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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 2:42 pm 
Tester
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that may be but nothing displayed so it didnt use much ram now did it :P


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 2:53 pm 
Warrior
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Couldnt the new 16 bit version solve the shortage of vram? I only assume because... how to word this..; wouldnt it be using less memory compared to the 32 bit? or is it using the same amount just producing less?

Just trying to get a grasp on this...


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 2:57 pm 
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re4thewin wrote:
that may be but nothing displayed so it didnt use much ram now did it :P


Thats where your wrong, the graphics were messed up but i got into the game chatted to the scarecrow guy, or whatever he is, so that proves it is possible to get into this game, somehow......but now for some reason, it doesn't even boot up any more.



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My top 5 Favorite games on the N64 are:-
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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 4:10 pm 
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Canadian1309 wrote:
Couldnt the new 16 bit version solve the shortage of vram? I only assume because... how to word this..; wouldnt it be using less memory compared to the 32 bit? or is it using the same amount just producing less?

Just trying to get a grasp on this...

Normal boot- Crashes with 0.0 frames at 100.0% sync for 1 to 2 seconds
When I went to see if the savestate was there it crashed


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri Sep 03, 2010 2:32 am 
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To the best of my knowledge Phat has 1MByte VRAM and Slim 4MByte VRAM pool to allocate textures in (total VRAM amount is 4(Phat) vs 8(Slim) MB).
If I am not mistaken there is some additional system memory used to cache textures as well.
In 16bit mode the frambuffers uses ½ the memory as they would in 32bit mode so it should be possible to add this memory
to the texture pool which would help the phat in particular.


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri Sep 03, 2010 2:59 am 
Warrior
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@Corn
Sweet, thats what I was thinking.

off topic: is lack of sufficient vram the reason banjo tooie is having issues?
I only bring it up because isnt conkers and bt similiar in size


Anywho, hopefully we see some more progress with conker's in the next couple monthes. Glad its back to booting for slim users. :)


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri Sep 03, 2010 7:35 am 
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The poor phat, at least that explains why my psp crashes a lot (1003 model).

Would it be possible to 'borrow' memory from a memory card to boost it? I've seen this feature on vista but would it be too complex for a psp?



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri Sep 03, 2010 8:15 am 
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DarthSidious666 wrote:
The poor phat, at least that explains why my psp crashes a lot (1003 model).

Would it be possible to 'borrow' memory from a memory card to boost it? I've seen this feature on vista but would it be too complex for a psp?


This is done in some sense since the N64 ROM is only partly loaded to RAM and pages are swapped in an out as different part of the ROM
is being accessed.
As for VRAM, the fastest RAM type on PSP used mainly for frame buffers and textures, and you can not replace it with the slow memorystick to make up for it for the lack VRAM. It would bring everything to a crawl.
There are other ways to expand VRAM, like using texture compression or even use 16bit textures only. The reason to include 16bit screen mode was to start the process :D. We have to start somewhere just have some patience...


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri Sep 03, 2010 11:57 am 
Mime
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hmmm, does this game work any better or faster on the 16 bit revision?


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Sep 04, 2010 5:44 am 
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I have noticed looking through the SVN SourceForge that work was done on this title during Revision 500.
I will do a regression hunt for the one that broke it, this may take a while. :( (For Phat "Fat" PSP users only).

Edit: Rev 501 & 502 were fixes, does boot up on Rev 502, gets to the point where Conker winks then turns PSP off.
Edit: Rev 543 does the same thing, PSP turns off after the infamous wink.
Edit: Rev 549 does the wink, then PSP turns off.
Edit: Rev 554 does the wink, then PSP turns off.
Edit: Rev 555 (Will not compile)
Edit: Rev 557 does the wink, then PSP turns off.
Edit: Rev 558 displays the fps line, then freezes but is still possible to return to the DaedalusX64 main menu.
Edit: Rev 560 displays the fps line, then freezes but is still possible to return to the DaedalusX64 main menu.
Edit: Rev 566 displays the fps line, then PSP turns off.
Edit: Rev 567 displays the fps line, then PSP turns off.

