Wild Arms XF
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04-18-2014, 05:32 AM
Post: #76
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RE: Wild Arms XF
Expect there to be bugs in non buffered.
Non buffered is really a bad name. "Buffering disabled" is a much better name. This feature intentionally prevents the game from being able to use buffers. It also doesn't use a buffer for the emulator. But the two are married together. Games use buffers to draw effects, and when the buffers are all disabled, those effects can't work properly. -[Unknown] |
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06-28-2014, 05:58 PM
(This post was last modified: 06-28-2014 07:08 PM by fade2black001.)
Post: #77
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RE: Wild Arms XF
Is this game even playable? It keeps crashing the emulator. I can't even get past the first stage. Using 0.9.8 stable release. Also any why to fix the flashing double image? It does this in battle,FMV's, and all text.
Here is one of the error reports APPCRASH Application Name: PPSSPPWindows.exe Application Version: 0.0.9.8 Application Timestamp: 532d884d Fault Module Name: PPSSPPWindows.exe Fault Module Version: 0.0.9.8 Fault Module Timestamp: 532d884d Exception Code: c0000005 Exception Offset: 00233e5f OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 The other error I got said something like about waiting on emu thread timed out. Or something like that. |
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06-28-2014, 07:01 PM
Post: #78
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RE: Wild Arms XF
Try using the latest git build instead. I think it will work better.
-[Unknown] |
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06-28-2014, 07:27 PM
Post: #79
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RE: Wild Arms XF
It still crashes on the latest git version. Oh well
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06-28-2014, 07:55 PM
Post: #80
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RE: Wild Arms XF
I just went from new game to act 1-2 just fine. Maybe you have a bad rip, try pulling it from your PSP again.
-[Unknown] |
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06-28-2014, 08:06 PM
Post: #81
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RE: Wild Arms XF
I think something else is the problem and it seems to be on my end.
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06-28-2014, 08:48 PM
Post: #82
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RE: Wild Arms XF
Make sure you're not using "read framebuffers to memory" or anything. Try resetting the settings to the defaults.
-[Unknown] |
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11-15-2014, 01:56 PM
Post: #83
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RE: Wild Arms XF
Any fix for the garbage text display in this game? When I access any shop, the item text display is all messed up no matter which setting I use. And the screen in D3D9 backend for this game is not properly rendered, or should I say,the display in the emulator window is not entirely stretched in D3D9 backend.
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02-08-2015, 02:29 PM
Post: #84
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Wild Arms XF (disappearing controls)
It seems that whenever there isn't a text box present in game, the controller button icons vanishes from sight (Directional Pad, R, L, Triangle, Square, Circle, X, Select, and Start). Each button still responds when pressed and they'll only ever reappear again, once a text box presents itself in game or in battle.
Of course I could be wrong. But that's what happens to me. I'm using the latest version (1.0.0.0). |
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02-08-2015, 10:53 PM
Post: #85
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RE: Wild Arms XF
Merged.
♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing ♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing ♦ PSP-3004 | 6.60 PRO-C2 |
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02-09-2015, 10:15 PM
Post: #86
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RE: Wild Arms XF
(02-08-2015 02:29 PM)DreamDropDistance Wrote: It seems that whenever there isn't a text box present in game, the controller button icons vanishes from sight (Directional Pad, R, L, Triangle, Square, Circle, X, Select, and Start). Each button still responds when pressed and they'll only ever reappear again, once a text box presents itself in game or in battle.Are you using Non-buffered rendering by any chance? Change to Buffered rendering. |
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08-29-2015, 11:13 PM
(This post was last modified: 08-30-2015 03:03 AM by latch.)
Post: #87
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RE: Wild Arms XF
Bug Report: Wild Arms XF freezes PPSSPP just after selecting game. No obvious loading of the game has taken place. PPSSPP must be forced-closed
Hardware: Samsung Galaxy Note 5 (Exynos ARM64) Settings: Default, Default + disable-buffered Affected PPSSPP version: 1.0.1-832 Working PPSSPP version: 1.0.1 It does appear to work on Windows x86_64 PPSSPP 1.0.1-832 EDIT: Alright folks. I bisected and found the regression occurs between 1.0.1-670 and 1.0.1-676. Might be related to 671: Move file loader code into directories? |
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08-30-2015, 05:03 AM
(This post was last modified: 08-30-2015 05:04 AM by [Unknown].)
Post: #88
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RE: Wild Arms XF
It's better to provide full version numbers. There are two v1.0.1-671's: v1.0.1-671-g1d1c80d and v1.0.1-671-gda827d9. This is because git allows parallel development, and the number is just the count of changes since the last release (so if there are two people working at once, they could both be working on the first change.) If that seems complex, just know that it's not linear.
Anyway, your range actually points to https://github.com/hrydgard/ppsspp/pull/7839. It can't be v1.0.1-671-gda827d9. Probably v1.0.1-674-gfed687f is the most likely suspect, I'll have to test. -[Unknown] |
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08-30-2015, 08:34 AM
(This post was last modified: 08-30-2015 08:47 AM by latch.)
Post: #89
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RE: Wild Arms XF
Thanks for replying. The two builds I narrowed it down to were from the Orphis archives.
Working: v1.0.1-670-g650687d Nonworking: v1.0.1-676-g7dbe282 I would have loved to narrow it down by git commit but I don't have a proper build environment to create apks. Fwiw, I was setting up sdk to try and take a crack at it but I'm very unfamiliar with the tools |
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08-30-2015, 11:25 PM
Post: #90
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RE: Wild Arms XF | |||
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