if you can get thousand arms to work i will love you forever that was the first game i downloaded when i got the emu.
just as an update, star ocean 2 does have some freezing issues, such as when you first get precis and try to leave town, psx4droid will send you back to the screen where you choose the file to play.
I would say it most games are very doable on a touch screen only phone. I occasionally map one or two buttons to the trackball or the search key and it works great.
There are also more powerful phone that do have keyboards which can play the emulator better than your milestone
I will see if I can figure out what the issue is related to and send a detailed error report to the dev so he can try and debug it in future updates.
In the meanwhile have you tried by passing this part of the game on a PC PSX emulator ?
If it is CDDA then at least be relieved that the Dev is planning to support it in the near future
Hi everyone! Holy sheeze! 79 pages on this topic alone!
I released v1.61.
Changelog: TwitLonger: psx4droid v1.6 released. Changelog: - Put sound on it's own thread. Smoother sound playback. Especia
Guide/FAQ by Therev29 (thanks!): TwitLonger: For psx4droid newcomers, I have a treat for you. Therev29 wrote up a very complete #psx4droid guide!
v1.6 was released moments before v1.61. I had to fix a memory card file path issue real quick.
Right now I'm working on some sound issues that I still need to squash. Sometimes sound plays too fast or too slow, and can depend on the speed of the device and it's firmware's audio buffer size.
For instance Final Fantasy 7's background music runs slower than it should. This will be fixed.
I am interested in hearing whether certain games changed in performance (both down and up) drastically since v1.5. Comparison to v1.1 would be interesting to know too.
I am also considering including a show fps/vsync option in either developer versions I can distribute to you guys or make it a public feature. I have been cautious to make the feature public since if I fudge with timings / cycle counting in the emulator the framerate displayed can be misleading.
Put simply for example, I can make a build that draws 200 frames per second, but only have the game's logic update once within that second. So your character on the screen would move one frame but the 199 other frames are the same.
People could see 200 fps with 199 wasted frames drawn to the screen sucking up CPU time that could be used for PSX CPU emulation and compare it to a build that runs at 60 fps. If the 60 fps build in this example updates the game every 60 frames, it is actually running the game faster than that 200 fps example. So fps can be misleading when it comes to timings and IRQs. Fun stuff.
Feel free to chat with me on Twitter, especially if I wander back into work and forget to update forums. I'm @zodttd