05-07-2013, 03:23 AM (This post was last modified: 05-07-2013, 03:59 AM by solarmystic.)
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.
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.
(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.