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Elder Scrolls Travels Oblivion
06-13-2016, 11:08 AM
Post: #1
Elder Scrolls Travels Oblivion
No one has mentioned rules about prototype games so........

Title : Elder Scrolls Travels Oblivion
Genre : First Person RPG
Region : US(?)
Format : ISO
Version(s) 1.11, 1.21, v1.2.2-676-gc0c43ac
Game ID : N/A
OS Windows 7 x64 / Android
Compatibility : Depends on version
Notes : Works on 1.11, but unstable.
Black screen on 1.21
Black screen on v1.2.2-676-gc0c43ac


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06-13-2016, 12:16 PM (This post was last modified: 06-14-2016 03:44 PM by LunaMoo.)
Post: #2
RE: Elder Scrolls Travels Oblivion
Wow Oblivion on psp. O.o

Either way if it's a prototype probably noone else will be able to test this game, however if we have a regression it would still be nice to know what change broken it ~ you can just use those automated builds and check version half way between working and not working builds, continuing to bisect it that way until you find which change started the issue shouldn't take too long.

Guess it could be even be v1.1.1-36-g27a124d which was quite a big change, however our memory allocation is still off compared to real psp and affects more picky games.:c

Edit: Well nvm. This as all other "prototypes" seems to require more memory than a psp game could have, hence doesn't work. It can be fixed by adding MEMSIZE=1 to PARAM.SFO(on iso) which is CFW feature that we started emulating somewhere between 1.1 and 1.2 to fix some actual games that doesn't work with more memory which earlier was given by default.
Also those prototypes will likely be added to our HD remasters list to simply give them more memory, but as far as I read news about those particular Oblivion prototypes, they're very unstable to begin with, so any crashes in-game are more likely not an emulation issue.

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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06-15-2016, 10:47 PM (This post was last modified: 06-15-2016 10:49 PM by Delirious17.)
Post: #3
RE: Elder Scrolls Travels Oblivion
http://imgur.com/a/pXiFs this is what happens when I try to play it on my HTC 10, loads normally then the main level color or something literally grows in a circle going outward all directions til all the screen is a solid color, being able to see nothing.

Maybe I need a certain setting applied to remedy this? I know this was never officially released so any compatibility or stability might be an afterthought but just my experiences.

Edit: Non-buffered rendering did the light-fix trick, trying more to optimize. Thank you for your updates!
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06-16-2016, 08:57 PM
Post: #4
RE: Elder Scrolls Travels Oblivion
Runs fine to me (except the abysmal performance, i'm sure that's just my computer) in Buffered Rendering mode, Last 2007 prototype build of the game (are the others any different?), not enough time to post a formal compatibility form.
[Image: VJw7ZXnm.png][Image: uZUuuMHm.png][Image: JdACmdkm.png].
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06-17-2016, 06:45 AM
Post: #5
RE: Elder Scrolls Travels Oblivion
Bathesda could port this to the Vita XD
Maybe I should try the prototype someday

Old laptop: Lenovo G458
AMD/ATI Radeon HD 7310 | 1366x768@60Hz | APU E1-1200 Dual Core | 2.5 GB DDR3 400MHz | Windows 7 Home Premium 32-bit

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07-13-2016, 06:57 PM
Post: #6
RE: Elder Scrolls Travels Oblivion
I can confirm that all 5 builds of this game are running on my Galaxy S7 using ppsspp v1.2.2-716-g6a24cde.
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09-11-2016, 08:36 PM
Post: #7
RE: Elder Scrolls Travels Oblivion
Since this is a prototype and probably buggy, I'm going to move it to Playable based on the above.

-[Unknown]
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