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Gundam Assault Survive
03-24-2014, 08:24 PM (This post was last modified: 03-24-2014 08:24 PM by vnctdj.)
Post: #31
RE: Gundam Assault Survive
(03-24-2014 08:15 PM)Gvertin Wrote:  Guys, i tested this game on last build. It didn't crash for 2 hours. I think Assault Survive is fully playable now. Also this game is much better, than previously lasted playable game in the series called "battle universe". I also tested this game without multithreading, some games work much better without it.

Moved Smile

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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12-27-2014, 04:15 AM
Post: #32
gundam assault survive black screen
Gundam Assault Survive
genre TPS action
Region (JP)
Format (ISO)
Version i dont know
Game ID uljs00281
OS windows 8
Compatability playable
Notes working but black screen,,only show the intro, and music

is there any setting solution or game issue?
i download the iso from :
http://nicoblog.org/psp/iso/gundam-assau...h-patched/

i've watch on youtube people play it from android,,i try on my s4,,the problem still same,,[/code]
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12-27-2014, 06:54 AM
Post: #33
RE: gundam assault survive black screen
for me it does work.
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12-27-2014, 07:26 AM
Post: #34
RE: gundam assault survive black screen
change bufer rendering setting.
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12-28-2014, 10:08 AM
Post: #35
RE: Gundam Assault Survive
Merged.

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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04-24-2015, 11:55 PM
Post: #36
RE: Gundam Assault Survive
Quote:Also this game is much better, than previously lasted playable game in the series called "battle universe".
It's really not. On one hand AS is a (unwelcome) return to the mechanics of original Battle Tactics (sllllooooowwww mechs), on the other hand there's a bunch of new features that are neither here nor there (dynasty warriors-like fields) and rebalancing efforts (in BU sniper lasers ruled the day, in AS it's all about bazookas), on the third hand there's A LOT of cost-cutting measures (no more gallery, no more per-mission and per-mech stats, lower-res models and textures, etc). Also, fiven that everything is now about money - there is literally zero incentive to aquire new suits or replay missions. You dont have to get those elusive SS ranks anymore, so why would you bother ?

Anyway, Assault Survive has an annoying grapical bug on 1.0.1. For some suits, performing certain actions will "blow up" parts of their models to huge size for a moment or two. Easy example is Zeta Gundam transformation animation, his legs become huge for half a second. Also seen when some suits perform blocking animation. Doesnt affect gameplay too much, but when fighting in narrow corridors this bug can often obstruct vision[/code].
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05-29-2015, 12:45 AM
Post: #37
RE: Gundam Assault Survive
Testing Assault Survive on 1.0.1, the game working fine until the end of making characters.. after that crashes
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05-29-2015, 09:49 PM
Post: #38
RE: Gundam Assault Survive
The problem is on your end. On stable 1.0.1 - the game works perfectly.
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06-08-2015, 02:11 AM
Post: #39
RE: Gundam Assault Survive
(sorry if this comment is spam)
But i tested this game, in ppsspp-v1.0.1-547-gc5ea38f-windows-amd64 version, and still blinding or "flashes" when i shoot or use th thruster...
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01-29-2017, 03:35 PM
Post: #40
RE: Gundam Assault Survive
Just a port of my workaround:
Code:
_S ULJS-00281
_G Gundam Assault Survive
_C0 Geometry bug workaround
_L 0xE00800E4 0x0001F1BC
_L 0x2001F1B8 0x0A200004
_L 0x2001F1BC 0x00000000
_L 0x20000010 0x15200003
_L 0x20000014 0x00000000
_L 0x20000018 0x0A207C70
_L 0x2000001C 0x00000000
_L 0x20000020 0x0A207C71
_L 0x20000024 0xDD0600E4
Same as this one, will not affect existing savestates/patches stuff on boot.
Kind of wonder if any other mech games suffer from uneaten prefix / geometry weirdness, that's the last one I remember someone reporting.

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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11-07-2018, 11:40 PM
Post: #41
RE: Gundam Assault Survive
Seems like Artdink games are always a problem. Running 1.7.1, and I can't get past character creation. Sound speed hack did nothing. It might be a regression, due to reports that this problem has been fixed in the past, or an obscure compatibility hack not being applied (the compatibility ini contains several Artdink Gundam games, but not this one).

