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Digimon Adventure - NPJH50686 - Printable Version

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+----- Thread: Digimon Adventure - NPJH50686 (/showthread.php?tid=122063)

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RE: Digimon Adventure (NPJH50686) - onelight - 08-05-2014

External Software Renderer
   
PSP
also 32bit colour
   
opengl
   
   

BTW ppsspp always use 32bit color (even some game psp use 16bit color)
   

Another problem, BGM not loop
this is the atrac3 files which jpcsp extracted
   
Atrac-000F02B8-08D04000-142904A1.at3 and Atrac-000F02B8-08D14000-3FEB04A1.at3 is the same file
Atrac-0013FBA8-08CF4000-D25E085E.at3 and Atrac-0013FBA8-08CFC000-83C6085E.at3 is the same file
It seems jpcsp will extracted one BGM to 2 same at3 but have different name. Many be that is why the bgm no loop.


RE: Digimon Adventure (NPJH50686) - gid15 - 08-11-2014

(08-05-2014, 03:17 AM)onelight Wrote: opengl
I've now tried to store the GE textures as 32-bit for OpenGL. Could you try r3587?


RE: Digimon Adventure (NPJH50686) - onelight - 08-12-2014

(08-11-2014, 05:20 PM)gid15 Wrote:
(08-05-2014, 03:17 AM)onelight Wrote: opengl
I've now tried to store the GE textures as 32-bit for OpenGL. Could you try r3587?
r3587 not fixed
opengl
   
BTW Hykem said "I think this will be taken into consideration with the new External GE, but in the current implementation it appears to be a conflict between JPCSP's interpretation and NVIDIA's true color settings." http://www.emunewz.net/forum/showthread.php?tid=156589&page=2


RE: Digimon Adventure (NPJH50686) - gid15 - 08-12-2014

(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?


RE: Digimon Adventure (NPJH50686) - onelight - 08-13-2014

(08-12-2014, 04:13 PM)gid15 Wrote:
(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?
Thinks it work, fixed color
I put Atrac3plus2WAV.exe to lib\windows-amd64, it make jpcsp have voice even not Enable Atrac3+ decoding (experimental, requires Media Engine).
but there are thousands at3 file in a PSP game, the more I play, the more at3 decoding to wav. TMP floder will becoming bigger and bigger. That is too bad.
Could you add a option which can auto delete atrac3 file when jpcsp is running.


RE: Digimon Adventure (NPJH50686) - gid15 - 08-13-2014

(08-13-2014, 12:31 PM)onelight Wrote:
(08-12-2014, 04:13 PM)gid15 Wrote:
(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?
Thinks it work, fixed color
Good news! Smile

(08-13-2014, 12:31 PM)onelight Wrote: I put Atrac3plus2WAV.exe to lib\windows-amd64, it make jpcsp have voice even not Enable Atrac3+ decoding (experimental, requires Media Engine).
but there are thousands at3 file in a PSP game, the more I play, the more at3 decoding to wav. TMP floder will becoming bigger and bigger. That is too bad.
Could you add a option which can auto delete atrac3 file when jpcsp is running.
I want to port the Atrac3+ decoder into Java so that it can be tweaked to exactly match the PSP behavior. This would increase compatibility and avoid all these temporary files.


RE: Digimon Adventure (NPJH50686) - onelight - 08-24-2014

(08-12-2014, 04:13 PM)gid15 Wrote:
(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?
Unfortunate, r3588 slow hakuouki warriors of the shinsengumi if Enable the shader implementation for the "Stencil Test"
http://www.emunewz.net/forum/showthread.php?tid=163926


RE: Digimon Adventure (NPJH50686) - onelight - 08-31-2014

(08-13-2014, 03:19 PM)gid15 Wrote:
(08-13-2014, 12:31 PM)onelight Wrote:
(08-12-2014, 04:13 PM)gid15 Wrote:
(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?
Thinks it work, fixed color
Good news! Smile

(08-13-2014, 12:31 PM)onelight Wrote: I put Atrac3plus2WAV.exe to lib\windows-amd64, it make jpcsp have voice even not Enable Atrac3+ decoding (experimental, requires Media Engine).
but there are thousands at3 file in a PSP game, the more I play, the more at3 decoding to wav. TMP floder will becoming bigger and bigger. That is too bad.
Could you add a option which can auto delete atrac3 file when jpcsp is running.
I want to port the Atrac3+ decoder into Java so that it can be tweaked to exactly match the PSP behavior. This would increase compatibility and avoid all these temporary files.
OK, r3600 can enable atrac3+ decoder.


RE: Digimon Adventure (NPJH50686) - onelight - 09-25-2014

(08-12-2014, 04:13 PM)gid15 Wrote:
(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?
r3588 is slow if Enable the shader implementation for the "Stencil Test"
see graphic questions http://www.emunewz.net/forum/showthread.php?tid=163926
and
Tenchu 4 -JPN -ULJM05425 http://www.emunewz.net/forum/showthread.php?tid=161095


RE: Digimon Adventure (NPJH50686) - gid15 - 09-26-2014

(09-25-2014, 01:13 PM)onelight Wrote:
(08-12-2014, 04:13 PM)gid15 Wrote:
(08-12-2014, 11:20 AM)onelight Wrote: r3587 not fixed
opengl
New improvement in r3588. Does it help?
r3588 is slow if Enable the shader implementation for the "Stencil Test"
see graphic questions http://www.emunewz.net/forum/showthread.php?tid=163926
and
Tenchu 4 -JPN -ULJM05425 http://www.emunewz.net/forum/showthread.php?tid=161095
Is the performance now back to the previous behavior with r3639?