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Tactics ogre : Let us cling together
06-22-2016, 10:53 PM (This post was last modified: 06-22-2016 10:53 PM by LunaMoo.)
Post: #346
RE: Tactics ogre : Let us cling together
@fssfs at least in EU version of the game with some end game save from gamefaqs I had no problem casting that spell on 1.2.2 version which Open Emu seems to be using.

Probably best if you report that issue to Open Emu project devs as they should know better what changes they're doing to make ppsspp work in their project which could affect emulation.

Or maybe you're also just using some corrupted installData as the person above, as far as I tested in my version install data works fine, through that's an useless feature when you're not playing from physical UMD only few games use it to unlock stuff and this is not one of them.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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08-07-2016, 09:57 AM
Post: #347
RE: Tactics ogre : Let us cling together
Hello, tried all the configs possible and still cant play the game.
It just crash from the title screen, im on s7.
Anyone can share his working config ?
Thanks.
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08-12-2016, 12:26 PM
Post: #348
RE: Tactics ogre : Let us cling together
Running this on 1.2.2 with every option on default except for:
'Fast memory' off
'Simulate block transfer' off

Whenever I load a saved game (not save state), I see the loading wheel on the lower right spin and after a few seconds the music cuts off the wheel keeps spinning indefinitely. Any idea why I can't load games? Is there any downside to just relying on save states?
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08-14-2016, 05:16 AM
Post: #349
RE: Tactics ogre : Let us cling together
Woops, looks like I was another victim of accidentally doing a 'data install' from the main menu. Deleting the ULES01500SQEXTACO folder solves the issue.
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08-21-2016, 06:29 PM
Post: #350
RE: Tactics ogre : Let us cling together
That's odd - for me the install data doesn't prevent saves from loading, but it shouldn't be necessary to install. Glad there was a workaround.

-[Unknown]
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09-13-2016, 03:34 PM
Post: #351
RE: Tactics ogre : Let us cling together
(11-06-2015 11:50 AM)grammkii Wrote:  For this game.

Turn off 'Fast Memory'
Turn off 'Multi-threading'
Turn off 'Simulate block transfer effects'
Use Buffered Rendering.
Frameskipping must be an even number or zero. Odd frameskipping results in weird flickering. This means you can't use auto frameskip so...
Turn off auto frameskip.

just sayin'

thanks, all working fine now Big Grin
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10-01-2016, 02:53 AM
Post: #352
RE: Tactics ogre : Let us cling together
Hi, on high-end gaming Windows 10 laptop. Buffered rendering toggling is needed. Interestingly, separate from any use of save states, since first attempt to play, all music disabled. All sound effects work. Emulation otherwise is flawless. Any idea on the music?
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11-02-2016, 03:28 AM
Post: #353
Music RE: Tactics ogre : Let us cling together
Hi, I'm having trouble with this game, I've done this guide by grammkii but still got this kind of quality..
(11-06-2015 11:50 AM)grammkii Wrote:  For this game.

Turn off 'Fast Memory'
Turn off 'Multi-threading'
Turn off 'Simulate block transfer effects'
Use Buffered Rendering.
Frameskipping must be an even number or zero. Odd frameskipping results in weird flickering. This means you can't use auto frameskip so...
Turn off auto frameskip.

just sayin'

it's so pixelated I can't recognize their faces.
Can someone please help me and give me a proper settings for this game for PPSSPP android? Thanks!


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05-09-2017, 03:52 PM
Post: #354
RE: Tactics ogre : Let us cling together
I hope I'm doing this right....... I've never posted. I started playing this on v 1.3 and I encounter a problem when casting all ninjutsu, draconic, and necromancy spells, doesn't matter if it's from a scroll or not. None of them will show a targeting range when selected, and when cast will say nothing happens. I have all sundries, spells, and I tried different settings, making sure characters were at the proper level for skills, and casting, but I still encounter this issue. Anyone have any thoughts on the matter? I couldn't find any listing of this issue in the forums. Any help would be appreciated ty
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06-09-2017, 05:54 PM
Post: #355
RE: Tactics ogre : Let us cling together
hi,
i encoutered a probleme with text display wich is very faint.
any ideas?    
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06-10-2017, 03:05 AM
Post: #356
RE: Tactics ogre : Let us cling together
Try the latest git build:

http://buildbot.orphis.net/ppsspp/index.php

-[Unknown]
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07-19-2017, 10:36 AM (This post was last modified: 07-19-2017 07:59 PM by Losian.)
Post: #357
RE: Tactics ogre : Let us cling together
Edit: Swapping to the 1.42 version linked at ppsspp.org seems to have let the battle load normally, I was using one of the other incremental builds as that was the link that I found when initially grabbing the emulator, not sure if it's just a debug/devbuild type issue, or something introduced in the newer builds, but either way.. hopefully the 1.42 works and I can play stable-y! Leaving the rest of this up in case it's helpful.

So, having a few wonky issues.. The game played 100% perfect up to and through the first handful of battles, it's only now when I reached the first optional battle field, Tynemouth, that it started frekaing out.

First off, I'm on version 1.4.2-267, using the Windows 64bit exe. I have already gone through the settings and toggled a few as recommended in this thread - Fast memory is off, multi threading is off, simulate block transfer is off, buffered rendering is selected, auto-frameskip is off and frameskipping is zero. I'm on Win10 with a GTX1080, I tried updating my drivers and get the same issue. I have DPI scaling off for PPSSPP and have tried run as admin just for the heck of it. G-SYNC is also off. Also tried renaming the ppsspp.ini to default settings and it still crashes. I haven't tried using the 'patch' that's floating around, nor have I tried the European version.. Would be nice to not have to start over, but hey.