I'm using the English menu patch, if it matters.

Here's the log:

Code:
26:41:473 core\config.cpp:1180 I[LOADER]: Config saved: 'C:\GameStuff\PPSSPP\memstick/PSP/SYSTEM/ppsspp.ini'
26:41:474 core\config.cpp:1193 I[LOADER]: Controller config saved: C:\GameStuff\PPSSPP\memstick/PSP/SYSTEM/controls.ini
26:41:567 windows\emuthread.cpp:220 I[BOOT]: Done.
26:41:780 core\config.cpp:1180 I[LOADER]: Config saved: 'C:\GameStuff\PPSSPP\memstick/PSP/SYSTEM/ppsspp.ini'
26:41:782 core\config.cpp:1193 I[LOADER]: Controller config saved: C:\GameStuff\PPSSPP\memstick/PSP/SYSTEM/controls.ini
26:42:617 windows\wasapistream.cpp:127 I[SCEAUDIO]: Changed audio device property {9855c4cd-df8c-449c-a181-8191b68bd06c}#0
26:44:465 core\config.cpp:1423 I[LOADER]: Failed to read C:\GameStuff\PPSSPP\memstick/PSP/SYSTEM/ULJS00281_ppsspp.ini. No game-specific settings found, using global defaults.
26:44:466 core\system.cpp:319 I[BOOT]: PPSSPP v1.7.1 Windows 64 bit
26:44:479 core\memmap.cpp:292 I[MEMMAP]: Memory system initialized. Base at 0000021BF4CA0000 (RAM at @ 0000021BFCCA0000, uncached @ 0000021C3CCA0000)
26:44:563 core\psploaders.cpp:197 I[LOADER]: ULJS00281 : ?????????????
26:44:580 core\config.cpp:1423 I[LOADER]: Failed to read C:\GameStuff\PPSSPP\memstick/PSP/SYSTEM/ULJS00281_ppsspp.ini. No game-specific settings found, using global defaults.
26:44:580 core\psploaders.cpp:256 I[LOADER]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
26:44:580 hle\scekernelmemory.cpp:434 I[SCEKERNEL]: Kernel and user memory pools initialized
26:44:601 hle\scekernel.cpp:154 I[SCEKERNEL]: Kernel initialized.
26:44:774 util\blockallocator.cpp:392 I[SCEKERNEL]: -----------
26:44:774 util\blockallocator.cpp:396 I[SCEKERNEL]: Block: 08800000 - 08804000 size 00004000 taken=1 tag=usersystemlib
26:44:774 util\blockallocator.cpp:396 I[SCEKERNEL]: Block: 08804000 - 09ec5800 size 016c1800 taken=1 tag=ELF/gundam
26:44:774 util\blockallocator.cpp:396 I[SCEKERNEL]: Block: 09ec5800 - 0a000000 size 0013a800 taken=0 tag=(untitled)
26:44:774 util\blockallocator.cpp:398 I[SCEKERNEL]: -----------
26:44:777 hle\scekernelmodule.cpp:1254 I[LOADER]: Module gundam: 08bcb680 08ad3634 08ad364c
26:44:828 hle\scekernelmodule.cpp:1347 I[LOADER]: Exporting ent 0 named gundam, 2 funcs, 4 vars, resident 08ad3a40
26:44:828 hle\scekernelmodule.cpp:1657 I[LOADER]: Module entry: 08804114
26:44:859 root         N[G3D]: vulkan\shadermanagervulkan.cpp:405 Loaded 2 vertex and 4 fragment shaders
26:44:859 root         N[G3D]: vulkan\pipelinemanagervulkan.cpp:710 Creating 4 pipelines...
26:44:866 root         N[G3D]: vulkan\pipelinemanagervulkan.cpp:742 Recreated Vulkan pipeline cache (4 pipelines).
26:44:866 root         I[G3D]: vulkan\gpu_vulkan.cpp:147 Loaded Vulkan pipeline cache.
26:44:872 root         N[BOOT]: ui\emuscreen.cpp:292 Loading //?/UNC/AURYN/complex/RetroArch/ROMs/PSP/Gundam_Assault_Survive_En.iso...
26:44:872 root         I[SCEKERNEL]: hle\scekernelthread.cpp:1995 276=sceKernelCreateThread(user_main, 08804228, 00000020, 262144, 80404000, 00000000)
26:44:873 root         I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(276, 33, 09fffed0)
26:44:873 root         I[SCEKERNEL]: hle\scekernelthread.cpp:2123 __KernelReturnFromThread: 0
26:44:874 user_main    W[JIT]: x86\jit.cpp:288 Detected rounding mode usage, rebuilding jit with checks
26:44:988 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 297=sceKernelCreateThread(drawlogo thread, 08850794, 00000010, 4096, 00000000, 00000000)
26:44:988 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(297, 0, 00000000)
