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--Timm.
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Post subject: Re: Matt's Zelda MM bug thread (updated 11-15-09)  Posted: Wed Feb 10, 2010 5:52 pm |
| Mime |
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Joined: Wed Feb 10, 2010 9:53 am Posts: 1
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I've been trying to play Zelda: Majora's Mask for a few times now and every time the game locks up after playing for a while, the first time it occured was while chasing the little kids for the Bombers Hideout Code, the 2nd time it locked up right after the 'Dawn Of The 1st Day' cutscene thing and the last time I played, it locked up right after I equipped the Moon's Tear in one of the C buttons.
Also, the graphics aren't really outstanding, but I've been playing with settings and now my FPS is somewhere near 80%-90%. If you're interested, try these settings:
Texture Update Check: Disabled Frameskip: 1 Limit Framerate: 0 Dynamic Recompilation: Enabled Dynamic Stack Optimisation: Enabled High Level Emulation: Enabled
It still doesn't fix the lockups, too bad, but I hope it'll be fixed in the near future.
--Timm.
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Dougamer
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Post subject: Re: Zelda Majora's Mask bug thread (updated 11-15-09)  Posted: Thu Mar 11, 2010 4:55 pm |
| AkunoKizu |
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Joined: Tue Feb 24, 2009 5:57 am Posts: 460
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I can verify that.
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Quote: <Edzo> lolicons like the hottest though <Dougamer> Dude <Dougamer> they're <Dougamer> cartoon children <Dougamer> you pedo <Dougamer> O_O <Edzo> i know its wonderful <Dougamer> LOL
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Salv-E
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Post subject: Re: Zelda Majora's Mask bug thread (updated 11-15-09)  Posted: Thu Mar 11, 2010 11:26 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2896
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DrCam wrote: well - not sure if this is a known issue yet or not - but in the opening of majora's mask the spinning mask flickers - all setting set to default and am at revision 473.
the game otherwise plays as is did. Already reported it : viewtopic.php?p=26912#p26912Next time check that thread and post any regression there  The intro is being covered by a black layer, for some reasons bg1cyc is drawing a black BG texture..... weird.. Should be fixed on my next commit
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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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DrCam
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Post subject: Re: Zelda Majora's Mask bug thread (updated 11-15-09)  Posted: Fri Mar 12, 2010 12:19 am |
| Donator |
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Joined: Sun Nov 09, 2008 11:59 am Posts: 168 Location: New York State
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Salv-E wrote: DrCam wrote: well - not sure if this is a known issue yet or not - but in the opening of majora's mask the spinning mask flickers - all setting set to default and am at revision 473.
the game otherwise plays as is did. Already reported it : viewtopic.php?p=26912#p26912Next time check that thread and post any regression there  The intro is being covered by a black layer, for some reasons bg1cyc is drawing a black BG texture..... weird.. Should be fixed on my next commit Okay - sorry about that. My bad.
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DarthSidious666
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Post subject: Re: Zelda Majora's Mask bug thread (updated 11-15-09)  Posted: Mon May 03, 2010 9:26 am |
| Knight |
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Joined: Tue Apr 27, 2010 4:49 am Posts: 172 Location: SSD Blackheart
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Hey there, thought I'd throw this in (I think its either a Ucode or palatte mis-interpretation): on the beginning of Majora's Mask when you see the two fairies, I believe the colors are incorrect:  This is what they should look like: Tatl (The cream coloured fairy), should have a glow and more cream colouring. Tael (The purple coloured fairy), should have a red glow. Going to get round to fixing some of the inexact blends we have for this game too Offtopic: Could someone PM me about adding and reading Ucode information? Would like to help with these too, where in the source do I find them?
_________________ Peace is a lie; there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. The Sith Code
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Salv-E
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Post subject: Re: Zelda Majora's Mask bug thread (updated 11-15-09)  Posted: Mon May 03, 2010 3:16 pm |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2896
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Faeries discolored are due the lack of T1, you can read more here when I "fixed" them, since before the were only white: viewtopic.php?f=38&t=1014The issue why they aren't displayed currently is due If I recall correctly there's T1 in either the first or second cycle. I don't have the source with me atm, but you can check blendmode.cpp and search for "faeries" there. A good tip is that most innexact blends in Majora's Mask is due the lack of T1, most of them won't look like the real deal even after adding a proper blendmode, you can search this forum for T1 to learn abit more about this issue with the psp hardware. Currently most microcodes are supported by Daedalus, the only one I can think off missing in Zelda is GBI2_Quad <= that's what is supposed to draw the missing heart in Zelda. As adding ucodes, there's no how to, closest info you can get is Googling for the N64 programming manuals, and studying other HLE plugins like Rice and Glide. Our microcodes are located in HLEGraphics directory, to be exact DLParser and gsp sub-directory are the rest, for example : gspMacros.cpp
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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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