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We ship resources/patches.zip; .zip counts as bootable and, on an install with no custom data root, the folder we copy assets into is also a scan root — so every library showed a phantom game called "patches", even with an empty game folder. Block the app-managed directories by name, as bios/covers/cache already were.
166 lines
8.0 KiB
Plaintext
166 lines
8.0 KiB
Plaintext
ARMSX1 — Changelog
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==================
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0.1.3
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-----
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PSP EBOOT (.PBP) games now boot
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* A .pbp listed in the library but refused to start. It was rejected before the disc
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was ever opened, and two bugs in the reader would have stopped it anyway: sectors
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were reported the wrong way round, and the disc was read 150 sectors off. Single
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and multi-disc EBOOTs now boot, with their cover art, serial and per-game settings.
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* A .pbp inside a .zip is picked as the game to launch.
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Crashes
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* Fixed the app dying silently when a game was started after another game failed to
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boot. A failed boot left the emulator in a state that corrupted the next launch.
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* Fixed a game closed and reopened quickly starting up and then immediately quitting
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to the library, and a crash in the same window when the previous game was still
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shutting down.
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Library
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* A game called "patches" no longer appears out of nowhere. ARMSX1 ships a patch
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archive with its own files, and the library was listing it as a game — so even an
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empty game folder showed one entry. The app's own folders are skipped now.
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In-game
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* Restart in the pause menu closes the menu again, so the reboot is visible instead of
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looking like nothing happened.
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* Picking a game while another one is still closing now starts the game you picked
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instead of restarting the previous one.
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Diagnostics
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* New: Settings > App > "Generate log file" writes one report — emulator, interpreter
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and renderer logs, crashes, and Android's own crash records with function names —
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to a file you choose, refreshed every time the app starts. Send that file with a bug
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report and the problem can be diagnosed without the device.
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0.1.2
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-----
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Game folders now really use Android's own folder picker
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* Folders added through the system picker are scanned directly through Android's
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DocumentsProvider, so the library fills without "All files access" — including on
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Android 14+ devices (Oppo/Samsung) where even granting it left the library empty.
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* Games in those folders launch through a per-session file descriptor instead of a
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guessed /storage path, so folders on SD cards and USB drives work under scoped
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storage.
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* Games in those folders are identified off the disc itself at scan time, so they show
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their real cover art and keep per-game settings, play-time tracking and
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RetroAchievements identity — .chd, .pbp, cue+bin and multi-disc playlists included.
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* "Download cover art" no longer silently skips games living in picker-added folders,
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and fetches exactly the art the library grid shows.
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* A game that failed to identify once is retried on a later start instead of keeping a
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blank tile forever.
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* "All files access" is now only about the optional custom data folder; the Play build
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does not request it at all.
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Rendering
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* Fixed rendering breaking when the emulator surface is recreated (rotation, leaving
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and re-entering a game): surface callbacks carry an ownership token, so a stale
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surface can no longer be presented into.
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* The in-game renderer indicator no longer sticks on "Unknown" when it is read before
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the renderer finishes starting.
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* GPU identification also reads the board properties Android itself reports, which
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matters on MediaTek devices whose GL strings omit the model.
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Audio
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* The default audio buffer is one PAL frame (20 ms) instead of 13 ms, matching the
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core's cadence; a hand-edited value that is not on the settings list now falls back
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to the native default instead of 5 ms.
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0.1.1
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-----
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Cover art for .chd games
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* CHD games now show their real cover art. ARMSX1 could not read the disc's serial
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number out of a compressed .chd, and the serial is what cover art is looked up by,
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so most CHD libraries showed blank placeholder tiles. The serial is now read using
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the same disc reader that plays the game, so a .chd identifies itself exactly like
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a .bin or .cue does.
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* The same fix gives CHD games everything else the serial unlocks: RetroAchievements
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identification, play-time tracking, and per-game settings.
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* Use Settings > App > "Download cover art" to fetch art for your whole library at
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once, now that CHDs can be matched.
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Note for existing CHD users
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* A CHD that had no serial in its filename used to store its per-game settings under
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that filename. Now that the disc reports its real serial, those settings are stored
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under the serial instead, so per-game settings, cheats, custom names, per-game BIOS
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and the per-game memory card choice go back to their global values once for those
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games. Save states and memory card files are not affected.
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0.1.0 — first public release
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----------------------------
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ARMSX1 is a PlayStation 1 emulator for Android, built on allkern's psxe core with a
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completely new Android frontend.
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Interface
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* Brand-new interface built in Jetpack Compose — fast, modern, and made for phones
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and handhelds rather than ported from a desktop menu.
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* Library with grid and shelf views, automatic cover art, and folder support.
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* Themes, accent colours and custom backgrounds.
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* Guided first-run setup for BIOS and game folders.
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* On-screen touch layout editor — move, resize and restyle every control.
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* Memory card manager, and an in-app keyboard for text entry.
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* Live language switching — change language without restarting.
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* Detailed on-screen display: FPS, CPU/GPU load, frame timing, DMA, SPU and more.
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Graphics
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* Hardware rasteriser with internal resolution upscaling up to 8x.
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* OpenGL ES and Vulkan presentation paths. GLES is the default.
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* PGXP (experimental) to reduce the PlayStation's characteristic polygon wobble.
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* Aspect ratio options including a fully custom mode, plus a widescreen hack.
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* Texture replacement — load your own upscaled textures.
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* Fixed visible seams along polygon edges when upscaling.
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Custom GPU drivers
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* Load custom Vulkan drivers (Turnip and friends) through adrenotools, for better
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performance and compatibility on supported devices.
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Shaders
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* librashader support — run RetroArch shader presets, including CRT filters.
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* Full shader parameter editing with save and load of your own presets.
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RetroAchievements
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* Sign in and earn achievements, with your profile, stats and unlock notifications
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shown in game.
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Extras
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* Save states with thumbnails, plus a warning when a save state and memory card
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have drifted out of sync.
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* Cheats (GameShark .cht), per game.
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* Full physical controller support with remappable buttons and analogue sticks.
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* Skip BIOS for faster boots.
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* Fast-forward with its own audio and speed settings.
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* Discord Rich Presence.
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Emulation accuracy
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Many games were fixed by getting the hardware details right:
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* Audio now runs on the correct clock — fixes missing or broken sound in Metal Gear
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Solid, including the alert and sentry effects.
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* Corrected the GPU's drawing-offset readback — fixes clipped and cut-off graphics
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in Xenogears battles.
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* Five CD-ROM fixes covering seeking, streaming audio and read timing.
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* Fixed controller and memory card input dropping out on shared-bus reads
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(Spyro and others).
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* Corrected unaligned stores, GPU status and GPU register readbacks, video mode
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reporting, DMA interrupt handling, and SPU register widths.
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* Whole-program optimisation (PGO) for better performance across the board.
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Known issues
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* The widescreen hack changes the 3D projection, so some games (notably Crash
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Bandicoot) stop drawing scenery at the edges of the screen. Turn it off if you
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see missing geometry at the left and right edges. It is off by default.
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Licence
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Moon-owned ARMSX1 material is proprietary. Upstream, contributor-owned and
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third-party material retains its existing licenses. See LICENSE and NOTICE.
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Credits
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allkern (Lisandro Alarcon) Original PlayStation 1 emulator core, psxe.
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https://github.com/allkern/psxe
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Moonpower Cached interpreter and cross-platform compatibility.
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jpolo1224 Everything else.
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