26:44:990 drawlogo thr I[FRAMEBUF]: common\framebuffercommon.cpp:451 Creating FBO for 00000000 : 480 x 272 x 1
26:44:991 drawlogo thr W[G3D]: common\framebuffercommon.cpp:1316 Memcpy fbo upload 04400000 -> 04000000
26:44:997 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000305)
26:45:002 drawlogo thr I[FRAMEBUF]: common\framebuffercommon.cpp:451 Creating FBO for 00044000 : 480 x 272 x 1
26:45:005 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000300)
26:45:011 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000302)
26:45:016 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000304)
26:45:032 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000301)
26:45:032 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000303)
26:45:064 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000100)
26:45:098 user_main    I[SCEUTIL]: hle\sceutility.cpp:306 0=sceUtilityLoadModule(00000101)
26:45:131 user_main    I[SCESAS]: hle\scesas.cpp:250 sceSasInit(09ebfdc0, 512, 32, 0, 44100)
26:45:131 user_main    I[ME]: hle\sceatrac.cpp:2104 sceAtracReinit(0, 3)
26:45:131 user_main    W[ME]: hle\scemp3.cpp:222 UNIMPL: sceMp3InitResource
26:45:131 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 309=sceKernelCreateThread(SND:ISSThread, 08a5b884, 00000010, 16384, 00000000, 00000000)
26:45:131 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(309, 0, 00000000)
26:45:204 drawlogo thr I[FRAMEBUF]: common\framebuffercommon.cpp:1127 Decimating FBO for 00044000 (480 x 272 x 1), age 6
26:45:206 drawlogo thr I[FRAMEBUF]: common\framebuffercommon.cpp:1127 Decimating FBO for 00000000 (480 x 272 x 1), age 6
26:45:670 user_main    W[JIT]: x86\jit.cpp:296 An uneaten prefix at end of block: 0881f1b8
26:45:670 user_main    W[JIT]: jitcommon\jitstate.h:162 S: 000000e4 flag: 1
26:45:670 user_main    W[JIT]: jitcommon\jitstate.h:162 T: 000600e4 flag: 1
26:45:670 user_main    W[JIT]: jitcommon\jitstate.h:171 D: 00000000 flag: 1
26:48:268 drawlogo thr I[SCEKERNEL]: hle\scekernelthread.cpp:1995 316=sceKernelCreateThread(drawloading thread, 0884f92c, 00000011, 8192, 00000000, 00000000)
26:48:302 drawlogo thr I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(316, 0, 00000000)
26:48:302 drawlogo thr I[SCEKERNEL]: hle\scekernelthread.cpp:2171 sceKernelExitDeleteThread(0)
26:48:302 drawloading  W[G3D]: common\framebuffercommon.cpp:1634 Inter-buffer block transfer 04044000 -> 04000000
26:48:317 drawloading  I[SCEKERNEL]: hle\scekernelthread.cpp:2171 sceKernelExitDeleteThread(0)
26:48:541 user_main    I[ME]: hle\scempeg.cpp:429 sceMpegInit()
26:48:541 user_main    I[ME]: hle\scempeg.cpp:543 09cd1c50=sceMpegCreate(09f04620, 09cd1c20, 65536, 09f04770, 512, 0, 0)
26:48:542 user_main    I[ME]: hle\scempeg.cpp:354 Stream offset: 2048, Stream size: 0xC6800
26:48:542 user_main    I[ME]: hle\scempeg.cpp:355 First timestamp: 90000, Last timestamp: 630540
26:48:542 user_main    I[ME]: hle\scempeg.cpp:354 Stream offset: 2048, Stream size: 0xC6800
26:48:542 user_main    I[ME]: hle\scempeg.cpp:355 First timestamp: 90000, Last timestamp: 630540
26:48:542 user_main    I[ME]: hle\scempeg.cpp:661 sceMpegRegistStream(09f04620, 0, 0)
26:48:542 user_main    I[ME]: hle\scempeg.cpp:661 sceMpegRegistStream(09f04620, 1, 0)
26:48:543 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 325=sceKernelCreateThread(displayThread, 08867acc, 0000003e, 2048, 00000000, 00000000)
26:48:543 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 326=sceKernelCreateThread(readThread, 08867ebc, 00000040, 2048, 00000000, 00000000)
