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Star Ocean: First Departure
Wait so the game works with proper layering with the sprites (as in how they go behind them)? Weird, just tried the game on Windows x64 0.9.9 and the issue persists...

Edit: Never mind, it seems that the issue still persists, either flashing sprites or in front of objects that they should be behind. Crap... Will this be able to be resolved on the Windows port too?
CPU - Intel Core i5 3570 3.4/3.8 GHz (Turbo Boost)
GPU - MSI GeForce GTX 660 2 GB GDDR5
RAM - 8 GB DDR3 SDRAM 1333
OS - Windows 7 Pro 64-bit
HDD - 1 TB Western Digital 7200 RPM
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I notest that problem and reported it(flashing sprites).
It was fixed on v0.9.9-3-g9844c6e
Using PPSSPP on Windows 7 x64 SP1
i7 4771 3.5Ghz,GTX750TI,16GB RAM

Batch iso <=> cso converter
http://forums.ppsspp.org/showthread.php?tid=5384
Save Game\States Manager
http://forums.ppsspp.org/showthread.php?tid=5516
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(07-31-2014, 02:44 AM)vsub_ Wrote: I noted that problem and reported it(flashing sprites).
It was fixed on v0.9.9-3-g9844c6e

Ah, okay then Big Grin
CPU - Intel Core i5 3570 3.4/3.8 GHz (Turbo Boost)
GPU - MSI GeForce GTX 660 2 GB GDDR5
RAM - 8 GB DDR3 SDRAM 1333
OS - Windows 7 Pro 64-bit
HDD - 1 TB Western Digital 7200 RPM
Reply
Is this known problem(I'm using 0.9.9-27)
If FuncReplacements or Simulated Block Transfer is enabled while buffered rendering is enabled,when entering another area or enter\exit a house\shop or open\close the menu,the music will stop for half a second and then continue.

I have more than 500% with the limit disabled but it still happens(even with frame skipping set to 8 and auto disabled)
Using PPSSPP on Windows 7 x64 SP1
i7 4771 3.5Ghz,GTX750TI,16GB RAM

Batch iso <=> cso converter
http://forums.ppsspp.org/showthread.php?tid=5384
Save Game\States Manager
http://forums.ppsspp.org/showthread.php?tid=5516
Reply
Unfortunately, your video card is not fast enough to do better than that, and possibly doesn't support the blitting necessary to make it reasonable at higher render resolutions (or blits very slowly.) It's busy uploading stencil data during that time, which is not a fast operation with OpenGL (it's plenty fast on the PSP's GPU.) Lower render resolutions will work better for older cards.

-[Unknown]
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(07-27-2014, 08:40 PM)Belmont Wrote: Has anyone else had a problem with the screen mostly going black after speaking to npcs or after your party members have finished talking to you? I haven't been able to fix this by messing with the graphic settings.

I'm having the same issue. A few others in this thread have said the same thing, too, but I haven't seen a fix for it.
Same issue as the others; Dialogue boxes cause the screen to go black (or black with a small strip of visible game with non-buffered rendering) and walking in/out of houses or opening the PPSSPP menu and closing it again bringing everything back.
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Is it only in certain areas? What's the first dialog box that causes this, with default settings, from a new game?

Also, what device is this with? Does it reproduce on for example Windows? Or only on your mobile device?

-[Unknown]
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(08-21-2014, 01:00 AM)[Unknown] Wrote: Is it only in certain areas? What's the first dialog box that causes this, with default settings, from a new game?

Also, what device is this with? Does it reproduce on for example Windows? Or only on your mobile device?

-[Unknown]

Sorry for not including that in my first post.
- I haven't tried leaving the first town, but it seems to be all dialogue boxes (in or outside of houses) including the ones that pop up when you open a chest
- Yes, all default settings on the current v0.9.9.1 that's listed on the downloads page. I tried toying with some settings but the only one that seemed to help at all was non-buffered rendering which gives a small strip of visible game (about 1/10th of the screen)
- Win7 x64 laptop, Core i5 M460 2.53GHz, 4GB RAM, some version of the wonderfully shitty Intel HD integrated "GPU"
- Notes: Cutscenes and battles (including any dialogue pop-ups in battle) work fine. Using the PAL version (ULES-01154).

I'll try to see if I can get it to work on my phone later to see if it's something with the ROM or something.
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@ayures

I think this is yet another one of those Intel HD Graphics issues with some of the features required by the game (Simulate Block Transfer afaik/Function Replacements afaik). I just tested the game out with my ATI GPU based system and am having none of the issues you've stated above.

I used v0.9.9.1-54-gdfbb0bd from the buildbot for testing.
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
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(08-21-2014, 12:04 PM)solarmystic Wrote: @ayures

I think this is yet another one of those Intel HD Graphics issues with some of the features required by the game (Simulate Block Transfer afaik/Function Replacements afaik). I just tested the game out with my ATI GPU based system and am having none of the issues you've stated above.

I used v0.9.9.1-54-gdfbb0bd from the buildbot for testing.

Is there a list of the games with this issue somewhere? This is the first game I've had this problem with.
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Does it bring it back if you're in a larger room, and you move (I realize the screen is black) enough to make the camera pan? Or does it still not draw, and you have to exit to the menu?

Maybe there's some GL state we're not clearing in an Intel friendly way. Hard to say.

If you open the GE debugger, does it show things being drawn even while the screen is black?

-[Unknown]
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(08-22-2014, 07:10 AM)[Unknown] Wrote: Does it bring it back if you're in a larger room, and you move (I realize the screen is black) enough to make the camera pan? Or does it still not draw, and you have to exit to the menu?

Maybe there's some GL state we're not clearing in an Intel friendly way. Hard to say.

If you open the GE debugger, does it show things being drawn even while the screen is black?

-[Unknown]

No, making the camera pan in a large room doesn't make anything draw. Also, I don't necessarily have to exit to the menu, just hit Esc (I think that's in on a keyboard; I just hit the L bumper on my 360 controller) to bring it up.

I'm not sure how to work the GE debugger, but hitting step frame shows a black screen (with a small bar of game being drawn as if I had non-buffered rendering enabled). Step texture and step draw show the same as before, but that box on the left does indeed show a texture of some kind (looks like about a 64x64 pixel portion of the pre-rendered background).
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So even if you hit step texture a bunch, nothing shows up on the right side of the GE debugger? The left side shows the texture it's drawing.

-[Unknown]
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Hi,
When I play the game, everything is OK except i can't see the characters.
What can I do to make them appear?
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What version of the emulator are you using? What are your system specs?

Make sure you're using the latest build from the buildbot with default settings, this issue has been resolved for quite sometime now for Windows and other platforms without the need for any specific hacks.
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
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