Posts: 1
Threads: 0
Joined: Jun 2012
Reputation:
0
Hi, i'm new here. In the battles that are not optional, it freezes and appear an icon that says "now loading". And I wait, but nothing.
Can anyone help? I want to play this game because I loved the gba game.
Sorry for my English. I'm Spanish.
Posts: 57
Threads: 3
Joined: Jun 2011
Reputation:
0
Can anyone give me some advice? I can get the game to run, but it's generally pretty buggy. Anyone have the best settings to use for this game?
Posts: 57
Threads: 3
Joined: Jun 2011
Reputation:
0
Hm, get stuck on the second battle with those settings. Game just kinda stops working when the first guy on your team starts to move.
Posts: 1
Threads: 0
Joined: Aug 2012
Reputation:
0
09-07-2012, 02:17 AM
(This post was last modified: 09-07-2012, 02:18 AM by societal.)
I haven't found any combination of JPCSP and Java that keeps the BGM from stuttering/disappearing or the emulation from locking up.
With r2643 x86 and Java 6 u33 x86 I had bad graphical glitches. I switched to r2643 64bit and Java 7 u6 and the graphical glitches went away even with all JPCSP settings identical. Then I tried some of the newest builds of JPCSP from the automated buildbot and the graphical glitches came back (r2706 is buggy for instance).
For me, 99% of all the lockups (biggest issue by FAR) occur during the AI's turn. I almost never get a lockup during my control phase of battle or during the overworld/shop/crafting/dialogue scenes. Almost all the lockups that do occur during my own turn of battle are preceded by a stuttering of emulation during the preceding AI's turn. When I see that stuttering during the AI I know to restart the emulator because it is absolutely guaranteed that the next turn will lockup. Consequently I use the quit to title screen + save feature literally every 1-3 minutes of battle to keep from losing too much progress.
Posts: 83
Threads: 8
Joined: Sep 2012
Reputation:
1
JPCSP Launcher:
jpcsp settings:
Use vertex cache
Use shaders
Save GE screen to textures
Disable optimized vertex info
Ignore invalid memory access
Use media engine
Decode audio files with sonicstage
Use compiler
Maximum method size: 50
basic:
xss = 2
xms=128
advanced:
aggressiveopts
aggressiveheap
usecodecacheflushing
cicompilercountpercpu
large pages
large page size = 4
rescodecachesize = 1024
maxpermsize = 1024
usesse = 4(depends on your cpu, if you have i series, 99)
runs like a dream. except it looks dull when in full screen resolution. sprites aren't updated to hd. it looks like the psp, but i expected better.