core devices should boost highly too)
- Fixed the 4/3 mode saved


Sat Aug 11, 2012 11:27 pm
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Primary Device: motorola bionic
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Post Re: Fpse for Android Discussion/Feedback
icelaglace wrote:
schtruk, where you get the sources? Im searching for Broadcom VideoCore IV because source provided by Samsung is incomplete... can you help me to get more info about videocore4 codes please?

Also I read the samsung galaxy ace "i" use codes from broadcom and adreno, bouth mixed in kernel, so Im really confused and Im searching for more info.

iceglade, I don't have answers, but I want to wish you good luck. Any support or info you can give would be great!

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Sun Aug 12, 2012 12:57 am
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Post Re: Fpse for Android Discussion/Feedback
just tested the last beta on my Xperia play and the result is like i thought a huge speed up. people with mono core devices will love this release too.

expect a release surely today.

next step, have to fix somes problem (which exist today too) with spusync and audio tracks or somes xa playing.

and i'll add support for .rar, zip and 7zip.


Sun Aug 12, 2012 7:57 am
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Post Re: Fpse for Android Discussion/Feedback
support for compressed files would be awesome!

in fact, all the work you do, is great, thanks so much schtruck!

if you have time with all this work you're doing, I would like your help in understanding the opengl plugin. I wrote that huge post about it, but I still have a lot of questions about how you're setting match up with the settings from the PC version of the plugin. If you have time, please PM me.

I know there are several things that you're working on (thank you!), and I konw various people have posted issues that need to be addressed (mainly the S3 issues). I mentioned a while back about the control pad not working - icontrolpad doesn't work with opengl via the fpse built-in bluetooth. Some others have mentioned some issues with controllers as well, though I don't know if any of the things they've mentioned are as straightforward.

Thanks again for all your work!

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Mon Aug 13, 2012 2:15 am
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Joined: Sat Feb 21, 2009 10:47 am
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Post Re: Fpse for Android Discussion/Feedback
future release tested (on the HTC One-X), and it's indeed faster!
About 110 fps at tekken 3 without frameskip and with filtering in software mode :shock:
Between 41 and 46 fps at Tekken 3 without frameskip and with many filterings and anti-aliasing in openGL

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Mon Aug 13, 2012 10:25 am
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Post Re: Fpse for Android Discussion/Feedback
Ah, but what a waiting world wants to know (okay, just FF fans) is if we can get through a battle transition under OpenGL without waiting 20 seconds! ;)
(Thats at 4 frames a second during FF8 battle transitions. I know some do a bit better...)


Mon Aug 13, 2012 10:48 am
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Post Re: Fpse for Android Discussion/Feedback
Kayann wrote:
Ah, but what a waiting world wants to know (okay, just FF fans) is if we can get through a battle transition under OpenGL without waiting 20 seconds! ;)
(Thats at 4 frames a second during FF8 battle transitions. I know some do a bit better...)

kayann, that issue is ff8 specific I believe and would require a game specific patch for the OpenGL plugin. See my post on OpenGL (for link see my signature), specifically the part where I talk about testing. I have that same issue when I pay ff8 on my laptop with the OpenGL plugin, but it fires away with the directx our OpenGL2 plugins.

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Mon Aug 13, 2012 11:31 am
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