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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Thu Feb 10, 2011 8:19 pm 
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I've fixed a few blends, but that one with the blocky characters has beaten me every time I've attempted to fix them. I think I have invested no less than 4 hours working on that specific blend.



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Thu Feb 10, 2011 8:26 pm 
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bdacanay wrote:
I've fixed a few blends, but that one with the blocky characters has beaten me every time I've attempted to fix them. I think I have invested no less than 4 hours working on that specific blend.

have you tried completely ignoring T1?


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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Thu Feb 10, 2011 11:11 pm 
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bdacanay wrote:
I've fixed a few blends, but that one with the blocky characters has beaten me every time I've attempted to fix them. I think I have invested no less than 4 hours working on that specific blend.


Thanks for your efforts bdacanay! :D maybe they can be added for the Beta 3 release?

As far as those blends, I don't think there's much you can do since they need T1.

@Crashbfan: Most of the bugs are graphical and they're not that bad, it's playable (depends on your tolerancy levels though).



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Fri Jun 03, 2011 5:32 pm 
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Is the graphical glitch refrenced here the one where everyone has a red rectangle around them and you can only see their outline?



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sat Jun 04, 2011 5:54 pm 
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jacnob wrote:
Is the graphical glitch refrenced here the one where everyone has a red rectangle around them and you can only see their outline?


Those are referred in the first post. I'm not exactly sure what the issue is, but I believe it is due to the lack of T1 in the emulator.



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sat Jun 04, 2011 7:33 pm 
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Ahhh. Ok then.



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Wed Jun 15, 2011 9:31 am 
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Yes, I looked in to it at one time and it is a T1 issue. This game use T1 as a transparency mask.



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Nov 13, 2011 8:01 am 
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hey guys i tried paper mario on rev 736 and it freezes in the beginning in peaches castle right be4 bowser appears help plzzzzz!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Thu Nov 17, 2011 9:03 pm 
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Try disabling Loop Optimization. For future reference try this: viewtopic.php?f=77&t=3639



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Fri Nov 18, 2011 2:09 am 
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so where yo guys able to fix any of these?

how can i help support this forum,i want to help on fixing bugs even though im not that good at it,can somebody give me a head start on fixing bugs i might be able to help in the end



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Fri Nov 18, 2011 5:31 am 
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Posting the same question twice is exactly how you *dont* help the team... >_>



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Nov 20, 2011 6:58 am 
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so guys have anybugs been fixed ?



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Nov 20, 2011 11:56 am 
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Many (if not most) of the texture bugs in Pmario are due to the lack of multi texturing support in the PSP so don't expect them to be fixed any time soon.



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Nov 20, 2011 12:29 pm 
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then which rev is the best to play it on,and what are the best settings for it,or are the changes going to be released with the upcoming dev?



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 Post subject: Re: Paper Mario (Updated 10/24/10)
PostPosted: Sun Nov 20, 2011 1:12 pm 
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loveyy wrote:
then which rev is the best to play it on,and what are the best settings for it,or are the changes going to be released with the upcoming dev?

Corn was just telling you that those bugs aren't going to be fixed any time soon. The 'best' dev to play anything on imo would be the latest alpha:
http://forums.daedalusx64.com/viewtopic.php?p=44021#p44021

For the settings to use see Q10 in the DaedalusX64 FAQ
http://forums.daedalusx64.com/viewtopic.php?t=3639&p=43731&hilit=Q10


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