PPSSPP Symbian Port
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04-28-2013, 05:28 PM
(This post was last modified: 04-28-2013 05:34 PM by nguenht.)
Post: #406
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RE: PPSSPP Symbian Port
i find v0.7.6-227-g35b6d27 to be really buggy: not only game textures are missing, the emulator itself crashes a lot too
i played patapon on 0.7.5-2 and it was fine(except for sound and speed) thanks Henrik for ppsspp and xsacha for porting it to symbian! |
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04-28-2013, 05:48 PM
Post: #407
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RE: PPSSPP Symbian Port | |||
04-30-2013, 08:30 AM
Post: #408
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RE: PPSSPP Symbian Port
(04-28-2013 05:48 PM)vicente947 Wrote:(04-28-2013 05:28 PM)nguenht Wrote: i find v0.7.6-227-g35b6d27 to be really buggy: not only game textures are missing, the emulator itself crashes a lot too Same for me, I first installed the 0.7.6 and thought my N8 was unable to emulate any game, then I installed 0.7.5 and everything got better, textures, speed... |
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04-30-2013, 09:17 AM
Post: #409
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RE: PPSSPP Symbian Port
Is it possible to run this emulator on 9.2 (Nokia N82 in particular)?
If so, what other software will I need to get this emu working? |
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04-30-2013, 10:03 AM
Post: #410
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RE: PPSSPP Symbian Port
No, it is not possible i think.
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04-30-2013, 10:09 AM
Post: #411
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RE: PPSSPP Symbian Port
n82 Supports opengl but not 2.0
I think its supports 1.1 and ppsspp need 2.0 so there are almost no chance for ppsspp on n82. |
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04-30-2013, 10:47 AM
Post: #412
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RE: PPSSPP Symbian Port
Yeah since v0.7.6 it has gone downhill.
Don't know how to track it down. Affects all my devices. |
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04-30-2013, 02:10 PM
(This post was last modified: 04-30-2013 02:11 PM by [Unknown].)
Post: #413
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RE: PPSSPP Symbian Port
The best way to track it down would be bisecting. Take a good version and a bad version, and set:
git bisect start git bisect bad <bad-commit-sha1> git bisect good <bad-commit-sha1> It will then do a binary search to find the first commit that caused performance to be worse. After each trial, just tell it the result: qmake <test speed on phone> git bisect good qmake <test speed on phone> git bisect bad If there are 1000 commits, this will take approximately 10 tries to find the exact cause (more for multiple causes, though, of course.) -[Unknown] |
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04-30-2013, 06:59 PM
Post: #414
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RE: PPSSPP Symbian Port
i cant download new 4 dev builds on qtness.com/ppsspp.html
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04-30-2013, 09:15 PM
Post: #415
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RE: PPSSPP Symbian Port
On 0.7.6-272 jetpack joyride works betwen 35-50 VPS and no graphics glitches.
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04-30-2013, 11:41 PM
Post: #416
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RE: PPSSPP Symbian Port
Hi xsasha. I loved that automated version, and that new version of frameskip it's working even with buffered enabled, i can play street alpha 3 ate 60 fps now =D many other games got improved by this, thx. But do you remember the problem with sound that i told you some time ago?
So, erm, on games that get 60 fps ( with or without frameskip), the sound does not work how it should, it's lagging, or freezing, i don't know the right term to it, it's like the sound that makes when you have low framerate on the other versions of the emulator, but i was trying it on my tablet, and there, when a game gets 60 fps on android, the sound plays good ( on games that have sound working). It's some wrong with my cel, or it's a common problem in the symbian version? |
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04-30-2013, 11:44 PM
Post: #417
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RE: PPSSPP Symbian Port
I think the sound problem is universal (all mobile platforms anyway). Might be a bad implementation of the sound output. I'll look into it again.
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04-30-2013, 11:46 PM
(This post was last modified: 04-30-2013 11:47 PM by tenshitsuki.)
Post: #418
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RE: PPSSPP Symbian Port
(04-30-2013 11:44 PM)xsacha Wrote: I think the sound problem is universal (all mobile platforms anyway). Might be a bad implementation of the sound output. I'll look into it again. Well, it's working fine on android when the game gets 60 fps, even when it's 60 fps by using frameskip =O i don't know if i was clear explaining the problem, if you think that's better, i can record it or make a video =O |
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04-30-2013, 11:46 PM
(This post was last modified: 04-30-2013 11:46 PM by xsacha.)
Post: #419
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RE: PPSSPP Symbian Port
(04-30-2013 02:10 PM)[Unknown] Wrote: If there are 1000 commits, this will take approximately 10 tries to find the exact cause (more for multiple causes, though, of course.) The problem is: 1. Yep, multiple causes 2. Symbian build doesn't compile through about 700 of those 1000 commits. People often break the mobile builds by using C++11 features, for example. In fact, it's broken for Symbian/Meego/Blackberry right now because of std::is_signed usage. |
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04-30-2013, 11:51 PM
Post: #420
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RE: PPSSPP Symbian Port
Ah, right. Yeah, broken builds are really bad for bisecting.
Does your build server have output? I check the one we have for Linux/Android/Mac periodically, if there's a place I can check for Symbian too, I will. -[Unknown] |
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