26:48:543 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 327=sceKernelCreateThread(soundThread, 08868380, 0000003d, 2048, 00000000, 00000000)
26:48:547 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(327, 60, 09f0466c)
26:48:547 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(325, 44, 09f0466c)
26:48:547 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(326, 16, 09f0465c)
26:48:547 readThread   I[ME]: hle\scempeg.cpp:354 Stream offset: 2048, Stream size: 0xC6800
26:48:547 readThread   I[ME]: hle\scempeg.cpp:355 First timestamp: 90000, Last timestamp: 630540
26:48:552 user_main    I[ME]: hw\mediaengine.cpp:86 FF: No accelerated colorspace conversion found from yuv420p to rgba.
26:48:554 idle0        W[FILESYS]: filesystems\isofilesystem.cpp:518 Reading beyond end of file, clamping size 65536 to 26624
26:49:282 readThread   I[SCEKERNEL]: hle\scekernelthread.cpp:2139 sceKernelExitThread(0)
26:49:299 user_main    W[ME]: hle\scempeg.cpp:1842 UNIMPL sceMpegFlushAllStream(09f04620)
26:49:316 displayThrea I[SCEKERNEL]: hle\scekernelthread.cpp:2139 sceKernelExitThread(0)
26:49:465 soundThread  I[SCEKERNEL]: hle\scekernelthread.cpp:2139 sceKernelExitThread(0)
26:49:465 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2299 sceKernelTerminateDeleteThread(327)
26:49:465 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2299 sceKernelTerminateDeleteThread(325)
26:49:465 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2299 sceKernelTerminateDeleteThread(326)
26:49:498 user_main    I[ME]: hle\scempeg.cpp:1616 sceMpegFinish(...)
26:51:133 user_main    I[ME]: hle\scempeg.cpp:429 sceMpegInit()
26:51:133 user_main    I[ME]: hle\scempeg.cpp:543 09cd1c50=sceMpegCreate(09f04750, 09cd1c20, 65536, 09f048a0, 512, 0, 0)
26:51:165 user_main    I[ME]: hle\scempeg.cpp:354 Stream offset: 2048, Stream size: 0xEBA800
26:51:165 user_main    I[ME]: hle\scempeg.cpp:355 First timestamp: 90000, Last timestamp: 9813714
26:51:165 user_main    I[ME]: hle\scempeg.cpp:354 Stream offset: 2048, Stream size: 0xEBA800
26:51:166 user_main    I[ME]: hle\scempeg.cpp:355 First timestamp: 90000, Last timestamp: 9813714
26:51:166 user_main    I[ME]: hle\scempeg.cpp:661 sceMpegRegistStream(09f04750, 0, 0)
26:51:166 user_main    I[ME]: hle\scempeg.cpp:661 sceMpegRegistStream(09f04750, 1, 0)
26:51:183 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 336=sceKernelCreateThread(displayThread, 08867acc, 0000003e, 2048, 00000000, 00000000)
26:51:183 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 337=sceKernelCreateThread(readThread, 08867ebc, 00000040, 2048, 00000000, 00000000)
26:51:183 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 338=sceKernelCreateThread(soundThread, 08868380, 0000003d, 2048, 00000000, 00000000)
26:51:199 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(338, 60, 09f0479c)
26:51:199 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(336, 44, 09f0479c)
26:51:199 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(337, 16, 09f0478c)
26:51:199 readThread   I[ME]: hle\scempeg.cpp:354 Stream offset: 2048, Stream size: 0xEBA800
26:51:199 readThread   I[ME]: hle\scempeg.cpp:355 First timestamp: 90000, Last timestamp: 9813714
26:51:203 user_main    I[ME]: hw\mediaengine.cpp:86 FF: No accelerated colorspace conversion found from yuv420p to rgba.
26:52:619 readThread   I[SCEKERNEL]: hle\scekernelthread.cpp:2139 sceKernelExitThread(0)
26:52:636 user_main    W[ME]: hle\scempeg.cpp:1842 UNIMPL sceMpegFlushAllStream(09f04750)
26:52:652 displayThrea I[SCEKERNEL]: hle\scekernelthread.cpp:2139 sceKernelExitThread(0)
