u/Zuluwargod69

Flycast v2.7 Release!! (Localisation, Naomi multiscreen)

Flycast v2.7 Release!! (Localisation, Naomi multiscreen)

https://github.com/flyinghead/flycast/releases/tag/v2.7

The best dreamcast emualtor just got better. I must try the multi screen arcade (hopefully some Ferrari 355 triple monitor?)

New features

- Frame rate detection and pacing

- Localization (fr, hu, jp, pt_BR, sv)

  • Multiscreen support for Airline Pilot, Sega Strike Fighter and Derby Owners Club
  • Improved modem emulation
  • improved DreamPicoPort and DreamPotato support by u/RikkiGibson, u/Tails86 and u/nexus382 - Android: Google Auto Backup support for VMU saves and non-volatile memory

Fixed Games

- Airline Pilot (Naomi, multiscreen)

  • Cyber Troopers Virtual-On: Oratorio Tangram (JP, online features)
  • Derby Owners Club (new)
  • Dinosaur King (ZH, new)
  • DreamParaPara by u/dakrk (new)
  • F355 Challenge (JP, online features)
  • Fish Life (new)
  • Love & Berry 3 (ZH, new)
  • NFL 2K1, NFL 2K2, NBA 2K1, NBA 2K2 (freeze)
  • Power Smash (online lag)
  • Rune Jade (online features)
  • Samba de Amigo (Naomi, inputs)
  • Sega Strike Fighter (Naomi, multiscreen)

New Contributors

u/Windsurf7 made their first contribution in #2229 u/Kyuyrii made their first contribution in #2236 u/eadmaster made their first contribution in #2252 u/PLCodingStuff made their first contribution in #2274 u/marcgardent made their first contribution in #2318 u/AurisDSP made their first contribution in #2333 u/engdyn made their first contribution in #2383

u/Zuluwargod69 — 1 day ago

ARMSX3 7.2 released (fixes)🔥🔥🔥🔥

https://github.com/ARMSX2/ARMSX3/releases/tag/0.7.2

ARMSX3 0.7.2

Fixes the graphical regressions in 0.7, plus a lockup, three freezes and the settings Reset button.

Performance:

The renderer is back to the 0.6 path. 0.7's graphics work caused corruption in several games and, once that was sorted, testers consistently reported the older renderer as the faster one, so it goes back out. The measurement behind that work was one game on one device and did not hold up on other hardware.

Two pieces are kept, because neither is part of that work and both are wins on their own: the RSX FIFO idle fix (about 11% of total CPU that was being burned on sched_yield), and ADPF frame timing, without which the performance-hint setting reported nothing and did nothing.

Fixed:

Games could lock up completely when deleting a file. Deleting, creating or removing a directory inside a game's own folder failed on Android, because that folder is a read-only mounted disc image, and the failure killed the emulator's main thread inside the syscall. The game froze with the CPU idle and nothing in the log. Oblivion never got past its title screen because of it.

Fixed three separate freezes caused by log spam. Games that poll a system call in a loop could produce over twenty thousand log lines in ten seconds, and writing them stalled the emulator for twenty seconds or more. One of them reported a failed memory lock on every single mapping, advising you to raise a system limit Android never grants to apps in the first place. All three are quiet now, and still available by raising the log channel to Trace.

Fixed water not rendering in Oblivion on Vulkan, and likely other missing or wrong shader effects on Adreno. Native half-precision shaders were disabled on every mobile GPU and emulated instead, which does not produce the same result. Re-enabled on Adreno drivers new enough to accept them, older drivers and other vendors are unchanged.

Reset on a settings page did nothing on most tabs. The lists of what each page owns were out of date, so Reset cleared settings the page no longer shows while missing most of what it does, on the Audio page it did not include the audio backend, format, channels or Cubeb backend. Rebuilt from what each page actually changes.

Diagonal stick movement was much slower than straight movement. A full diagonal was sent at about 70% strength, which is what a real DualShock does, but games that check each axis separately then ignore it, Oblivion's camera crawled diagonally. Added Full Diagonal Range, per stick, in Controls --> Analog Sticks --> Stick Feel. On by default. Turn it off to match original hardware exactly.

Enter Button Assignment (circle or cross), in Controls. The emulator has always supported this, the UI just never showed it.

Reset all settings, in App Settings. Per-game settings and controller binds are left alone.

Oboe is now the default audio backend on Android.

u/Zuluwargod69 — 7 days ago

ARMSX3 0.5 released! (spiderman fixes and more)

Mr Sujano will need to upload ever 3 hours at the rate (maybe at 144p)​??

https://github.com/ARMSX2/ARMSX3/releases/tag/0.5

What's new:

Spider-Man: Web of Shadows now works and went from around 120 ms a frame to around 37 ms on my SD8Gen2, and no longer freezes shortly after the first cutscene. Most of that speedup is not specific to this game. Every time the emulator flushed its command buffer it also drained the presentation queue, and the Vulkan call that checks whether a frame is done blocks on Adreno instead of answering immediately, which it does on desktop drivers. That one call was 14.6 ms of every frame, spent waiting on a GPU that had usually already finished. It is now 0.03 ms. Anything that flushes often should gain, so worth testing broadly. The freeze was separate: an occlusion query left open when a render pass ended, which the driver never completes, so the emulator waited on a result that could not arrive. All 21 places that end a render pass now close their queries first, and a query that somehow still goes unanswered is abandoned after a few seconds with a warning rather than hanging the game.

The thread scheduler now leaves core assignment to Android. It was pinning threads to a fixed set, which on an 8-core big.LITTLE phone confined six SPU threads to four cores while the rest sat idle. The OS is better at this than a fixed map is, and I would rather it place threads than guess for every SoC. You can experiment with the thread affinity options in performance settings.

Sonic Unleashed and the God of War III demo now boot. Both were hitting the same thing: an SPU block the ARM64 recompiler cannot compile hands the thread to the interpreter, and on ARM64 that fallback called an interpreter that executes nothing. It now runs the interpreter that actually works, and only for the one block that failed, releasing the thread back to compiled code as soon as execution moves past it. Anything that failed to compile landed there, so this should help any game with the same problem.

Fixes:

R2 now works in Spider-Man: Web of Shadows. Its web-sling prompt did nothing from the controller, from the touch overlay, or after remapping R2 to a different physical button. A DualShock 3 sends pressure bytes in every packet, and the press-mode setting controls how much of the buffer a game is told is valid, not whether the pad produced the values. We were clearing that area when press mode was off. Web of Shadows never turns press mode on but reads the R2 pressure byte anyway to decide whether the trigger is held, so it saw 0 where a console shows a press. The digital button was being delivered correctly the whole time and was simply not what the game looked at. Any game that reads pressure without asking for it was affected. Now works as intended.

Running out of video memory no longer looks like a hang. The renderer treated memory pressure at a point where it cannot be interrupted as fatal and killed the RSX thread, so audio kept playing and the picture stopped, which reads as a freeze. It now frees what is safe to free at that point, lets the allocator retry, and if it still cannot allocate it says so. I caught this issue in God of War III demo which hit this by skipping the intro screens, which pushes a burst of texture allocation through exactly that window.

Install .pkg and .rap files from anywhere, including storage the app cannot read directly. Split packages picked through the system picker are also sorted into part order now instead of being taken in the order you tapped them, which quietly produced a broken install if you picked part 2 first. PKGs and other files can also be installed to your SD card through SAF, your app folder must use the "SD card option", custom folder will still default to internal for PKGS for now.

u/Zuluwargod69 — 9 days ago

This must be peak android emulation

Honest. The new armsx3 is fire🔥 Full speed ps3 on my phone and it stays barley warm to the touch. Same goes for 360 emualtion. Just mindblowing 🤯 🤯 🤯

u/Zuluwargod69 — 10 days ago

Technoparrot is coming to Android!!!

🚨 TeknoParrot is coming to Android!

🚨 ︀︀ ︀︀The arcade experience is breaking free from the desktop. ︀︀ ︀︀

We have already been testing a wide range of games on Android, including Rastan Saga, 3D Cosplay Mahjong, SEGA Rally 3 and Puzzle Bobble, and the results are looking extremely promising. ︀︀

︀︀✅ Responsive on-screen touch controls ︀︀

✅ Full controller and joystick support ︀︀

✅ Up to 4-player local multiplayer, depending on the game ︀︀

✅ Classic 2D arcade titles ︀︀

✅ Modern 3D arcade games ︀︀

✅ Racing, action, puzzle and specialized arcade controls ︀︀ ︀︀The touch-control system is already working incredibly well, making many games immediately playable without any additional hardware.

Connect a controller or arcade stick, however, and Android devices can become seriously powerful portable arcade systems.

This is not just about launching a few lightweight classics. Our goal is to bring the real TeknoParrot experience to Android across a huge variety of arcade hardware, generations and game types.

We are also planning:

🌐 Network multiplayer support 🏆 TeknoParrot Online integration 🎮 Multiplayer support across compatible games 📱 Support for phones, tablets and powerful Android gaming devices

Imagine carrying your own arcade library in your pocket, connecting controllers anywhere and instantly turning your phone, tablet or handheld into a multiplayer arcade machine.

There is no ETA yet. This is still actively being developed, tested and improved, and we will release it when it is ready.

But Android support is real.

It is running.

And the future of portable arcade gaming is looking absolutely insane. 🔥🦜📱

TeknoParrot on Android is coming.

x.com
u/Zuluwargod69 — 1 month ago