So it looks like revision 558 is the one that broke Conker BFD (U).


Last edited by KingPepper on Sat Sep 04, 2010 9:31 pm, edited 3 times in total.


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My top 5 Favorite games on the N64 are:-
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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Sep 04, 2010 10:26 am 
Knight
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KingPepper wrote:
I have noticed looking through the SVN SourceForge that work was done on this title during Revision 500.
I will do a regression hunt for the one that broke it, this may take a while. :( (For Phat "Fat" PSP users only).

Edit: Rev 501 & 502 were fixes, does boot up on Rev 502, gets to the point where Conker winks then turns PSP off.
Edit: Rev 543 does the same thing, PSP turns off after the infamous wink.

Please. This is one of my favorite n64 games,but i don't wanna play it on daedalus if there are loads of problems. I'm still a little hesitant with even Ocarina of Time.



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 15, 2010 1:24 pm 
Mime
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I love this emulator!

I tried conker, (my psp is a slim 2000 and I used the 16 bit emu), the game runs at 9 - 14 fps in these screenshots (you know the numbers in the images are very low cause the psp is just taking the screenshot). The game runs smoother when the grond textures are shown and it runs slower when green textures appear.

I passed the first part in wich conker lears to use his tail, but the buttons did't work in the room with a jumping key (the last image).


Attachments:
sd0009.png
sd0009.png [ 68.32 KiB | Viewed 1990 times ]
sd0008.png
sd0008.png [ 59.67 KiB | Viewed 1990 times ]
sd0004.png
sd0004.png [ 117.23 KiB | Viewed 1990 times ]
sd0002.png
sd0002.png [ 38.22 KiB | Viewed 1990 times ]
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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri Sep 17, 2010 8:16 pm 
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mills wrote:
I love this emulator!

I tried conker, (my psp is a slim 2000 and I used the 16 bit emu), the game runs at 9 - 14 fps in these screenshots (you know the numbers in the images are very low cause the psp is just taking the screenshot). The game runs smoother when the grond textures are shown and it runs slower when green textures appear.

I passed the first part in wich conker lears to use his tail, but the buttons didn't work in the room with a jumping key (the last image).

Great first post! Yes, this game is definitely playable, but just takes a while for some to get used to. Thank you for your input. I've hit a few points too during which the controls become unresponsive.



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Mon Dec 27, 2010 12:34 pm 
Mime
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Hi!
I tested 630.
Some intro movies are working, and the game is a bit faster, but is still very buggy.
The main problem for this game are the missing parts (menu for example).


Attachments:
sd0004.png
sd0004.png [ 80.77 KiB | Viewed 1767 times ]
sd0003.png
sd0003.png [ 70.39 KiB | Viewed 1767 times ]
sd0002.png
sd0002.png [ 65.18 KiB | Viewed 1767 times ]
sd0000.png
sd0000.png [ 139.26 KiB | Viewed 1767 times ]
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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Jan 29, 2011 11:19 am 
Mime
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PSP Tested On: RED KRATOS SLIM PSP
CTW: 5.50 GEN D Prometheus v4
Daedalus version: REV 636
Settings: frameskip auto, clean scene enabled
I didn't use any save states and it worked up until after Conker calls Berri then it goes black screen for a minute then crashes.
Its come a long a way, before it didn't even start.


Attachments:
File comment: I believe this is the crash report.
exception.txt [1.45 KiB]
Downloaded 56 times
File comment: She turn almost upside down and got contorted.
sd0003.png
sd0003.png [ 118.49 KiB | Viewed 1708 times ]
File comment: That was the best it looked.
sd0002.png
sd0002.png [ 120.83 KiB | Viewed 1708 times ]
File comment: It was a lot worse before until i took the picture.
sd0001.png
sd0001.png [ 73.73 KiB | Viewed 1708 times ]
File comment: usual graphic problems
sd0000.png
sd0000.png [ 96.08 KiB | Viewed 1708 times ]
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