This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Thread Rating:
  • 2 Vote(s) - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Final Fantasy II - ULUS10263
#1
Last tested
r2362
[Image: 2itftjq.jpg][Image: t8ao1x.jpg]
[Image: epepat.jpg][Image: 2jfwykw.jpg]
[Image: mh67g7.jpg]

Code:
[-] Disable VBO (automatically disabled if not supported)
[X] Only GE graphhics (not recommended for homebrew)
[-] Use vertex cache                                                        
[x] Use shaders (experimental)                                                
[x] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
[-] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
[-] Enable VAO (only relevant when using shaders and vertex cache)
[-] Enable saving GE screen to Textures instead of Memory
[-] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
[x] Enable dynamic shader generation (only relevant when using shaders rec for AMD/ATI)
[x] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
[-] Enable the shader implementation for the "Color Mask" (more accurate but slower)

History::
r1681
Doesn't do much Smile
Reply
#2
(07-15-2010, 12:11 PM)hyakki Wrote: Doesn't do much Smile
It would be interesting to have a log at DEBUG level. You can stop at the first memory write error. Shouldn't be too large Smile
Reply
#3
(07-15-2010, 12:24 PM)gid15 Wrote:
(07-15-2010, 12:11 PM)hyakki Wrote: Doesn't do much Smile
It would be interesting to have a log at DEBUG level. You can stop at the first memory write error. Shouldn't be too large Smile

here is to the first error on debug


Attached Files
.zip   log.zip (Size: 31.23 KB / Downloads: 229)
Reply
#4
Code:
sceKernelAllocPartitionMemory(partition=2, name='UserSbrk', type=PSP_SMEM_LowAligned, size=0x103C000, addr=0x00001000
malloc partition=2, type=PSP_SMEM_Low, size=0x103C000, addr=0x00001000: returns 0x08C8EE00
The allocated address is not 0x1000 aligned as it should be.
This problem is now fixed in r1687. Any improvement?
Reply
#5
yea it has improved, now it gets to the menu and can start a new game, then shows the game intro.


Attached Files
.rar   log.rar (Size: 8.19 KB / Downloads: 186)
.zip   log_freeze2.zip (Size: 4.29 KB / Downloads: 209)
Reply
#6
I might add it first shows a black screen with this

Code:
50516 [user_main] WARN  hle - PARTIAL: scePsmfPlayerGetCurrentStatus psmfplayer=0x8ed69c0
50516 [user_main] WARN  hle - PARTIAL: scePsmfPlayerGetCurrentStatus psmfplayer=0x8ed69c0

You have to press START to advance to the menu
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit
PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
Reply
#7
Moved to JPCSP - Intro Games
[Image: 1913820.png]
Reply
#8
Just an update since its been awhile since i tested this game,
r2043
the game is now playable, intro movie has a flickering issue.
               
Reply
#9
What are the settings for this game?Can you tell them please
Reply
#10
Hi there

I would also like some working settings please Exclamation
I am running build 2287.

Thank You,
Misao
Reply


Forum Jump:


Users browsing this thread: 5 Guest(s)