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 Post subject: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 12:42 am 
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As some of you may already know, Conker's Bad Fur Day is finally running on DaedalusX64 again as of revision 566. And yes, this does mean that you are able to get past the dreaded wink, and are able to get in-game. To do this you need much patience and a bit of button mashing, or you can use the savestate provided below.

The intro of this game does not look too bad, but the rest of the game is hindered with various graphical glitches. These graphics do not cripple the game, but may be annoying for some. Some of these glitches include missing blendmodes, weird behavior of characters, stretching of characters, missing textures, missing pupils, Conker's eyes seem to bulge, etc. For some reason a box with a white border appears for no reason at all, but again, this does not prohibit you from playing. When you get in-game, the graphics and textures seem to disappear an reappear when you walk around. After the wink, a short Despite the plethora of graphical errors, the text seems to show up very well in the typical Rareware font that we've come to recognize.

After the intro you will see a black screen with a single blinking pixel, but we can still see the memory access light flickering, so we know the rom hasn't crashed. This is where a little button mashing will get you past the menu, and into the intro movie. Just bear through these, and keep in mind that just because the screen is black, much of the intro, does not mean that the game has crashed. It is easy to tell if you have "Display Framerate" enabled in the "Global Settings" menu. Just keep an eye on the framerate, and if it stops for a prolonged period of time, then it is safe to say that the rom has crashed, which I have yet to experience. After a couple minutes of button mashing you will be in-game, and be free to explore the world of Conker's Bad Fur Day.

As you can already tell, the Intro runs very slowly at about 30% sync, but runs much faster in the intro movies and in-game. The speed skyrockets to 70% sync during the intro movies, during and after the main menu. Once you get in-game the speed seems to stabilize at 40% sync, which does not feel as slow as it sounds.

The audio is very unstable. Both Sync and Async audio freeze the Emulator, but one time I got a speed boost and made a savestate, featured below, that may increase the speed a bit. Once I got in-game the audio would not work at all.

I did not experience any freezing except for the audio problems, but the controls became unresponsive when I went into an area I was not supposed to be in.

The settings I used are...
Frameskip:2
Clean Scene: Enabled

Please scroll down for screenshots and savestates.

Note: I used the (U) rom to make these savestates, and test this game.


Attachments:
File comment: The point where the controls become unresponsive.
saveslot3.ss [1.64 MiB]
Downloaded 128 times
File comment: The in-game savestate for those who don't want to sit through the intro movies.
saveslot2.ss [1.65 MiB]
Downloaded 168 times
File comment: The bugged savestate. You can try for a possible speedup, but it only worked once for me.
saveslot1.ss [1.64 MiB]
Downloaded 111 times
File comment: During the intro movie. Sync sound does work during this part.
saveslot0.ss [1.66 MiB]
Downloaded 115 times
File comment: An almost perfect background texture.
sd0016.png
sd0016.png [ 205.09 KiB | Viewed 5404 times ]
File comment: The box once again showing just a few select graphics.
sd0015.png
sd0015.png [ 63.66 KiB | Viewed 5404 times ]
File comment: Still stuck, and Conker's body is freaking out.
sd0013.png
sd0013.png [ 93.64 KiB | Viewed 5404 times ]
File comment: Conker's pupils are missing, and this is the point where the controls became unresponsive.
sd0012.png
sd0012.png [ 97.24 KiB | Viewed 5404 times ]
File comment: The water shows in the box.
sd0011.png
sd0011.png [ 105.84 KiB | Viewed 5404 times ]
File comment: This screen is almost complete.
sd0010.png
sd0010.png [ 196.58 KiB | Viewed 5404 times ]
File comment: As you can see, the textures and various graphics come and go.
sd0009.png
sd0009.png [ 77.02 KiB | Viewed 5404 times ]
File comment: Some more text.
sd0008.png
sd0008.png [ 149.3 KiB | Viewed 5404 times ]
File comment: The black box shows some graphics, but the incorrect blendmodes pose a little threat to the graphics.
sd0007.png
sd0007.png [ 127.22 KiB | Viewed 5404 times ]
File comment: This shows incorrect blendmodes, but the textures appear fine and the platform looks good too.
sd0006.png
sd0006.png [ 151.69 KiB | Viewed 5404 times ]
File comment: More of the sky, and still the box is there.
sd0005.png
sd0005.png [ 126.23 KiB | Viewed 5404 times ]
File comment: The sky and the black box that sometimes displays graphics within it, but still keeps the border.
sd0004.png
sd0004.png [ 72.39 KiB | Viewed 5404 times ]
File comment: This shows some of the eye bulging, and more background shots.
sd0003.png
sd0003.png [ 147.39 KiB | Viewed 5404 times ]
File comment: Some of the character stretching and some text.
sd0002.png
sd0002.png [ 146.29 KiB | Viewed 5404 times ]
File comment: Part of the intro movie that you are able to view.
sd0001.png
sd0001.png [ 172.83 KiB | Viewed 5404 times ]
File comment: The main menu after the intro, but before you start the game.
sd0000.png
sd0000.png [ 1.49 KiB | Viewed 5404 times ]


