Fpse for Android News

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sat Apr 25, 2015 5:16 am

I will activate it but it need much memory ... we ll see.

Btw i decide to add full support for uncompressing process for formats .ecm .zip .rar .7z

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Re: Fpse for Android Discussion/Feedback

Postby Q8-V08 » Sat Apr 25, 2015 10:33 am

Instead of screenfiltering can't texture filtering be applied to all textures from vram before being passed onto OpenGLES?
for some the texture filter doesn't upscale 2d mdec bs/bss textures etc and movie str only overlay textures like fire / water effects, I can't tell if it's also upscaling 3d textures because opengles already has Anti-Aliasing, it seems a bit daft to have a screenfilter filtering 50/60 fps costing loads of memory / processing when the individual background texture only needs to be filtered which would filterd anyway when all the vram textures get filtered before being passed onto OpenGLES.

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radji
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Re: Fpse for Android Discussion/Feedback

Postby radji » Sat Apr 25, 2015 9:41 pm

Just updated my ROM to Android 5.0.2. Sound still distorted. Battle swirl still gives a black screen on OpenGL.

Tried Software HD mode. It crashed and reverted back to Software smoother image.

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crualfoxhound
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Re: Fpse for Android Discussion/Feedback

Postby crualfoxhound » Sat Apr 25, 2015 10:14 pm

Schtruck can you add a new game cover U.I
so by selecting a eboot game the background icon will match the eboot game title. Just like when selecting games on a PSP console
Galaxy S7

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sun Apr 26, 2015 1:52 am

what do you mean? FPse read well eboot and print covers of all games inside eboot if they still have License inside to detect them, for the one that are not detectable you can set cover manually, the FPse cover search engine make this procedure very fast.

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crualfoxhound
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Re: Fpse for Android Discussion/Feedback

Postby crualfoxhound » Sun Apr 26, 2015 8:34 pm

schtruck wrote:what do you mean? FPse read well eboot and print covers of all games inside eboot if they still have License inside to detect them, for the one that are not detectable you can set cover manually, the FPse cover search engine make this procedure very fast.


Like this.
We see the game icon. But not the background artwork.
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Galaxy S7

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sun Apr 26, 2015 11:34 pm

ok i see. I will check that.

Btw my support of compressed iso will become a must!

I m building it smartly . This mean it will handle all files inside and will uncompress any compressed format like .ecm .zip .7z and .rar .. and very fastly
i m even thinking to uncompress automatically .ape files.

After you ll just have to compressed them to .pbp using fpse.

Next i ll activate high res textures for opengl high definition..

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sat May 02, 2015 9:07 pm

still progressing very well on the new very smart uncompressing process

FPse is now able to extract .zip .rar .7z .ecm and .APE! and it's done smartly, this mean at the end of the process everything that need to be uncompressed will be well extracted, and unecessary compressed files deleted.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sun May 03, 2015 8:39 pm

Ok Smart uncompressor is now mostly finished, and it works better than expected!

any scenarii will works, i explain.

At load ISO menu you have the possibility to open files .rar .zip .7z .ecm as well as all other uncompressed format or .Z or .pbp.

but FPse will analyze archive, and depending of what's inside, it will uncpack everything, even if it's multiple time compressed, like a Rar containing a .7z which contain a .ecm and many .ape files without cue file, look at what FPse will do:

1) it will uncompress the Rar where it can (external if possible or internal to a directory named to the archive)
2) delete the Rar if possible
3) uncompress the 7z file
4) delete this 7z file if possible
4) decode all .ape file to raw bin files
5) rebuild the .ecm file to bin file
6) delete .ecm file
7) check if cue file exist, if not it will create one automatically!

all these actions automatically and smartly! without any error.

Stay tunned guys, i'll work after on high res texture for OpenGL and will push a Beta Version

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue May 05, 2015 2:06 pm

Other good news!

FPse for android now works fully in x86 mode, and result is incredible!!! between x3 and x5 time faster!

stay tunned guys, Nexus Player will now have an incredible emulator!


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