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 Post subject: Pokemon Puzzle League is working!!!
PostPosted: Sat Apr 11, 2009 9:01 pm 
Knight
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Joined: Sun Feb 15, 2009 6:08 pm
Posts: 127
I was finally able to boot up pokemon puzzle league. all you have to do is turn off frame limiter. however, there are some serious graphical issues when in game. you're still gonna have to mess with the settings a little.

note: i have a phat. not sure about slim users


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 Post subject: Re: Pokemon Puzzle League is working!!!
PostPosted: Sun Apr 12, 2009 12:07 am 
Founder
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Tried with frame limiter off, and also various settings it didnt boot for me, I'm using the Europe version, using phat.


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 Post subject: Re: Pokemon Puzzle League is working!!!
PostPosted: Sun Apr 12, 2009 8:48 am 
Knight
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Joined: Sun Feb 15, 2009 6:08 pm
Posts: 127
salvy wrote:
Tried with frame limiter off, and also various settings it didnt boot for me, I'm using the Europe version, using phat.


thats strange. i have the europe version too. try with these settings:

Texture Update Check: Disabled
Frameskip: Disabled
Limit Framerate: No
Double Display Lists: Disabled
Recompilation: Disabled
Stack Optimization: Disabled
Loop Optimization: Disabled
HLE: Enabled


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 Post subject: Re: Pokemon Puzzle League is working!!!
PostPosted: Sun Apr 12, 2009 10:28 am 
Donator
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Joined: Sat Nov 08, 2008 5:48 am
Posts: 997
mustangfan100 wrote:
salvy wrote:
Tried with frame limiter off, and also various settings it didnt boot for me, I'm using the Europe version, using phat.


thats strange. i have the europe version too. try with these settings:

Texture Update Check: Disabled
Frameskip: Disabled
Limit Framerate: No
Double Display Lists: Disabled
Recompilation: Disabled
Stack Optimization: Disabled
Loop Optimization: Disabled
HLE: Enabled


I to couldn't get your settings to work, but Enabling DynRec & DynStack gets it to go futher to the Pokemon Logo, you then get a flashing grey box bottom of screen & on from there the Logo comes back with Full speed sound & music playing in background, pressed a few X's & Start gets you to the puzzle village screen, but still unable to see any in game graphics. >:(



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I use a Phat(Fat) 1003 PSP with 6.60 Pro C
My top 5 Favorite games on the N64 are:-
GoldenEye 007, Mario Kart 64, Ridge Racer 64, Pokemon Stadium 1 or 2, Super Smash Brothers.
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 Post subject: Re: Pokemon Puzzle League is working!!!
PostPosted: Sun Apr 12, 2009 11:22 pm 
Mad Scientist
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Joined: Thu Oct 16, 2008 2:27 pm
Posts: 3045
Location: Texas, in the middle of nowhere...
This game heavily uses frame buffer effects for in game graphics and other stuff. Other games use this as well. I love this game and plan to work on implementing frame buffer effects after my other work, but I'm not sure if I'll get to this by Beta 3.



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 Post subject: Re: Pokemon Puzzle League is working!!!
PostPosted: Mon Apr 13, 2009 1:16 pm 
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Joined: Tue Nov 04, 2008 5:07 pm
Posts: 2897
Lol finally got it working after severals tries ; p


Spoiler: show
Loading save from SaveGames/Pokemon Puzzle League.fla
Loading MemPack from SaveGames/Pokemon Puzzle League.mpk
Was previously clobbering CAUSE REGISTER
Count set - setting int
Read from OSHLE cache: SaveGames/Pokemon Puzzle League.hle
Reading Control Byte: [0xbfc007fc] -> 0x00000000
Writing Control Byte: [0xbfc007fc] <- 0x00000008
SI Interrupt control value: 0x08
Clearing fragment cache of 10 fragments
DacrateChanged( 0 )
Audio frequency: 2971
DacrateChanged( 0 )
Audio frequency: 18825
FP changed to 32bit register mode
Thread accessing Cop1, throwing COP1 unusuable exception
DacrateChanged( 0 )
Audio frequency: 21617
Dynarec: 100 fragments, 3KB (i:o 8:43 = 502%)
Thread accessing Cop1, throwing COP1 unusuable exception
Dynarec: 200 fragments, 7KB (i:o 15:82 = 515%)
Thread accessing Cop1, throwing COP1 unusuable exception
Thread accessing Cop1, throwing COP1 unusuable exception
Unknown task: 00000007
Unknown task: 00000007
Dynarec: 300 fragments, 10KB (i:o 24:119 = 495%)
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Dynarec: 400 fragments, 14KB (i:o 33:158 = 475%)
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Dynarec: 500 fragments, 17KB (i:o 42:194 = 460%)
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Unknown task: 00000007
Graphics microcode is: 0xf2880fec, RSP Gfx ucode F3DEX 1.23 Yoshitaka Ya
sumoto Nintendo.
DacrateChanged( 0 )
Found skip to event speedhack at: 80000634 (0x0800018d)
Thread accessing Cop1, throwing COP1 unusuable exception
Dynarec: 600 fragments, 21KB (i:o 51:242 = 466%)
Dynarec: 700 fragments, 24KB (i:o 61:297 = 481%)
Enlarging texel buffer to 8192 bytes. Texture is 40x40
Adding 00119623ff2fffff - 2 cycles
Adding 00fffffffffcf279 - 2 cycles
Dynarec: 800 fragments, 28KB (i:o 72:352 = 489%)
Dynarec: 900 fragments, 31KB (i:o 83:412 = 493%)
Dynarec: 1000 fragments, 35KB (i:o 95:475 = 498%)
Graphics microcode is: 0x10ca984e, RSP Gfx ucode S2DEX 1.07 Yoshitaka Yasumoto
Nintendo.

Dynarec: 1100 fragments, 38KB (i:o 103:516 = 500%)
Dynarec: 1200 fragments, 42KB (i:o 113:559 = 492%)
Dynarec: 1300 fragments, 45KB (i:o 125:609 = 483%)
Dynarec: 1400 fragments, 49KB (i:o 132:640 = 483%)


As you can see on the log it uses S2DEX, there isn't much that can be done right now :-X


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 Post subject: Re: Pokemon Puzzle League is working!!!
PostPosted: Wed Apr 22, 2009 2:32 am 
Mad Scientist
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Joined: Thu Oct 16, 2008 2:27 pm
Posts: 3045
Location: Texas, in the middle of nowhere...
I actually researched S2DEX a little and it is partially implemented which is why we get partial graphics. This game along with other S2DEX games are on my list to work on.



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