OpenBOR Test Build 6392

msmalik681 to not derail the topic, take a look at this and use that topic to continue the discussion
http://www.chronocrash.com/forum/index.php?topic=703.msg72766#msg72766
https://github.com/DCurrent/openbor/issues/111
 
oldyz
Thanks for the tests! About the problem you mentioned, I agree with what bWWd and Ilu said (controller precedence and save files).

O Ilusionista
Is still early to say, but it looks like the buttons on Android build are "missing" the press more than before. For example, on my game, you can use the CHARGE command with Thor (hold SPECIAL them press JUMP). The SPECIAL button looks to stop register the press if you move your finger slightly to any side while pressing. Same with the UP arrow.
I will do some tests. In fact the touch logic is inside the Android source code folder, that I got entirely from the latest master-build and it's constantly updated by other devs. However, I decreased the Android API level and maybe this problem could be related to this change.
I will back the API level to the default value in the next test build, and we can do some tests.

EDIT: Saddly, the load bug is still present :(
I will check it too, buddy. Thanks for all feedbacks  :)
 
Hey guys! After many tests, I will share with you the last test build, that contains the following changes:

- Fixed a bug that caused the engine to close at the OpenBOR mods selector menu when you have more than 7 paks. Tested with more than 150 paks with no problems
- Fixed a bug that caused the engine to close when any controller is unplugged

In this new test build, the Android API level is back to the default level. To avoid the engine issue that does not create a "saves" folder at the first run, now it waits for the user permission and after that will ask to restart the application once. From the second run and so on the engine will work normally.

Here's the link:
https://1drv.ms/u/s!AnTXKPMHlONnhNhEGzVbKb0At19Adw?e=S8aDSJ
 
Thanks! Works like a charm here. I can now finally access my entire collection freely and quickly.
 
I tested it on android, i have a strange feeling that everything works too fast, i mean velocities are too fast, shoryukens, jumps... not sure if its just me ?
I compared previous build with the buttons misalligned and i do feel the difference about how frames are displayed , it looks like it skips frame often which makes it look like its faster now, i cant really tell why , from all the builds i played this one feels definitely different, did you changed something with sdl code, related to timing maybe.
 
bWWd said:
I tested it on android, i have a strange feeling that everything works too fast, i mean velocities are too fast, shoryukens, jumps... not sure if its just me ?
I compared previous build with the buttons misalligned and i do feel the difference about how frames are displayed , it looks like it skips frame often which makes it look like its faster now, i cant really tell why , from all the builds i played this one feels definitely different, did you changed something with sdl code, related to timing maybe.

Strange, I don't feel it in my tests. In fact the only change was related to the "permission request" event in the Android port, nothing more. And now the API level is back to your default value.
All other things are the same as the original Android folder in the master-build. I suggest to uninstall, erase all files and reinstall it again.

Tested on Android 8.0 playing SOR2X, Avengers UBF and some other games. What games are you testing?
 
Yours and mine,super fightin spirit and bears ,i think previous builds felt smoother, now when i go off the ground it feels different, feels cause fps says 250/200 ub corner on both builds but previous one doesnt have that strange feeling., like if some frames were missing every 2 seconds. kinda like on frameskip, its strange but i do feel the difference when playing previous and this build.i deleted saves.
 
bWWd said:
Yours and mine,super fightin spirit and bears ,i think previous builds felt smoother, now when i go off the ground it feels different, feels cause fps says 250/200 ub corner on both builds but previous one doesnt have that strange feeling., like if some frames were missing every 2 seconds. kinda like on frameskip, its strange but i do feel the difference when playing previous and this build.i deleted saves.

Please, can you test these builds?

TEST BUILD 4 - changed the API level to the previous one to see if there's some difference.
https://1drv.ms/u/s!AnTXKPMHlONnhNhLocGDaNbnBW_LKg?e=lOSchM

TEST BUILD 5 - changed the permission request to the default master-branch code to see if there's some difference.
https://1drv.ms/u/s!AnTXKPMHlONnhNhNvm7eXbYXyOh2Ag?e=aOL0Tr

Thanks, I'm waiting your feedback.

EDIT: Miru, please can you make a test on Android build?
 
5th one is best, 4th is the same with weird feeling of frameskip, 5th one feels like all previous builds and i feel it immediwtely when logo loads and animation plays, its synced vetter , not sure whats that but theres a difference.
I see that 5th has buttons misalligbed to right again, so maybe that modofication to center them did something to the code  which i troduced frameqskip and lag on android controls
i think athat version 4 lags bit more on touch buttons vs game response time, compared to version 5 and all others in recent years
 
bWWd said:
5th one is best, 4th is the same with weird feeling of frameskip, 5th one feels like all previous builds and i feel it immediwtely when logo loads and animation plays, its synced vetter , not sure whats that but theres a difference.
I see that 5th has buttons misalligbed to right again, so maybe that modofication to center them did something to the code  which i troduced frameqskip and lag on android controls
i think athat version 4 lags bit more on touch buttons vs game response time, compared to version 5 and all others in recent years

Thanks for the tests. Even after many tests, I could not reproduce this issue in my phone, but I found a strange issue during my tests in the Android emulator BlueStacks.
Maybe it could be related to the problem you mentioned because it seems that something is running in the background. I don't know if this issue is related to BlueStacks or the OpenBOR... I need to do more tests.

