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Star Ocean: First Departure
(02-16-2014, 04:19 PM)Athelias Wrote:
(02-09-2014, 06:05 AM)Athelias Wrote:
(12-19-2013, 09:31 AM)Henrik Wrote: The game writes to the stencil buffer using the CPU. In OpenGL ES, it's not possible to directly upload a stencil buffer to the GPU so we can't emulate it directly. However, I'm in the process of adding a function hooking mechanism so that we can add game specific workarounds for things like this, and I think it will be possible to fake it well enough with some special code.

The alternative is to use the software renderer but it's just too slow for practical gameplay currently.

Any updates on this?

Still waiting for an update on this, seeing how v0.9.7.1 still has the problem.. Huh

The wait continues. . . Sad
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Hi I was just wondering if there was a way to fix the character appearing inside the background. I am pretty much new to this whole emulation thing and I was wondering if there was a way I could tweak the settings to fix the problem. The game runs very smoothly but it is just that one problem that I have. I have a screenshot of what is happening if that may help.

[Image: O2JIu3Y.png]
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It's a know issue but it's not fixed yet. They're still trying to fix it.
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Game's pretty much fully playable, I just finished it.

Putting away the sprites thing the game suffers some random lags when loading something(voices for exemple) and/or textures and the battle transition not appearing.

Sounds works normally too, I'm gonna do another playthrought with a different party and difficult soon while testing newer builds and see if something changes.
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Tried the latest build, the sprites are still shown inside the backgrounds. Sad
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Its getting better. The text no longer lags and it runs a lot smoother on android. Can't use buffered rendering because character disappear. No graphics glitches in world map anymore either. Sprites still aren't getting hidden behind objects though, except for on world map.
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(04-13-2014, 06:50 PM)player594 Wrote: Its getting better. The text no longer lags and it runs a lot smoother on android. Can't use buffered rendering because character disappear. No graphics glitches in world map anymore either. Sprites still aren't getting hidden behind objects though, except for on world map.

That's good ^^ hopefully later versions may improve.
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(03-25-2014, 05:16 PM)Athelias Wrote: Tried the latest build, the sprites are still shown inside the backgrounds. Sad

+1
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Other than some bits of crackling audio and the FMVs showing only a black screen with audio, the game plays just fine. I haven't encountered any other glitches.
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So, I used a patchwork of the settings suggested in this thread, and this game ran really well (with the above mentioned non-gamebreaking issues), but once I hit the Van continent, the game started to freeze a TON in battle.

Does anyone know what's causing this or how I can somehow address it? I'm using the 64 bit version 9.8 btw, with the following settings:

-Non-buffered Rendering
-Vert Cache
-Disable Stencil Test
-I/O on thread
-Filters turned off
-Texture filtering on Nearest or Linear

Thanks for any suggestions!
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Omg, it's so fixed. =D

Tested on v0.9.8-1069, sprites/things no longer show when supposedly occluded.
ズキューーン
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Savedata for the freezing would help. How reproducible is it?

-[Unknown]
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Hello, I'm using ver.0.9.8-1154.
I'm still on the roof. This problem already fixed or not?


Attached Files Thumbnail(s)
   
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Yup, it's fixed on PC at least. screenie
ズキューーン
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Hmm. I thought this would work on Android. An adb log would be super helpful, if the shader is failing to compile.

-[Unknown]
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