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Tactics Ogre: Let Us Cling Together - ULUS10565
My only reasoning for commenting out those lines was that it appears as though the game expects the thread to continue execution after sceKernelExtendThreadStack was called (there are instructions after the call that wouldn't be reachable otherwise). But it also could have been the case that the calling thread wasn't being exited correctly, or there was something else missing in sceKernelExtendThreadStack. Sorry, I got a little too excited since the game was actually going into battles.

@hyakki
I don't believe the AI bug is related since I can start a new game and get past the castle battle (while loading from a save never seems to work). I've gotten to the battle where you have to save the exorcist. The bug also seems to manifest when the emulator is running slowly, and in other battles.

Btw, a developer might want to check out contextSwitch(): the call to executePendingCallbacks() doesn't appear to do anything (you might also want to check for null threads), and the call to checkThreadCallbacks() will only add callbacks to pending, since they are called from the thread doing the switch, I believe.

Also, in sceDisplay.java, resizedTexFb appears to be using the wrong texture coordinates when it is being drawn to the opengl framebuffer. It uses the coordinates for texFb, which is determined relative to the PSP's display area, when it should be using coordinates relative to the resized dimensions and the dimensions of the texture itself.
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RE: TACTICS OGRE Let Us Cling Together - ULUS10565 [Encrypted] - by Drake - 10-18-2011, 10:27 PM

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