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Rockman DASH: Hagane no Boukenshin
12-07-2013, 05:49 PM
Post: #12
RE: Rockman DASH: Hagane no Boukenshin
It will definitely require changes in the code to make it work, and testing. It's similar to the Breath of Fire 3 issue, I think (although it does it for triple buffering.)

Basically, in OpenGL we treat each address (those numbers) as a "buffer". But in reality, it's just memory. When the game uses an address half-way into a buffer, it should give the second half of the buffer.... but right now, we create a brand new buffer instead.

The trick will be finding a good way to detect this that doesn't break other games, and then adjusting render-from-texture to use the offset. So, it's not a small amount of work but it is fixable.

Anyway, with the current version of PPSSPP there's no setting that can correct it (well, except the software renderer, but that's not really practical...)

-[Unknown]
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Messages In This Thread
RE: Rockman DASH: Hagane no Boukenshin - [Unknown] - 12-07-2013 05:49 PM
RockMan DASH - Beavr - 02-07-2014, 06:19 PM
Rockman DASH 1 - MisoraEXE - 05-25-2014, 05:16 AM
RE: Rockman DASH 1 - [Unknown] - 05-25-2014, 05:18 AM
RE: Rockman DASH 1 - MisoraEXE - 05-25-2014, 05:20 AM

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