Strangely, if I just go to the next story battle it loads up fine, but I'm a little hesitant to go a lot further with this issue rearing up and seemingly not being related to my settings/PC itself but instead something with how the game handles something in dealing with the emulator, maybe?

Two separate issues.

When I hit start to begin the Tynemouth optional battle it brings up the map name and does the dramatic 'woosh' effect, then PPSSPP crashes. This is the bigger of the two issues, considering, by far. I think I maybe just used the 'infolog' instead of 'debuglog' here, so I can do the latter if that'd help, it crashes every time on this battle. I may try tomorrow finishing the next story battle and coming back to see if it still crashes or what. Sad

32:06:461 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer b0ba096d PC 08828990 LR 08828998
32:06:462 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 3e9a81aa PC 08874678 LR 08874680
32:06:462 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 7c707eda PC 08874678 LR 08874680
32:06:462 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer df552dcb PC 08874678 LR 08874680
32:06:462 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 7e0a033e PC 08874678 LR 08874680
32:06:462 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 28ab8acb PC 08874678 LR 08874680
32:06:462 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 5d9fc985 PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 33311a3d PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer cc2728d4 PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 66e8beed PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer f08a5e8d PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer eccfb916 PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 4cd8c819 PC 08874678 LR 08874680
32:06:463 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 0e288282 PC 08874678 LR 08874680
32:06:464 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer d796060a PC 08874678 LR 08874680
32:06:464 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 82fb3e8f PC 08874678 LR 08874680
32:06:464 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 7c7f0a34 PC 08874678 LR 08874680
32:06:464 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 3bb86ff1 PC 08874678 LR 08874680
32:06:464 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 35aedffa PC 08874678 LR 08874680
32:06:469 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 07ac73c7 PC 08874678 LR 08874680

Those are the last entries.

Just on a whim and because I like to fiddle with things in silly ways - I took my savestate created with a US version of the game and tried it with the European by renaming the save state file.. to my surprise it loaded right up and seemed to run fine but, impressively, same crash at the same time. I did a DebugLog.bat on this and got similar errors.

10:40:882 taco_thread W[MEMMAP]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 16ab88e0
10:40:886 taco_thread E[MEMMAP]: MemmapFunctions.cpp:55 Unknown GetPointer 07ac73c7 PC 08874678 LR 08874680
10:40:886 taco_thread W[MEMMAP]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 16ab88e4
10:40:886 taco_thread W[MEMMAP]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 16ab88e8
10:40:887 taco_thread W[MEMMAP]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 16ab88ec
10:40:887 taco_thread W[MEMMAP]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 16ab88f0
10:40:887 taco_thread W[MEMMAP]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 16ab88f4

I notice that same 'get pointer' is present in both cases.

The prior debug entries just before it have to do with sound at a glance, and may be related to another issue I've seen in this thread, and also experienced, where the music just kinda abruptly stops sometimes, but will start up when a new track plays - just for reference those errors are "32:06:413 SoundDevice E[ME]: HLE\sceAtrac.cpp:1026 80630005=sceAtracGetRemainFrame(-1, 09fb87d0[7f800001]): bad atrac ID"

The second issue I'm having is that I cannot load any saves created from within the game.. The game will instantly say 'loaded' after I hit to load, then at the bottom I get a little "Now Loading" graphic that animates, and it never fully loads. I did a log of that one and the following errors show up:

43:16:610 root N[BOOT]: EmuScreen.cpp:232 Loading C:/Users/Losian/Desktop/ppsspp/rk-togre.iso...
43:16:779 taco_thread E[SCEUTIL]: HLE\sceUtility.cpp:282 80111102=sceUtilityLoadModule(00000300): already loaded
43:16:956 taco_thread E[SCEKERNEL]: HLE\sceKernelThread.cpp:12 800201bc=sceKernelReferThreadStatus(276, 09fff200): bad size 544
43:17:463 taco_thread E[FILESYS]: FileSystems\DirectoryFileSys DirectoryFileSystem::OpenFile: FAILED, 3 - access = 1
43:17:464 taco_thread E[SCEIO]: HLE\sceIo.cpp:1385 ERROR_ERRNO_FILE_NOT_FOUND=sceIoOpen(ms0:/PSP/GAME/ULUS10565/APPENDCC.EDAT, 40000001, 00000000) - file not found
43:20:280 SoundDevice E[ME]: HLE\sceAtrac.cpp:1026 80630005=sceAtracGetRemainFrame(-1, 09fb87d0[7f800001]): bad atrac ID

I'm guessing the "OpenFile: FAILED" is probably the issue here, at a glance.

I'm a huge long-time fan of FFT and similar games and am eager as heck to play this one, so any assistance would be greatly appreciated!
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07-19-2017, 10:48 PM
Post: #358
RE: Tactics ogre : Let us cling together
Hi Losian,
You mention that it maybe a audio problem, have you disabled the audio completely in the emulator, just to test if it still crashes, it maybe able to get past the problem area, then once past this troublesome area, go into a Menu and savestate there, and carry on from there, see if that fixes it or not?
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