26:52:818 soundThread  I[SCEKERNEL]: hle\scekernelthread.cpp:2139 sceKernelExitThread(0)
26:52:818 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2299 sceKernelTerminateDeleteThread(338)
26:52:818 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2299 sceKernelTerminateDeleteThread(336)
26:52:818 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2299 sceKernelTerminateDeleteThread(337)
26:52:852 user_main    I[ME]: hle\scempeg.cpp:1616 sceMpegFinish(...)
26:53:139 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 340=sceKernelCreateThread(STRThread, 08a6051c, 00000010, 24576, 00000000, 00000000)
26:53:139 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(340, 4, 09e33258)
26:53:141 STRThread    I[ME]: hle\sceatrac.cpp:1910 0=sceAtracSetDataAndGetID(08ef1e80, 000c8000): atrac3+ stereo audio
26:53:141 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 342=sceKernelCreateThread(STRThread, 08a6051c, 00000010, 24576, 00000000, 00000000)
26:53:141 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(342, 4, 09e341d8)
26:53:142 STRThread    I[ME]: hle\sceatrac.cpp:1910 1=sceAtracSetDataAndGetID(09580240, 000022e0): atrac3+ mono audio
26:55:088 STRThread    I[ME]: hle\sceatrac.cpp:1671 0=sceAtracReleaseAtracID(1)
26:55:088 STRThread    I[SCEKERNEL]: hle\scekernelthread.cpp:2171 sceKernelExitDeleteThread(0)
26:56:157 STRThread    I[ME]: hle\sceatrac.cpp:1671 0=sceAtracReleaseAtracID(0)
26:56:157 STRThread    I[SCEKERNEL]: hle\scekernelthread.cpp:2171 sceKernelExitDeleteThread(0)
26:56:307 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 343=sceKernelCreateThread(drawloading thread, 0884fd74, 00000011, 8192, 00000000, 00000000)
26:56:323 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(343, 0, 00000000)
26:56:829 drawloading  I[SCEKERNEL]: hle\scekernelthread.cpp:2171 sceKernelExitDeleteThread(0)
26:56:842 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:1995 347=sceKernelCreateThread(STRThread, 08a6051c, 00000010, 24576, 00000000, 00000000)
26:56:842 user_main    I[SCEKERNEL]: hle\scekernelthread.cpp:2084 0=sceKernelStartThread(347, 4, 09e33258)
26:56:842 STRThread    I[ME]: hle\sceatrac.cpp:1910 0=sceAtracSetDataAndGetID(08ef1e80, 0008cac4): atrac3+ stereo audio
27:00:883 user_main    I[SCEUTIL]: hle\sceutility.cpp:418 00000000=sceUtilityOskInitStart(09e5fc44)

I don't really know how to interpret this, but I feel like it might not actually contain information on the crash? Also, every time it crashes, WerFault.exe hangs in the background and creates a large file somewhere on my main hard drive (4 GB or so each time), which makes testing annoying due to disk space issues.

I might just try the unpatched game.
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11-08-2018, 12:02 AM
Post: #42
RE: Gundam Assault Survive
AFAIK this Gundam game never needed the DrawSyncEatCycles compat hack. It only suffers from broken geometry which can be safely fixed by my cheat posted above.

Your crashes could simply be gpu driver bugs or broken copy especially since you mentioned using patched game, try using different graphics backend and/or re-dump your game also avoid using speedhacks and changing emulated cpu clock.

One thing which might be worth changing if nothing else helps is simulating UMD delays, this IMO should be default as it has higher compatibility than current defaults, but it's still wrong since when it would work properly it would slow down loading times significantly while now it doesn't.

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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