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ARMSX3 0.9.3

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@jpolo1224 jpolo1224 released this 20 Aug 12:41
· 10 commits to master since this release

ARMSX3 0.9.3

What's new:

Online play (RPCN):

PSN status is a three-way choice now, and picking RPCN opens a full account screen: server, username, password, email and the activation token, with buttons to create an account, resend the token and reset a password. An RPCN account is made from inside the app, not on a website, the server emails a token that activates it.

Saved servers: Keep more than one and switch between them. The official server cannot be removed, and there is a one-tap reset back to it. Also added Experimental IPv6 for RPCN, which also had no way of being switched on, as well as every other network setting the core exposes: DNS server and hostname redirects, Console IP address, bind address PSN country, derive MAC from PSID, and clans. The first two are what custom game servers need. RPCN replaces Sony's PSN, but a publisher's own servers were never PSN, so reaching a fan revival of one means pointing its addresses somewhere else. That was impossible in the app before.

Note: your RPCN password is stored as plain text in rpcn.yml, the same as on desktop RPCS3. Don't reuse a password you care about.

Controls:

Vibration now works. It did nothing previously.

L2 and R2 no longer lag, double-fire or stick down.

Pads that report their triggers two ways at once no longer have two writers fighting over the same button.

Stability:

Running out of memory while compiling now says so. A game whose modules would not all fit used to hang on a progress bar that never finished, with nothing anywhere explaining why. It still stops deliberately, because carrying on without the missing modules runs slower than the interpreter and looks like a broken game, but the reason is on screen now, along with what to do: start the game again. What already compiled is cached, so each attempt gets further. (This is mainly for the 8gb and under devices like myself).

A failed PKG install is reported instead of quietly claiming success. Writes were not checked, so a full device produced a broken install that looked fine until the game would not start.

Game data installs check for space first and say so, rather than stopping at some percentage with no explanation.

Performance:

Shader compilation is kept off the cores the frame depends on. The compiler threads never set an affinity at all, so on a big.LITTLE phone a shader burst could land on the same core RSX needs. They now use the little cluster, and the pool is sized to that cluster instead of to the whole chip, more compile throughput and less interference at the same time.

Compatibility:

Yakuza: Dead Souls works better now. Two separate faults: the loading screen hang and a later lock-up. Per-game settings apply automatically.

Upstream:

Caught up with 98 commits from RPCS3.