Pal game. Psp Go CF6.39PROB6. Settings: TUC:every32frame Fskip:disabled Limit Frame:fullspeed The Rest: default, and enable memory Access optimisation The game runs very well except for those graphical errors. 20-25fps(Pal max fps was25 for n64 in this game). Look at the screenshot. Mainly the problem is with the grass and the shadow.
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Salv-E
Post subject: Re: ISS64
Posted: Wed Jun 08, 2011 2:08 pm
Founder
Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
ISS64 is really weird, I had to play abit with the blender to hack it. Also can you post a picture how the grass should look, that can be easily adjusted.
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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...
KingPepper
Post subject: Re: ISS64
Posted: Wed Jun 08, 2011 2:18 pm
Donator
Joined: Sat Nov 08, 2008 5:48 am Posts: 997
Here you go Salvy, found this on Gamespot......... Also this one looks completely different.........
_________________ 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.
Salv-E
Post subject: Re: ISS64
Posted: Wed Jun 08, 2011 4:11 pm
Founder
Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
Thnx King Pepper for the pics! It uses T1 in the 2nd cycle, much of the detail is lost, this the best I could come up with, but not sure if is worth since now the white lines are hard to see :/
What you think kakarotto?
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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...
kakarotto
Post subject: Re: ISS64
Posted: Wed Jun 08, 2011 4:57 pm
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
i'm sorry but i'm on a mac and can't use a good n64 emulator. But i've my good old N64 and ISS(maybe ISS2000), tomorrow i can plug it to the tv(sadly a HD lcd: N64 was perfect on CRT). What i can say is that the colour of the grass is too dark and "distorted". The one you used seems to be better.. That Stadium(S.A. Main Stadium), is one of the best, too. Using Euro Centre Stadium things get worse -IMAGE7(sd0000) and with EuroInternational and Asian too The worst is African -IMAGE 2-3 (sd00005 and 00004) AH: there's no problem with shadow when it's Night(selectable in the option Menu, even if it's not easy cause you can't read anything in the menus itself..) -IMAGE1 (sd00006)
Sorry for bad english. Ask me if something is'nt clear, i'll to explain myself in a better way
OT: Daedalus with PspGo is far more stable than with 1000.
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sd0000.png [ 98.4 KiB | Viewed 1581 times ]
Last edited by kakarotto on Thu Jun 09, 2011 12:21 pm, edited 2 times in total.
kakarotto
Post subject: Re: ISS64
Posted: Thu Jun 09, 2011 9:31 am
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
ok, i'm now trying R716. First of all: i've managed to create a custom Configuration for the pad, before i was wrong. Second: ok, all save doesn't work as expected. Third: Shadows are now OK! Nice! Fourth: There's a strange issue with the field. When you score a goal it changes... Look at the picture: these are 3 different Stadium before and after a goal. Excpet for the third(African Stadium), the other two improve a lot after a goal and i think that are near the original(maybe a little darker). Is there an explanation for this??
Ah, thanks again.
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kakarotto
Post subject: Re: ISS64
Posted: Thu Jun 09, 2011 12:17 pm
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
and here's a video showing the problem and the good emulation
Salv-E
Post subject: Re: ISS64
Posted: Thu Jun 09, 2011 12:47 pm
Founder
Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
kakarotto wrote:
Second: ok, all save doesn't work as expected.
What do you mean, the game is not saving correctly?
kakarotto wrote:
Fourth: There's a strange issue with the field. When you score a goal it changes...
I see, it seems like a core issue, do you mind posting a savestate before the field changes? Also did that happen before? or just started in 617?
_________________
<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...
kakarotto
Post subject: Re: ISS64
Posted: Thu Jun 09, 2011 1:11 pm
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
Salv-E wrote:
kakarotto wrote:
Second: ok, all save doesn't work as expected.
What do you mean, the game is not saving correctly?
No, i'm just saying that as written in the ChangeLog my savegame(for example SuperMario64) from R713 doesn't work here. it's just an unecessary comment
Salv-E wrote:
kakarotto wrote:
Fourth: There's a strange issue with the field. When you score a goal it changes...
I see, it seems like a core issue, do you mind posting a savestate before the field changes? Also did that happen before? or just started in 617?
Sincerly, i don't remember if it was in the past release,but if you want i can try. Surely in Beta3(R698 if i'm not wrong) the field was buggy, but i don't remember it got better after a goal. You can replace the bug simply scoring a Goal(the easiest way is an own goal). I've made a savestate before the field changes, but the funny thing is that if i load that SS the field is OK!. To have the field "bugged" you have to restart the match. So i think my SS is useless, because whenever you start a match->bad field. After a goal->good field
Other funny thing: it seems that with the buggy field the Fps are a little more(1-2)
Salv-E
Post subject: Re: ISS64
Posted: Thu Jun 09, 2011 1:33 pm
Founder
Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
Gotcha, I'll take a look, also you could try to disable HLE, Loop Optimization, and Mem Acess Opt (make sure to do so before booting the ROM) and see if it helps.
_________________
<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...
kakarotto
Post subject: Re: ISS64
Posted: Thu Jun 09, 2011 2:23 pm
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
Disabled in order(but i've not deleted HLE file) Mem acces opt, Loop Opt, HLE before booting rom->nothing changes, only fps decrease.
Salv-E
Post subject: Re: ISS64
Posted: Fri Aug 19, 2011 2:34 am
Founder
Joined: Tue Nov 04, 2008 5:07 pm Posts: 2895
Can you try in the newest revs? It looks like the issue that conker had that texture would shift which was fixed recently.
_________________
<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...
kakarotto
Post subject: Re: ISS64
Posted: Sat Aug 20, 2011 2:30 pm
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
i'll try it in a few minutes and edit this Post
EDIT: 725, PsgGO, 639ME9.2, 16bit Same errors in Menu, same glitch of the ground 'till a goal is made... tried 32 bit: the same...
kakarotto
Post subject: Re: ISS64
Posted: Thu Oct 06, 2011 4:33 am
Warrior
Joined: Sat Mar 05, 2011 11:13 am Posts: 85
729: uniform Ok, field bug
733: uniform bug("green" shorts), field ok
in both one: other graphical bugs like in the menus and no player's name displayed, but it's minor error, for me.
EDIT: Another findings in 733. With sound Syncronous the sound is a bit choppy when the croud cheers. But sometimes(i don't why exactly) there's a bug in which crowd doesn't work. The only sounds are the gfx(ball sound) and commentary and in this case the game is excellent with sound. I've tried the option, but you can enable or not just only the commentary. Would it be possible to disable the crowd cheers thanks to a cheat code? I've searched the net for AR codes, but for now it doesn't exist such a code..
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