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Dissidia 012: Duodecim Final Fantasy
Personally, I have never encountered the problem you describe with any version. I tried your save file on the latest version (r358 64-bit) and had no trouble in the customization menu. Is there anything more specific that makes it crash?

Menuing is more processor-intensive than you'd think.

The DX9 backend in r358 64-bit doesn't seem to like Dissidia 012. It works fine until I load savedata, then it crashes before loading the menu/gateway.
I only use PPSSPP on Windows.
Intel Core i3 1.9GHz | 4GB RAM | Integrated Intel HD 4400 | Windows 8.1 x64
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It works now in DirectX 9. I have no problems with either renderer.

RPD490, I guess you have a Radeon HD 4330. Have you made sure to update your video card drivers? I'm not sure, some people say there are specific versions that are best. Also, there may be a setting named "Catalyst AI" - definitely turn it off.

-[Unknown]
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UPDATE: Okay after playing for a bit, I was able to go into the menus without a crash! I guess it was the Catalyst A.I. being enabled that caused the issues.

I see, well I have a HD3200 Radeon Driver, and sadly cuz I have a laptop, can't really do much in terms of getting a better one. Plus I believe I am using the latest version of the driver.

But if Catalyst AI is what is causing issues, I suppose I can try that. Plus, I doubt having any of the DLC mods could affect the game since I am using those for my game.
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I've had Catalyst A.I. turned off for ages because it caused corruption with long-ago versions of PSP emulators. So I didn't even think of it as a problem!

The latest DX9 backend (r373) is worse. It still crashes on savedata load, any savedata load, and it also doesn't display text with backshadows properly. Now they're just black boxes.

When it crashes, the fault is in "ntdll.dll" with the exception code "c0000005".

At the moment I'm using Catalyst 13.9, since 11.11a causes more crashes with the new block-transfer versions than 13.9.
I only use PPSSPP on Windows.
Intel Core i3 1.9GHz | 4GB RAM | Integrated Intel HD 4400 | Windows 8.1 x64
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Catalyst AI is basically a feature where the driver detects various things that game is doing, and makes seamless optimizations and improvements. While that sounds like a good thing, somehow its detection of what PPSSPP is doing leads to massive memory usage and crashes in some games.

It apparently causes issues in other games too, although it probably improves some software/games or they would've removed the feature already.

-[Unknown]
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r396 still crashes on loading savedata, but I got a different crash message.

Now the crash is in d3d9.dll but the exception code is still c0000005.
I only use PPSSPP on Windows.
Intel Core i3 1.9GHz | 4GB RAM | Integrated Intel HD 4400 | Windows 8.1 x64
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I'm not getting crashes in either Dissidia with my latest d3d fix pull and NVIDIA. I hope it's not an AMD specific thing.

-[Unknown]
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r442 will load savedata, let me fight battles, walk around on the world map, and play cutscenes, but it's not what I'd call playable quite yet. It's around where PPSSPP was in March or April 2013 -- all the fundamental game functions work, but half the textures don't load. Attacks look strange and the stages only load about 25% of their textures so they're unplayable unless you already know the layout.

Edit: As of r458, the massive stage texture problem is solved. I tested the stages that caused problems in r442, and their textures now load. The Edge of Madness stage suffers blurring but is playable.
I only use PPSSPP on Windows.
Intel Core i3 1.9GHz | 4GB RAM | Integrated Intel HD 4400 | Windows 8.1 x64
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hello guys, I joined this forum recently so I may look silly asking such a question but I couldn't find what I was looking for

so the problem I am having with my ppsspp is that when I play this game, dissidia, everything works fine except in the battle the screen is a bit darker than it should be

is there any solution to this problem? or is it still being fixed?

the phone I'm using is
Samsung Galaxy s4 LTE-A, and my ppsspp version is 0.9.9.1-155-gc5e80d0
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(08-03-2014, 04:27 PM)-Alexander- Wrote: Yeah, even with software rendering I can't go anywhere now. Once you try to select the first mission (after the prologue mission 0) it just goes white and won't go further.

Seems to not matter what I do, it won't budge.

I think this game needs a look-see by the devs. Seems to be a pretty problematic game for 0.9.9, I got some odd bugs before this roadblock too.

Hey man, I was having this problem too. I found out that it's a problem with the ISO/CSO file itself. You need to obtain a patched version of the game. Go look around, it's not hard to find.
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Hello, do you know how I can add dlc to the game ?

Do I have to copy the dlc from my psp to the savedata folder ?
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Hi new here and been playing this game for a while and stumbled upon a problem in the game where my game hangs up right after engaging the chaos stigma or what that thing is called in the epilogue of 013 (fight to all) the first gateway thing.

I'm using 0.9 build on an android device
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I found out that there are still some graphical problems in this game that have to be solved. For now I found only two. First is that there is still double image, but only in EX Burst, EX Revenge ( I think ) and in some cutscenes ( it depends ). The second thing is that the "Spline/Bezier curves quality" option isn't helping with all playable characters weapon trails. Trails look broken and fat, act like snakes and are misaligned. For example "Spline/Bezier curves quality" option works for some characters like Lightning, Cloud and Kain Highwind ( and some others ) at High settings, but with Warrior of Light, Sephiroth and Cecil ( and also some others ) it almost doesn't have any effect and it looks horrible. But still "Spline/Bezier curves quality" option doesn't give any of the characters the real quality of the trails left by their weapons. Here is the video in which you can see the PSP version of the game and Warrior of Light:

https://www.youtube.com/watch?v=sKBPIg_S...BPIg_StqA)

Look closely at WoL Crossover and Shield Strike attack at the beginning of the battle, you can see how his weapon trails are perfectly round and without any angles ( not broken I mean ). After this video, play the game on PPSSPP and you will see what I was talking about. All those things I was talking about above are also applying to all other Dissida games. If you need proofs, I will make some screenshots then and reply in the meantime.
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(10-17-2014, 09:09 PM)Jozma7 Wrote: I found out that there are still some graphical problems in this game that have to be solved. For now I found only two. First is that there is still double image, but only in EX Burst, EX Revenge ( I think ) and in some cutscenes ( it depends ). The second thing is that the "Spline/Bezier curves quality" option isn't helping with all playable characters weapon trails. Trails look broken and fat, act like snakes and are misaligned. For example "Spline/Bezier curves quality" option works for some characters like Lightning, Cloud and Kain Highwind ( and some others ) at High settings, but with Warrior of Light, Sephiroth and Cecil ( and also some others ) it almost doesn't have any effect and it looks horrible. But still "Spline/Bezier curves quality" option doesn't give any of the characters the real quality of the trails left by their weapons. Here is the video in which you can see the PSP version of the game and Warrior of Light:

https://www.youtube.com/watch?v=sKBPIg_S...BPIg_StqA)

Look closely at WoL Crossover and Shield Strike attack at the beginning of the battle, you can see how his weapon trails are perfectly round and without any angles ( not broken I mean ). After this video, play the game on PPSSPP and you will see what I was talking about. All those things I was talking about above are also applying to all other Dissida games. If you need proofs, I will make some screenshots then and reply in the meantime.

Please anyone reply so I could know what is going to be done about it?
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The PSP's spline/bezier functionality is still a bit mysterious and needs serious investigation. Someday...
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