This test was made using the default master-branch code, it seems that there's a random problem during the "engine close" event in the Android build, maybe sometimes the OpenBOR is not closing all processes correctly and letting something run.
https://www.youtube.com/watch?v=6R2OhcG5cIU

However, I will rollback the entire code with the default master-branch code until I find a better solution. Note that in the default code the Android will not create the "saves" folder at the first run, you need to manually close and open the OpenBOR again after grant the permission to files/folders.

TEST BUILD 6 - replaced all Android port code with the default master-branch content.
https://1drv.ms/u/s!AnTXKPMHlONnhNhRs8K2b1qUCxRh8g?e=jhMcZ4

All other changes made in the main OpenBOR code (Windows port) remain the same, the rollback affects only the Android port.
 
Kratus

i forgot to tell you, on the pc openbor works best if people use SDL, hardware filter simple & software filter 16 bit bilinear.

OpenGL makes animations slower & causes some syncronised music to stage/cutscene ocurrences to break.

i donk know if android has such options for video, but changing them can help run games smooth
 
oldyz said:
Kratus

i forgot to tell you, on the pc openbor works best if people use SDL, hardware filter simple & software filter 16 bit bilinear.

OpenGL makes animations slower & causes some syncronised music to stage/cutscene ocurrences to break.

i donk know if android has such options for video, but changing them can help run games smooth

oldyz

I tried SDL on Windows but I feel that there's a very small input lag.
At least in the SOR2X I didn't see the problems you mentioned using the OpenGL, but maybe it can change according to the game. I will play other games to check if these problems happen.

Here's the config I'm currently using in the Windows build
Q39yQR5.png
 
Kratus said:
oldyz said:
Kratus

i forgot to tell you, on the pc openbor works best if people use SDL, hardware filter simple & software filter 16 bit bilinear.

OpenGL makes animations slower & causes some syncronised music to stage/cutscene ocurrences to break.

i donk know if android has such options for video, but changing them can help run games smooth

oldyz

I tried SDL on Windows but I feel that there's a very small input lag.
At least in the SOR2X I didn't see the problems you mentioned using the OpenGL, but maybe it can change according to the game. I will play other games to check if these problems happen.

Here's the config I'm currently using in the Windows build
Q39yQR5.png

Well, the problem with NS might reside mainly on its really heavy size & the fact that it needs to be optimized really bad -
except the music - lower sampling rate makes some tunes suffer.
but the difference is really big - some music events play in sync well using the SDL setup - openGL messes them up bad -
a solution to this is to use scripts to force the music to sync at the right moment - but that still leaves the framerate hiccups i see even on the core i3 machine - also , the mod makes use of fade to black - & that feature gets slowdowns in opengl
 
oldyz

After more tests with the SDL I agree with you that it has some advantages over the OpenGL.
Even if I could not detect the advantages in music yet, I detected that the SDL has not the "screen-tearing" effect that the OpenGL has even with v-sync disabled.

The sprite movements in the screen are more consistent with less distortions, plus it consumes less CPU power too.
I will continue testing to search for more differences, thanks to notice us about that.
 
Kratus
it is only a theory - i never tested, but you can reduce mod size by reducing the quality of the music, whether this may lead to better performance may be a possibility.

I have always noticed that OpenGL takes more cpu in emulators & on MUGEN, which is why i think the best thing for the windows version is to have SDL as default - (well , obsessive players will go into the video options anyway...)
 
Music is streamed it should not impact performance but sound effects are loaded into memory but i dont think lower quality will improve performance you should test and see.
 
Heads up about a controls bug on windows 7 PC.Maybe others asw ell.
If i configure keys for player1 then WASD sometimes still control my player 1 despite input config saying im using new setup :o
D key is still activating player1 jump even if im using it for player2 and player1 is using pagedown/up for jump.
So hardcoded WASD is buggy somwehere, also it says NONE on pc for all controls when i run openbor clean.
lol same thing happens with arrows , i cant use arrows for player2 controls, cause player1 is using them too, and you cant disable it.
Looks like theres one more layer hardcoded thats overwriting whatever you setup currently.
Hard to believe nobody noticed it, is everyone playing on defaults and 1 player only ?
 
bWWd

Buddy, it's not a bug, it's intentional. White Dragon made this change a few years ago.

OpenBOR build 6330
NEWS:
added permanent keys: touchpad for Android and keyboard for all ports that use keyboard (Windows etc..)
http://www.chronocrash.com/forum/index.php?topic=3947.0

Every system has a permanent default device always working. I think that it's to avoid the player totally losing control of the engine if a previously configured device is not found, without erase any save file.
 
Id make instead one button that defaults input config.
It makes local coop on keyboard a total mess, oh well, i just wish these were optionable not hardcoded.

I have one issue with translate.txt on android, my special symbols showup on pc but on android the same pak does not display any line thats using special symbols like o with dot or Z with dot ( the ones made with alt+ a ,o,z,l,s etc)so i dont even have press start showing up and other important text just cause i use special symbols that work perfwctly fine on pc.
I spent couple hours making fonts on pc and translating it just to find out android does not support what pc supports.
 
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