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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Jan 29, 2011 12:12 pm 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Jan 29, 2011 12:23 pm 
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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.



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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Jan 29, 2011 12:36 pm 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Jan 29, 2011 1:37 pm 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Jan 29, 2011 2:13 pm 
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her animations mess up a bit when shes upside down n stuff


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Mar 05, 2011 12:33 pm 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sun Mar 06, 2011 11:19 am 
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only works on some levels but the full works is in the prehistoric era to do this post in the next emulator and can run conker aser I suviendo more images and video to see which is true only when the sound note speech sounds bad


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sun Mar 06, 2011 12:18 pm 
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conker sound control responding
conker the trick to work with sound on some levels is with the to lose makes a savestate has to be exactly at this in the savestate after making the pass and run straight to psp respond direcatamente controls after now dying all communities can play conker daedalusx64 sound
help me please answer I need to work on beta3 and future emulators to start the rom conker and does not need exeption txt
work more levels but
I want someone daedalusx64 before team
I can spend or give me a beta 3 where 64 start conker
I will upload more savestate on the condition that I mention please
I beg you to please listen to me daedalusx64 conker team at least begin in beta

here more savestate this is link=http://forums.daedalusx64.com/viewtopic.php?f=1&t=3156&start=195


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saveslot10.ss [4.01 MiB]
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saveslot9.ss [4.01 MiB]
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Last edited by chito on Sun Mar 13, 2011 12:19 am, edited 1 time in total.
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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Sat Mar 12, 2011 10:17 pm 
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Location: Texas, in the middle of nowhere...
@chito - Sorry, I'm having trouble understanding you. Several of our members and devs including myself understand other languages. This is not an English only forum. We welcome members from all over the world.



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Mon Mar 14, 2011 12:03 am 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Tue Apr 19, 2011 5:06 pm 
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When I try to run it on my PSP it crashes. I've turned off HLE and it still does it.



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Mon Apr 25, 2011 9:17 am 
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I tried the multiplayer and it worked fairly well till I picked up a weapon, then it crashed.. But the progress is still great! :D


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri May 20, 2011 3:51 pm 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Fri May 20, 2011 5:32 pm 
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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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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Mon May 30, 2011 4:02 pm 
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inglish
conker unstable graphs when the stage become green on the topic i was discussing with someone who is part of Project 64 and I mentioned that when he saw the symbol color raraware color was very weak I am 90 percent said sure if that error is solved rearrange the instability of single green graphics that would have to lead as solved when it was white and came to the symbol of rare yellow ware from there has been erected for the 360 degrees of the scenarios the color graphics remain


spanish
las graficas inestables de conker cuando el escenario se tornan de color verde estube discutiendo sobre el tema con una persona que es parte del project 64 y me menciono que cuando el vio que el color simbolo de raraware estaba muy debil el color me dijo estoy 90 porciento seguro que si solucionan ese error se arreglaria la inestabilidad de las graficas verdes solo que se tendria que guiar como soluciono cuando estaba de color blanco y llego a amarillo el simbolo de rare ware desde ahi se tiene que guiar para los 360 grados de los escenarios el color de las graficas se mantengan


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File comment: when the color of the symbol of rare ware is fixed is 90 percent sure my friend would be solved banjo and other mast roms garficos errors and would give high definition as zelda mm and all the roms that are compatible with the expansion pack


cuando el color del simbolo de rare ware se solucione esta 90 porciento seguro mi amigo que se solucionaria asta en banjo y otros roms los errores garficos y le daria alta definicion como a zelda mm y todos los roms que sean compatibles con el expansion pack

s.jpg
s.jpg [ 7.18 KiB | Viewed 1811 times ]
File comment: will fix many bugs and graphics arranged 290 degrees or so it is estimated that improved the green graphics
he needed only 70 degrees

se soluciono y se arreglaron muchos errores graficos 290 grados mas o menos se calcula que mejoro lo de las graficas verdes
solo le hacen falta 70 grados

sd0002.png
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File comment: was originally observed as

observen como era al principio

sd0011.png
sd0011.png [ 94.33 KiB | Viewed 1814 times ]
File comment: solve this project according to my friend 64 is 90 percent sure the solution here is observed nowadays that distort the graphics to 155 degrees



esto se solucionaria segun mi amigo del project 64 esta 90 porciento seguro aqui se encuentra la solucion obserba que se distorcionan las graficas a 155 grados

sd0000.png
sd0000.png [ 54.62 KiB | Viewed 1814 times ]
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