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PPSSPP Symbian Port
Weekly builds would be awesome Wink

Here is the change log till the next version yet
Fix crash on Symbian when doing "Return to Menu"
Fix Symbian JIT + FastMem by using a mapped virtual address RChunk.
Symbian build fix use globs for atmois
Symbian updates and Chinese translation
Add a pause button to Symbian
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Hi!
Please what about support for symbian S60v3 (OPENGLES 1.1) ?
Thanks.
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(02-17-2013, 09:16 PM)SymbianLover Wrote: Hi!
Please what about support for symbian S60v3 (OPENGLES 1.1) ?
Thanks.

Any device that doesn't have OPENGLES 2.0 can't run PPSSPP.
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0.6.4 - http://www.qtness.com/PPSSPP-0.6.4.sis

Big thanks to xsacha! Now we should wait for compiled version with frameskipping Smile

UP: JIT + fastmem now works with Wipeout, frameskipping is still required for playable framerate.
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Also I compiled the armjit-fpu branch here:
http://www.qtness.com/PPSSPP-0.6.4-fpu.sis

With 4x speedup for game clock on Wipeout, it runs real-time (60 renders/second) on Nokia 808 @ 14 FPS.
10x speedup needed for N8 (5 FPS).

They used to go faster (twice that speed) so I think there may have been a regression in terms of performance.

By the way, tell me your device and I'll send you a Wipeout optimised version Tongue
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808 pureview Wink
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(02-19-2013, 03:14 PM)xsacha Wrote: By the way, tell me your device and I'll send you a Wipeout optimised version Tongue
Nokia 808 & N8
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Try this one: http://www.qtness.com/PPSSPP-0.6.5.sis

It has some special secret sauce so it always runs 60 fps according to game clock. Not many games check game clock though -- Wipeout Pure is one.

It's also based on latest git (v0.6-640) and merged with latest armjit-fpu. So, latest of everything.

Has an extra thing I haven't committed on git yet: you can now return to menu and load new games without it crashing.
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(02-21-2013, 12:59 AM)xsacha Wrote: Try this one: http://www.qtness.com/PPSSPP-0.6.5.sis
Wipeout is still unplayable for me, even with frameskipping. In-game performance was better with 0.6.4 version

Nokia 808:
0.6.4 - 10-14 fps
0.6.5 w/o frameskip - 3-6 fps
0.6.5 with frameskip - 8-10 fps
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(02-21-2013, 12:59 AM)xsacha Wrote: Try this one: http://www.qtness.com/PPSSPP-0.6.5.sis

It has some special secret sauce so it always runs 60 fps according to game clock. Not many games check game clock though -- Wipeout Pure is one.

It's also based on latest git (v0.6-640) and merged with latest armjit-fpu. So, latest of everything.

Has an extra thing I haven't committed on git yet: you can now return to menu and load new games without it crashing.

Care to send a pull request of the special sauce to the main repo, as an option (yeah I know it's really simple but still)? You kinda have to according to the GPL :-)
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(02-21-2013, 07:19 AM)Henrik Wrote: Care to send a pull request of the special sauce to the main repo, as an option (yeah I know it's really simple but still)? You kinda have to according to the GPL :-)
Yeah, working on it now. Right now it's not an option and it isn't exact enough. I'm trying to make it more precise.

Merged that crash fix just before.

(02-21-2013, 05:38 AM)MaximumLSD Wrote: Wipeout is still unplayable for me, even with frameskipping. In-game performance was better with 0.6.4 version

Nokia 808:
0.6.4 - 10-14 fps
0.6.5 w/o frameskip - 3-6 fps
0.6.5 with frameskip - 8-10 fps

Yeah, the frame rate has halved in the last 3 days or so. I think it's because graphics are more accurate.
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There's nothing that should cause such a drop in framerate?
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(02-21-2013, 08:35 AM)Henrik Wrote: There's nothing that should cause such a drop in framerate?

Not sure. It seems to have slowly dropped in frame rate during the recent commits.
Nokia 808 used to do 18 FPS on Wipeout Pure in v0.6.1. Latest git it is like 8 FPS. Three days ago it was like 12-14 FPS.
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Strange. See if you can find the culprit commits because I haven't knowingly added anything that would slow it down.
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This method of getting full game speed on Wipeout Pure doesn't work as well as I thought. It looks like Wipeout Pure doesn't check game clock much at all. So it's not really possible to get a FPS:60 ratio that is accurate.

Basically, I was just recording the FPS from calculateFPS() every frame and then multiplying the timer by (fps/60). It seemed to work.
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