Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Metal Gear Solid Portable Ops Plus
#31
(03-26-2013, 10:44 AM)KingPepper Wrote: Transfer this back to the original thread for this game please........Moderator Thank You!!!

http://forums.ppsspp.org/showthread.php?tid=1293

And i will create a Metal Gear Solid Portable Ops (ULUS10202) thread especially for my standard version which doesn't crash. Cool

done Smile
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro
Reply
#32
Would anyone have this game + a compiler to give a stack trace for the crash?

-[Unknown]
Reply
#33
i think its fixed,i tried with the latest build.I have no crash till now
Reply
#34
I just tried with the latest build that was uploaded a while ago, and it still crashes upon taking on character.
Reply
#35
Alright guys it works for me now, I went and installed Windows 8 on my comp.
Reply
#36
haha win 8 ftw!but its really mysterious
Reply
#37
(04-01-2013, 04:10 PM)sfageas Wrote: haha win 8 ftw!but its really mysterious

Video and Atrac3 sound are supported, but only on Windows 32bit systems.

i tested many metal gear games on my 64bit win 7 but 90% of it has no music or video in it.... and crash after an black screen video.....


BUT on win7 32bit anything is fine by 90% of the metal gear games
only missing textures and control issues.

I think its an 64bit problem.
Reply
#38
maybe only on win7 64.As [Unknown] said : Would anyone have this game + a compiler to give a stack trace for the crash?because its really weird
Reply
#39
Tested with v0.7.6-381-gba71ac4 & windows 7 it seems it doesn't crash anymore,can anyone confirm this?


Attached Files Thumbnail(s)
           
Reply
#40
log file


Attached Files
.zip   ppsspp.zip (Size: 76.03 KB / Downloads: 765)
Reply
#41
sfageas, I can confirm that the game (US version) does not crash anymore after you gain control of the character since git build 0.76-272 (also works just fine using 0.76-452) on Windows 7 64bit. Just tried it out a few minutes ago.

Screenshots enclosed as proof. System specs in screenshot and signature. Also enclosed is the game running in the latest (as of this post) git build 0.76-452.
(Ran through the tutorial missions just fine)

The game itself feels rather sluggish and running in slow motion, even though the VPS/FPS counter is at 60 all the time. It feels like the real FPS is less than 30 (not true 60 FPS). This is one of those games that would benefit from an adjustable frame limiter, I tried running the game on turbo and it felt so much smoother and better to control.

The game also disobeys the emulators X instead of O order and swaps them around so that O is okay and X is cancel instead unlike other US games.

Great graphics though. FMVs not working as expected since PPSSPP doesn't have support built into yet, so hitting the start and select buttons to skip them is pretty much a must. I haven't tried it out on the audiovisual branch that oitoiff made yet.

Please move this to playable. Thanks in advance mods.


Attached Files Thumbnail(s)
               
PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
Reply
#42
Well, a framelimiter adjustment would just trade some bugs for other bugs.

I think the problem is similar to the issue in God of War, i.e. it's drawing too many frames.

If you have a compiler and want to try it, search for "cyclesExecuted += ", and in all three cases, change to "cyclesExecuted += 10 *". If it makes it fast but flicker, reduce 10 to 5 or 2 or something. In this way you can try to adjust it. If it makes no difference, try 100. If that still makes no difference, then I'm wrong.

That said, my understanding is that anything higher than the current estimate will break GTA or something, so it probably needs more things estimated more carefully.

-[Unknown]
Reply
#43
Moved to Playable
Reply
#44
(05-07-2013, 06:40 AM)[Unknown] Wrote: Well, a framelimiter adjustment would just trade some bugs for other bugs.

I think the problem is similar to the issue in God of War, i.e. it's drawing too many frames.

If you have a compiler and want to try it, search for "cyclesExecuted += ", and in all three cases, change to "cyclesExecuted += 10 *". If it makes it fast but flicker, reduce 10 to 5 or 2 or something. In this way you can try to adjust it. If it makes no difference, try 100. If that still makes no difference, then I'm wrong.

That said, my understanding is that anything higher than the current estimate will break GTA or something, so it probably needs more things estimated more carefully.

-[Unknown]

What I meant was that it seems like the VPS shown on the screen doesn't reflect the actual FPS of the game as experienced by the player(me).

Doubling the VPS using turbo alleviated the problem and it seems like the game needs 120 VPS to run at a normal speed (as perceived by me, the player).

How do I explain it? It's like how Final Fantasy XII runs in PCSX2, even when it shows 60 on the FPS counter, the game is in actual fact running at 30, which is still okay, but in this case, it's much more severe. The VPS counter is very deceptive in these instances.

Or perhaps I misunderstood your post, in which case I apologize.
PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
Reply
#45
on android have some glitches ,like menu is in black and any text appears.
Reply


Forum Jump: