github ARMSX2/ARMSX2 2.6.6.8.3
ARMSX2 2.6.6.8.3

latest release: 2.6.6.8.4
5 hours ago

ARMSX2 2.6.6.8.3

What's new:

SGSR (Snapdragon Game Super Resolution), upscaling, another option besides FSR 1 and the plain stretch, and the first one written for the hardware this actually runs on. Qualcomm built Snapdragon Game Super Resolution for Adreno, and it does its work in a single pass where FSR 1 takes two, so it costs less to get a sharper picture out of a low internal resolution. Set the resolution to native and pick it under Display upscaler, in Settings or in the in-game menu. Done by @CamilleLaVey, and @xinitrcn1 and based on the upstream work they did.

Rapid-fire on the on-screen buttons. Physical buttons have had turbo for a while and the on-screen ones never did. Enter the touch editor, pick a button, and the Turbo chip cycles off, fast, medium and slow. It runs on the same timer as a macro's Frequency, so the fastest settings still produce presses the emulator actually sees, and it stacks with Tap to hold: turn both on and one tap starts the autofire and the next tap stops it.

Device temperatures on the performance overlay, on by default. CPU, GPU and battery. Android has no proper API for this and every phone names its sensors differently, so a device that does not expose a usable one shows nothing rather than a made-up number. Can be disabled in the On-Screen tab.

The second screen has been improved some more and given some style. It now follows whichever theme you have picked, and changes with it. Also added is the game's cover art, and the rest of what RetroAchievements knows: points earned, your latest unlock, and the rich presence line that says where you actually are in the game. The achievement tile now says which mode those numbers are for, hardcore or casual. More of the in-game overlay is available on it: VPS, EE, GS and GPU load, frame time, and the same CPU, GPU and battery temperatures. Action tiles have icons. Pause and Fast Forward swap theirs to show what the tap will do, so a tile no longer grows taller the moment you use it and leaves the row ragged. The clock and battery moved into a bar across the top instead of taking two tiles, the panel scrolls when you put more on it than fits, and tile height is yours to set alongside the column count. Panel background is a choice: the theme's own, the library's backdrop, solid black for an OLED second screen, or an image of your own. A display can be told to stay out of it. Plug into a monitor you would rather not have the panel on, tap Not this screen on the panel itself, and it stays away, including after unplugging and plugging back in.

The touch editor panel gets out of the way. It can be collapsed to a single strip with one tap, so you can reach a button underneath it instead of dragging the panel somewhere else first, and it moves itself to the opposite side from whatever you have selected.

Importing Lossless.dll could be rejected forever. The check was remembered against the path rather than the file, and the importer always writes to the same path, so if that path was ever looked at while nothing was there, the "unreadable" answer stuck, and every later import was turned away without the new file being read, and then deleted. It is remembered against the file now. Done by @warley-oliveira

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