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Tactics Ogre: Let Us Cling Together - ULUS10565
I'm using 64 bits version an still there are plenty of freezes.
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psp 
I dont know if we have a post with this game just in case

JPCSP 2452
Video

[x] Use Vertex Cache
[x] Use Shaders (experimental)
[x] Enabling Saving GE screen to textures instead memory

Working at 60 FPS in the battlefield and it drops to 28-30 fps at the party menu like SRW Z

The only problem the BGM music stop after a few minutes or seconds is randomly

[Image: jpcsp.gif]



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There's a post in the Half Playable section: http://www.emunewz.net/forum/showthread.php?tid=3700
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(04-13-2012, 12:46 AM)Deranzeef Wrote: There's a post in the Half Playable section: http://www.emunewz.net/forum/showthread.php?tid=3700

Ohh I see delete this post please.
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Hello guys, I use

TACTICS OGRE Let Us Cling Together - ULE015000 with jpcsp v0.6 2515 ( the latest one i believe) and when i load the game, the square enix comes up, then the logo thing comes and goes and all i have is a black screen.
heres what i found in the log(there was an infinite loop so i took a snip)

11093 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
11093 [vsync thread] DEBUG runtime - End of Callback 0x08A30F28
11093 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
11103 [vsync thread] DEBUG runtime - Start of Callback 0x08A397C4
11104 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
11104 [vsync thread] DEBUG runtime - End of Callback 0x08A397C4
11104 [vsync thread] DEBUG hle.ThreadManForUser - End of Interrupt
11104 [vsync thread] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
11104 [vsync thread] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
11104 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
11104 [vsync thread] DEBUG runtime - Start of Callback 0x08A30F28
11114 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
11114 [vsync thread] DEBUG runtime - End of Callback 0x08A30F28
11114 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
11114 [vsync thread] DEBUG runtime - Start of Callback 0x08A397C4
11114 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
11114 [vsync thread] DEBUG runtime - End of Callback 0x08A397C4
11124 [vsync thread] DEBUG hle.ThreadManForUser - End of Interrupt
11124 [vsync thread] DEBUG runtime - syncThread currentThread=vsync thread, currentRuntimeThread=vsync thread
11124 [vsync thread] DEBUG runtime - syncEmulator immediately=false
11124 [vsync thread] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
11124 [vsync thread] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
11124 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
11124 [vsync thread] DEBUG runtime - Start of Callback 0x08A30F28
11134 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
11134 [vsync thread] DEBUG runtime - End of Callback 0x08A30F28
11134 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
11134 [vsync thread] DEBUG runtime - Start of Callback 0x08A397C4
11134 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
11134 [vsync thread] DEBUG runtime - End of Callback 0x08A397C4
11144 [vsync thread] DEBUG hle.ThreadManForUser - End of Interrupt
11145 [vsync thread] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
11145 [vsync thread] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
11145 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
11145 [vsync thread] DEBUG runtime - Start of Callback 0x08A30F28
11145 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
11145 [vsync thread] DEBUG runtime - End of Callback 0x08A30F28
11145 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
11155 [vsync thread] DEBUG runtime - Start of Callback 0x08A397C4
11155 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
11155 [vsync thread] DEBUG runtime - End of Callback 0x08A397C4
11155 [vsync thread] DEBUG hle.ThreadManForUser - End of Interrupt
11155 [vsync thread] DEBUG runtime - syncThread currentThread=vsync thread, currentRuntimeThread=vsync thread
11155 [vsync thread] DEBUG runtime - syncEmulator immediately=false
11155 [vsync thread] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
11165 [vsync thread] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
11165 [vsync thread] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
11165 [vsync thread] DEBUG runtime - Start of Callback 0x08A30F28
11165 [vsync thread] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
11165 [vsync thread] DEBUG runtime - End of Callback 0x08A30F28
20033 [taco_thread] INFO compiler - Replacing CodeBlock at 0x089C861C by Native Code 'nop'
20113 [taco_thread] INFO hle.IoFileMgrForUser - hleIoOpen filename = ms0:/PSP/GAME/ULES01500/APPENDCC.EDAT flags = 40000001 permissions = 00
20215 [taco_thread] WARN hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x0, bufferwidth=0, pixelformat=1, syncType=1) (blocking display output)
20304 [taco_thread] INFO hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=1 ok
20466 [taco_thread] INFO hle.sceUtility - sceUtilitySavedataInitStart Address 0x099CDB9C, mode=11(LIST), gameName=ULES01500, saveName=DATA*, fileName=
20542 [GUI] INFO ge - Compiling VertexInfoReader for GU_TEXTURE_16BIT|GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=16
20552 [GUI] INFO ge - Compiling VertexInfoReader for GU_TEXTURE_16BIT|GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=16
20692 [taco_thread] INFO hle.sceUtility - sceUtilitySavedataInitStart Address 0x099CDB9C, mode=11(LIST), gameName=ULES01500, saveName=SUSP*, fileName=
20862 [FileSystem] INFO hle.IoFileMgrForUser - hleIoOpen filename = disc0:/sce_lbn0x3DE9F_size0x995F0 flags = 1 permissions = 00


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If by fully playable you mean everything is working 100%, then no. If you mean the game can be playable at from beginning to end with good fps then yes.
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the post before you is a spambot. check out the signature, only bots keep crap like that in their sigs.
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Spam bots are trying so hard nowadays xD
Processor: AMD Phenom II X4 970 3.7 GHz, GPU: Geforce GTX 550 Ti, Ram: 16 GB, Windows 7 64-bit
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guys i have a problem..... I am in chapter 2 where i have to save Denma´s sis from Ixpan and the old hag so during this mission the game stop and sometimes there is a loading icon keeps spinning (the black screen mention something about the compiler) so what should i do?!
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(04-28-2012, 06:43 AM)haozoudao1988 Wrote: No love for this game? Hundreds of posts for crap games like kingdom hearts and FF and not a single fix for this?

nice try, spambot.

(05-13-2011, 10:16 AM)derry Wrote: No love for this game? Hundreds of posts for crap games like kingdom hearts and FF and not a single fix for this?

lol google, useful even for finding which post a bot copied.
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