How come doesn't the Android version just display the game banners like it does on PC?
I know it doesn't even need to download them because they are actually in the games,is it because of not including the GameSettings files?
I would honestly rather see the banners than it taking screenshots because of the delay on exiting normally and also from the bug on at least my Shield TV Pro to everyone else's disbelief where it instead takes a screenshot when booting a game in the same session (no force stops or exits) of app runtime,delaying the boot sequence and does not take one when exiting,thus causing a black screenshot.
Don't burn me on asking an honest question as to why banners are not used and why screenshots have to be used instead.
Edit: On new page,so I will acknowledge and remind of aftershock's issue with widescreen and aspect ratio not working correctly in Gamecube,reporting a bug is probably what should be done.
Displaying screenshots instead of banners is a design decision, not a technical problem. I don't remember the details well, but one factor is that GameCube banners only are 96*32 pixels, which looks bad on a high-res screen.
Well I guess that makes since as much as I can't stand the screenshot issues,it did in fact do that screenshot upon booting thing again,but from another issue I am dealing with.
Zelda Twilight Princess won't play past the logo screen,it sits at a black screen before the title can show.
I am still on the 9089 debug version built by leolam as one of a few test builds for cheat issues,cheats last worked on that build.
How do I disable EFB completely now via GZ2E01 GameSettings ini since the setting changed on latest versions?
I know of Free Emulator doing a video of it running,but on a now much older build back in June 2015.
I read that disabling EFB solved this issue for another user on a Mac,even though that might be from a really old build,I got to at least try something.
Edit: No cheats are being used at all,I also tried the oldest reachable build 4.0-8759 and it also has a black screen,and I even looked at the md5 checksum and it matches GameTDB's.
So I know it is not a checksum issue. What could be causing this? It happens on older builds and later ones alike,such a shame. *sigh*

:'(
Disable EFB completely? I'm fairly sure that's not what you want to do. Dolphin doesn't support it, and it will break pretty much all graphics.
Uhhhhh... It just started working suddenly,after I set it to single core on 9089-debug,it ran,so I struggled through the intro to make a save file afterward,now after enabling dual core,it still runs!
Such an odd issue to have happened.
Well,should I delete the issue form then,or does a dev have to take care of it in the assumption of not having access to deleting your own issue?
You can't delete the issue on your own. I can mark it as invalid if you want to, but I would prefer if you first could comment on the issue with what you posted here so that we know what happened when it started working.
Okay,so even though it is running now,the darn thing freezes when first entering Ordon town with Epona.
Man,now I am dealing with the random crash/freeze issue too.
The issue should just be renamed.
Edit: Between settings changes,I sluggishly made it to Faron Woods with it running at 7fps regardless of settings or over/underclocking.
Something related to the title freezing,enabling per-pixel causes it to happen again,and it doesn't run right until booting it in single core again first.
Very peculiar bug while even when I first tried running it,that feature showed up as unchecked in the UI,taking single core for initially loading the title screen.
Yet when trying to run it in 9105 makes it not work again,even when per-pixel was not enabled to begin with.
It saddens me that LLE audio is likely responsible for the 7fps in Faron Woods along other places being slow,it is unplayably slow.
Edit2: Seeing it not using LLE from a response,what would be causing such abysmal framerates as 7fps even in the small cave area with the key to the gate?
The ztp speed hack ini function isn't working (mini-map still has bold outline) on Android,was it removed in later builds,where can I find the actual code for NTSC even though it was mainly for Hyrule field?
(03-12-2016, 07:45 AM)retroben Wrote: [ -> ]Okay,so even though it is running now,the darn thing freezes when first entering Ordon town with Epona.
Man,now I am dealing with the random crash/freeze issue too.
The issue should just be renamed.
Edit: Between settings changes,I sluggishly made it to Faron Woods with it running at 7fps regardless of settings or over/underclocking.
Something related to the title freezing,enabling per-pixel causes it to happen again,and it doesn't run right until booting it in single core again first.
Very peculiar bug while even when I first tried running it,that feature showed up as unchecked in the UI,taking single core for initially loading the title screen.
Yet when trying to run it in 9105 makes it not work again,even when per-pixel was not enabled to begin with.
It saddens me that LLE audio is likely responsible for the 7fps in Faron Woods along other places being slow,it is unplayably slow.
Edit2: Seeing it not using LLE from a response,what would be causing such abysmal framerates as 7fps even in the small cave area with the key to the gate?
The ztp speed hack ini function isn't working (mini-map still has bold outline) on Android,was it removed in later builds,where can I find the actual code for NTSC even though it was mainly for Hyrule field?
experience same things in my galaxy s6 on android 5.1.1
The LLE audio recompiler isn't available on AArch64, since it is x86_64 specific just like the x86_64 CPU recompiler.
So if you somehow managed to enable LLE audio then it would fall down to using the LLE interpreter, which would be super slow.
Yeah,that would have been another thing of extra trouble to port,could it be tripping the LLE Interpreter somehow?
Maybe the example of the torch cave would be a good spot for diagnosing the issue since it starts at perfect 30fps then degrades as more torches are lit,then there is the small room with the key to the gate which also runs a pitiful 7fps.
I would say this is a unique JitARM64 etc. issue due to it still being fairly new.
Edit: I just want to also inform that builds are still failing since earlier and now it looks to be attempting several builds of the same commit in short lengths (4mins or less apart) of time which may overload it with a whole bunch of failed build page copies.