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Final Fantasy IV Complete Collection - ULUS10560
YOU RULE! Thank you SO much hyakki <3

~edit~

Okay, at first I thought it was just me and that my memory was playing tricks on me -- but it really wasn't. The emulator seems to play the wrong music at a good many places in the game and, more often than not, it won't play sound effects out in the world. For instance, when Parom and Polom turn themselves to stone to stop the walls of Baron crushing the heroes? There's no sound effect of the wall moving. Sometimes explosions don't have any sounds either.... and then.. sometimes they do. It's entirely random. I definitely knew something was going wrong when you fight Calcabrina in the Dwarven Castle; the music is totally different! Rather than playing "Dancing Calcabrina" It plays the "Suspicion"
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To gid15
Please help my friend to play this game.
(Hope I translate chinese to english correcly)
When play to BOSS stage,crushing effects movie very lag
He has reset profiler before crushing effect movie

Start to Crushing effect movie code
Code:
INFO hle.IoFileMgrForUser - MyThread-Disc - hleIoOpen filename = disc0:/sce_lbn0x32a30_size0x23798 flags = 1 permissions = 00
Attach 2830 and profiler


Attached Files
.rar   2830log_and_profiler.rar (Size: 78.97 KB / Downloads: 158)
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I use this specific version of Jcpsp "jcpsp-windows-amd64" And with the configuration settings depicted here, Final Fantasy 4 Complete collection runs just fine, aside from one minor problem I have, and a few little problems in the Intro Movies, as listed here:

The problem I really care about is that what happens onscreen seems to be a bit slow, as emphasized by when Cecil uses Blue Fang in the intro bit, the sound effect plays, and ends, whilst the Lightning effect continues playing, fairly slowly at that. The FPS reads anywhere from 20-22, and very occasionally 23 as I'm going through the game, while this doesn't bother me too badly, I do get annoyed by this when it comes to the spells, having the animation playing long enough that the sound effect could loop twice.

Normally I'd say I don't care and put up with this, yet I plan to record this game for a commentary channel at some point in the future, and I'm looking for a fix on this issue.

The other two and mostly minor issues that I honestly don't care about, yet would like a fix for regardless, are as follows: The Two intro movies, Final Fantasy 4's Intro movie begins Stuttering right as we first see Rosa, and Final Fantasy 4 The After year's intro starts stuttering right as we see Rosa and Cecil looking at their infant Child (who's name for some reason I cannot remember.) Very Minor, and I honestly wouldn't care if I weren't going to record this eventually, as I normally just skip through them regardless.

I use SonicStage for sound if your wondering.

And if this subject has been covered before, somewhere, please direct me to it, as I haven't been able to find it myself, and if it was covered int his thread, I've been too busy lately to read through all 37 Pages to see for myself.

Thanks.
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Yeah currently nothing you can do about the videos, if you turn off vsync in your video card it can help but it still will fall out of sync eventually.
As for the spell audio I don't think its missing audio, but I think its just playing normal speed, where the emulator FPS drop causing the audio to finnish a lot faster then when the spell finished. (you can see this effect in the video I put on the other page)

You can post some profiler logs from the emulator sometimes it can help find native methods to speed some scenes up.
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(11-19-2012, 10:37 PM)hyakki Wrote: Yeah currently nothing you can do about the videos, if you turn off vsync in your video card it can help but it still will fall out of sync eventually.
As for the spell audio I don't think its missing audio, but I think its just playing normal speed, where the emulator FPS drop causing the audio to finnish a lot faster then when the spell finished. (you can see this effect in the video I put on the other page)

You can post some profiler logs from the emulator sometimes it can help find native methods to speed some scenes up.

Which option in the Log Level should I use? ALL, TRACE, DEBUG, and INFO are the only ones that do anything, INFO only occasionally updates, the other three however nearly crash Java with the hundreds of lines that start filling into it.
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(11-20-2012, 02:37 AM)Varien Dathemire Wrote:
(11-19-2012, 10:37 PM)hyakki Wrote: Yeah currently nothing you can do about the videos, if you turn off vsync in your video card it can help but it still will fall out of sync eventually.
As for the spell audio I don't think its missing audio, but I think its just playing normal speed, where the emulator FPS drop causing the audio to finnish a lot faster then when the spell finished. (you can see this effect in the video I put on the other page)

You can post some profiler logs from the emulator sometimes it can help find native methods to speed some scenes up.

Which option in the Log Level should I use? ALL, TRACE, DEBUG, and INFO are the only ones that do anything, INFO only occasionally updates, the other three however nearly crash Java with the hundreds of lines that start filling into it.

Log should be kept on info (this will be saved as log.txt),
To get the profiler.txt go to options and enable profiler output.
   
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I've added a .7z version of two profiler logs, the first one is with the Hyakki settings outlined on page one of this thread, the second one is with three added configurations, both of them were stopped at the doorstep to Baron.
The Hyakki settings one runs at about 30 Fps all the way through, the second one however runs usually at 50-60 Fps occasionally dipping down below that for very brief moments, however both of them drop to 9-10 Fps during the Blue Fang bit.

The added configurations were:
Use Vertex Cache
Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
Enable Dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)

Apologies for the format by the way, the .zip version exceeded the attachment file size by a small margin.

Profiler Logs.7z ->
.7z   Profiler Logs.7z (Size: 96.48 KB / Downloads: 167)
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Code:
_S1_2_88F8F18 789,169,341 instructions (19.275%), 45,966 calls (088F8F18 - 088F8FD4, length 48)
This function has now a Java native implementation in r2870. Does it improve the performance?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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r2875
thanks for attempting to fix, I checked with the lightning effect and still get a pretty bad slow down.
       

.zip   Log_r2875(64bit)_lightning.zip (Size: 140.66 KB / Downloads: 180)

The boss transition goes about 9fps for me (this might be worse for people with slower computers)
       

.zip   Log_r2875(64bit)_boss.zip (Size: 117.46 KB / Downloads: 186)

I was trying to figure out where/what the blue fang part was but I was unable to find it, so not sure if the optimization was for that.
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(11-23-2012, 09:35 PM)hyakki Wrote: The boss transition goes about 9fps for me (this might be worse for people with slower computers)
The only special thing I can find in this profile is the use of indexed vertices:

GU_TEXTURE_32BITF|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_INDEX_8BIT|GU_TRANSFORM_3D size=32: used 224556 times in PRIM, average 33.0 per GE list

Indexed vertices are still computed on the CPU, they are not yet resolved by the GPU. I should add native OpenGL support for indexed vertices... this might help here.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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