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bdacanay
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Post subject: Re: Conker's Bad Fur Day  Posted: Sat Jan 29, 2011 12:12 pm |
| DX64 Site Staff |
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Joined: Sat Dec 19, 2009 3:21 pm Posts: 586
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VAXLVONVANG wrote: 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. Great test. I was able to get in-game not too long ago, so this sounds like a regression. I'll track it down and the devs will most likely correct it.
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bdacanay
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Post subject: Re: Conker's Bad Fur Day  Posted: Sat Jan 29, 2011 12:36 pm |
| DX64 Site Staff |
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Joined: Sat Dec 19, 2009 3:21 pm Posts: 586
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Salv-E wrote: Indeed, also has the bunny always behaved like that? when I was working on the custom ucode for conker I didn't recall doing that. I've experienced that at some parts since it was fixed so I think it's normal. I don't exactly recall if the bunny did it, but Conker definitely did.
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Salv-E
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Post subject: Re: Conker's Bad Fur Day  Posted: Sat Jan 29, 2011 1:37 pm |
| Founder |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
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bdacanay wrote: Salv-E wrote: Indeed, also has the bunny always behaved like that? when I was working on the custom ucode for conker I didn't recall doing that. I've experienced that at some parts since it was fixed so I think it's normal. I don't exactly recall if the bunny did it, but Conker definitely did. The parts where conker stretches is normal since it uses a custom vtx ucode that isn't implemented, but the bunny scene doesn't use that ucode, it should look normal, but my memory is rusty atm not 100% sure if it ever the bunny looked normal.
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<Salvy>WTF Kirby is invisible on latest rev?! <Dougamer>Hmmm <Dougamer>I'll "aquire" kirby and check... 20 minutes later... <Salvy>Kirby looks ok on default settings Dougamer? <Dougamer>still... "aquiring" it Salvy...
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VAXLVONVANG
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Post subject: Re: Conker's Bad Fur Day  Posted: Sat Mar 05, 2011 12:33 pm |
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Joined: Fri May 08, 2009 11:59 pm Posts: 6
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conker actually has a start screen now. It's moving along great. I'm so happy about this great improvement. There's a great feeling that soon conker will be enjoyably playable.
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chito
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Post subject: Re: Conker's Bad Fur Day  Posted: Mon Mar 14, 2011 12:03 am |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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salvy here more savestate this is link=http://forums.daedalusx64.com/viewtopic.php?f=1&t=3156&start=195
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chito
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Post subject: Re: Conker's Bad Fur Day  Posted: Fri May 20, 2011 3:51 pm |
| Slayer |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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salvy bdacanay tengo una idea para acelerar conker y aumentar la velocidad del juego asi como a mario 64 bueno aqui esta la solucion es este truco Super sprint Conker (*) 800CC738 0040
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chito
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Post subject: Re: Conker's Bad Fur Day  Posted: Fri May 20, 2011 5:32 pm |
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Joined: Sun Mar 06, 2011 10:38 am Posts: 234
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si funciona version europea de conker pruebenla Super Sprint ,4=0,800CC738-0040, es estable no iniciar con el cheat activado y para un futuro otros juegos como banjo zelda y asi tros roms con layuda de salvy es posible esto el me explico detalladamente todo
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