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compiling direct x version
12-01-2013, 04:55 PM
Post: #61
Thumbs Up RE: compiling direct x version
omg works on my intel gma 3100 HeartHeartHeartHeart

thanks

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12-01-2013, 05:22 PM
Post: #62
RE: compiling direct x version
Awesome! Working here, but somethings are in japanese. I'm using the last build.

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12-01-2013, 06:56 PM
Post: #63
RE: compiling direct x version
Holy smokes, this actually improved my framerate on many games which lagged previously on opengl4.1,
I will try it some time these days on my dad's old laptop with opengl1.1 dx9 ATI Mobility Radeon 9600

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12-01-2013, 10:50 PM
Post: #64
RE: compiling direct x version
On my bad PC I think I'm getting all at full speed, I can't know because the FPS are in Japanese. I also got issues on my games that runs well on Android. My PC aspects:
-Intel Celeron Dual Core E3200 2.5Ghz
-2Gb RAM
-Intel Media Graphics Acceleration G33/G31 (GMA 3100)
-Windows 7 Ultimate 32bits

Phone: Xiaomi Redmi Note 6 Pro 4/64GB

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12-02-2013, 10:36 AM
Post: #65
RE: compiling direct x version
(12-01-2013 05:22 PM)GuilhermeGS2 Wrote:  Awesome! Working here, but somethings are in japanese. I'm using the last build.

use git build 560 or 597 itself,then the jpn font should flew away,but all the graphical bug not change(it not perfect though),but in some games like tekken 6,i got fullspeed all the time,but using opengl build it somehow slow to 80 sometimes,i have do test for six time though.

my sub weapon:
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single core
not clocked

my ultimate weapon
acer(laptop)
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intel media accelarator 3000

i'm a tester,but not as good as other,please be kind with me,haha.
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12-02-2013, 10:52 AM
Post: #66
RE: compiling direct x version
I also thought strange when I ran it and I got full speed (I think) on all games that I've tested. The problem is I can't record gameplays because it's a lot slow.

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12-02-2013, 11:35 AM
Post: #67
RE: compiling direct x version
(12-02-2013 10:52 AM)GuilhermeGS2 Wrote:  I also thought strange when I ran it and I got full speed (I think) on all games that I've tested. The problem is I can't record gameplays because it's a lot slow.

what games you trying to record though?,btw I tried running cube demo on my netbook 1.66 ghz but the speed is half 50% only(have to use frameskip 2 to achieve fullspeed,eventhough on android it it run fullspeed),but on games like lord of arcana,i can run it fullspeed without frameskip.only certain games have less graphic bug,like god of war(i think it run pretty well also without cpu lock 60) and monster hunter fu.other is unplayable due to 3d graphic missing.i guess the angle port is buggy I think.

my sub weapon:
xperia mini hd
1ghz scorpion
single core
not clocked

my ultimate weapon
acer(laptop)
2.2ghz ?core
intel media accelarator 3000

i'm a tester,but not as good as other,please be kind with me,haha.
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12-02-2013, 12:14 PM
Post: #68
RE: compiling direct x version
Nice build anyway, although it has graphics bugs in tekken 5 and maybe other games, it allows me to play on my old pc with buffered rendering (on standard builds it is a slide-show because of bad open gl drivers)

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12-02-2013, 12:40 PM
Post: #69
RE: compiling direct x version
(12-02-2013 10:52 AM)GuilhermeGS2 Wrote:  I also thought strange when I ran it and I got full speed (I think) on all games that I've tested. The problem is I can't record gameplays because it's a lot slow.

Use fraps to record gameplays.

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12-02-2013, 03:00 PM
Post: #70
RE: compiling direct x version
I tested GoW Ghost of Sparta, I tried the build 560 and the FPS counter is normal, and not run at full speed, but more or less 80%, sometime 100%. I'll try others games.

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12-04-2013, 12:13 PM
Post: #71
RE: compiling direct x version
(11-23-2013 10:36 PM)Bigpet Wrote:  I tried to make a very hackish simple ANGLE port, try to take this *.exe and the 2 ANGLE *.dlls in this archive and place them into a PPSSPP installation directory and try it please (backup the original exe).

MEGA

Dropbox

Where is the PPSSPP source code you make for this angle port?
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12-04-2013, 12:24 PM
Post: #72
RE: compiling direct x version
(12-04-2013 12:13 PM)cyclonmaster Wrote:  
(11-23-2013 10:36 PM)Bigpet Wrote:  I tried to make a very hackish simple ANGLE port, try to take this *.exe and the 2 ANGLE *.dlls in this archive and place them into a PPSSPP installation directory and try it please (backup the original exe).

MEGA

Dropbox

Where is the PPSSPP source code you make for this angle port?

I think on github Big Grin here
https://github.com/Bigpet/ppsspp/branches

I worse write english so take easy on me
(even my own language realy bad T_T)

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12-04-2013, 11:59 PM
Post: #73
RE: compiling direct x version
(12-04-2013 12:24 PM)Ritori Wrote:  
(12-04-2013 12:13 PM)cyclonmaster Wrote:  
(11-23-2013 10:36 PM)Bigpet Wrote:  I tried to make a very hackish simple ANGLE port, try to take this *.exe and the 2 ANGLE *.dlls in this archive and place them into a PPSSPP installation directory and try it please (backup the original exe).

MEGA

Dropbox

Where is the PPSSPP source code you make for this angle port?

I think on github Big Grin here
https://github.com/Bigpet/ppsspp/branches

Thanks for the info Smile
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12-05-2013, 11:33 PM (This post was last modified: 12-06-2013 12:50 AM by TheDax.)
Post: #74
RE: compiling direct x version
Try downloading the (https://github.com/Bigpet/ppsspp/archive/ANGLEbuild.zip) 12.5mb and copy this 3 folders (flash0,lang,assets) to were libEGL.dll, libGLESv2.dll and PPSSPPWindows.exe is located at

the log.bat is at (ppsspp-ANGLEbuild\Windows) copy it to were libEGL.dll is located at

now the menu, fps and other missing things are fixed

tested with OptiPlex GX520, Intel 82945G Express Chipset Family

Moderator's Edit: Made link work correctly.
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12-06-2013, 12:43 AM
Post: #75
RE: compiling direct x version
nice work there!! Keep up the good work. tho some things in most games are misisng


@Isley the link is broken

o.o Oh Hi XD
P.S: Wanted to go to Japan so badly

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