Last edited by bdacanay on Wed Sep 01, 2010 10:01 am, edited 1 time in total.
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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 1:47 am 
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Good job, thnx for posting the saves.

PS : Looks like the entry on the compat list might need an update :P



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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: Wed Sep 01, 2010 6:32 am 
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The white textures are because there is not enuff texture memory left...
I will commit Kreations 16bit screen mode as a compile option soon. 16bit as opposed to 32bit should save some additional memory
that can be used for textures.


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 10:14 am 
Warrior
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Real quick question, did you use default settings besides fs 2 and clean scene? or was everything else disabled?

anywho, awesome post and finds.


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 11:40 am 
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Also forgot to mention that most of graphical issues are due the custom vertex ucode for Conker is missing.
Conker has DMA issues, that's the most likely reason controls fail.



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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: Wed Sep 01, 2010 12:25 pm 
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I still can't get this game to boot up, just turns off my PSP (Fat) 1003 using Rev 566, general release - are you guys using Slim PSP's or something!!!!
and yes i have deleted the .HLE & Roms.db, i have no plugins activated. ???



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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: Wed Sep 01, 2010 3:31 pm 
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wow that looks really glitchy right now o.O


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 4:10 pm 
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@Canadian1309 Yes, I used the default settings besides Fs 2 and Clean Scene Enabled.

@KingPepper Yes, I used a Slim PSP with 5.50 Gen-D3 CFW.



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 4:19 pm 
Warrior
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I see. Well then I have to agree with kingpepper on this one, the rom cant boot no matter what I try. Fat 1001 cfw 5.50 gen d3, rev 566.
I'm no code magician, but it would seem something to do with the slim model is helping them boot it up.


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 4:40 pm 
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Boots perfectly for me, I'm using a slim though.



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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: Wed Sep 01, 2010 5:03 pm 
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Canadian1309 wrote:
I see. Well then I have to agree with kingpepper on this one, the rom cant boot no matter what I try. Fat 1001 cfw 5.50 gen d3, rev 566.
I'm no code magician, but it would seem something to do with the slim model is helping them boot it up.

Try one of the savestates I provided.



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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Wed Sep 01, 2010 5:32 pm 
Warrior
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tried saveslot2.ss with the previously listed settings to no avail. crash instantly 0 frames in.

one thing I noticed, if you turn off dynamic loop then it will get .1 frames a sec with 7.3-7.4 % sync
I know its nothing exciting, but it boots for that split second...
Hopefully this helps somebody


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 10:51 am 
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Seems like the PSP Phats don't like Conker :(
Could be a memory issue, Conker is one big ROM with 64MB...


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 2:02 pm 
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well conker doesnt work on phat on rev 500 either so it never worked on phat i guess and since its running out of vram on slim i think its a vram issue... we rly need that texture compression lol :P


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 Post subject: Re: Conker's Bad Fur Day
PostPosted: Thu Sep 02, 2010 2:36 pm 
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re4thewin wrote:
well conker doesnt work on phat on rev 500 either so it never worked on phat i guess and since its running out of vram on slim i think its a vram issue... we rly need that texture compression lol :P


Actually there was a time when Conker worked on my Phat PSP, problem is no idea what revision it was, it was in the 4 hundred's somewhere i believe. ???



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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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