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Crisis Core: Final Fantasy VII - ULUS10336
psp 
(03-10-2011, 12:05 PM)joy3636 Wrote: Hello!

I want to play Crisis Core with the latest version of the emulator (1772). After the greeting screen it doesn't play the video. This is in the screen: [Image: 210lyxs.png]
After some time the menu is appear but the screen is the same: [Image: 23u8y37.png]
And it haven't any sound. Can You help me please? What are the correct options, or the working version?

Thank You very much.
Sorry for my bad english.

Ok first of I would recommend you getting the newest r2012 here: http://buildbot.orphis.net/jpcsp/

Then I would recommend these settings:

Video:
- Vertex cache
- Enable saving GE to texture


Memory:
- Enable Ignore Invalid Memory access

Media:
- Use Media engine
- Decode audio files with sonicstage

Compiler:
- Use compiler
- set to 50 maximum method size.

I think these settings work quite well overall. You might want to try using shaders, it works with some computers but it doesn't work with mine though. My game runs around 50-30 frames pr. sec. and that's usually good enough.

I only have one problem though. The music and voices work, but sometimes the background music stops, and then first reappears when I enter combat. I don't know if there is a way to prevent this.
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(03-10-2011, 02:43 PM)bubaboy Wrote: I only have one problem though. The music and voices work, but sometimes the background music stops, and then first reappears when I enter combat. I don't know if there is a way to prevent this.

Nope, this is "normal" for now.
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit
PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
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It works perfectly now. Thank You. You are my hero.
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I am still having issues with the shaders displaying as they were before
I have attached two screenshots with one for when only the shaders enabled and vertex cache is used and the other for when the above and all shader related options are ticked (shaderall).
Without shaders, the speed is quite good and the graphics

by the way, r2012 nice work and hope this helps


Attached Files Thumbnail(s)
       

.zip   logall.zip (Size: 5.59 KB / Downloads: 98)
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Confirm similar error with nvidia is reproduced with option shader generation only using last drivers 267.xx and supported opengl 3.3

I recomended disable option or using experimental used

Add Debug GPU Only


Attached Files Thumbnail(s)
   

.7z   log.7z (Size: 326.54 KB / Downloads: 89)
[Image: 1388267.png]
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rev2014:
I have this error during fights (some earlier versions has the same error too) and the game crash :
Quote:Exception in thread "user_main" java.lang.OutOfMemoryError: Java heap space
at org.objectweb.asm.ByteVector.a(Unknown Source)
at org.objectweb.asm.ByteVector.b(Unknown Source)
at org.objectweb.asm.MethodWriter.visitFieldInsn(Unknown Source)
at jpcsp.Allegrex.compiler.CompilerContext.loadFpr(CompilerContext.java:180)
at jpcsp.Allegrex.compiler.CompilerContext.prepareFRegisterForStore(CompilerContext.java:380)
at jpcsp.Allegrex.compiler.CompilerContext.prepareFdForStore(CompilerContext.java:1677)
at jpcsp.Allegrex.Instructions$133.compile(Instructions.java:4584)
at jpcsp.Allegrex.compiler.CodeInstruction.compile(CodeInstruction.java:153)
at jpcsp.Allegrex.compiler.CodeBlock.compile(CodeBlock.java:346)
at jpcsp.Allegrex.compiler.CodeBlock.compile(CodeBlock.java:447)
at jpcsp.Allegrex.compiler.CodeBlock.getExecutable(CodeBlock.java:490)
at jpcsp.Allegrex.compiler.Compiler.analyse(Compiler.java:301)
at jpcsp.Allegrex.compiler.Compiler.compile(Compiler.java:356)
at jpcsp.Allegrex.compiler.RuntimeContext.getExecutable(RuntimeContext.java:773)
at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:110)
at jpcsp.Allegrex.compiler.RuntimeContext.jump(RuntimeContext.java:156)
at _S1_2_887E888.s(_S1_2_887E888.java:1152)
at _S1_2_887E888.exec(_S1_2_887E888.java)
at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:117)
at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:198)
at _S1_2_886C3BC.s(_S1_2_886C3BC.java:204)
at _S1_2_886C3BC.exec(_S1_2_886C3BC.java)
at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:117)
at jpcsp.Allegrex.compiler.RuntimeContext.jump(RuntimeContext.java:156)
at _S1_2_886C21C.s(_S1_2_886C21C.java:120)
at _S1_2_886AFC4.s(_S1_2_886AFC4.java:76)
at _S1_2_886AE8C.s(_S1_2_886AE8C.java:172)
at _S1_2_886B3BC.s(_S1_2_886B3BC.java:2092)
at _S1_2_885F694.s(_S1_2_885F694.java:24)
at _S1_2_889E270.s(_S1_2_889E270.java:192)
at _S1_2_88075C4.s(_S1_2_88075C4.java:712)
at _S1_2_8806544.s(_S1_2_8806544.java:120)

Can it be a bug from ATI drivers ?
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Hi, I do not know what but every time you update to a newer revision is like a slow game it stutters and is very visible. In 1976 revisionie nicely but can be played during the fighting form here lag. What could be wrong so be happy.

My PC
CPU: Intel Core 2 Duo E7200 2x 2.53GHz 3Gb RAM GeForce 9600GT Windows XP SP2 32-bit
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(03-10-2011, 09:41 PM)shakirmole Wrote: I am still having issues with the shaders displaying as they were before
I have attached two screenshots with one for when only the shaders enabled and vertex cache is used and the other for when the above and all shader related options are ticked (shaderall).
Without shaders, the speed is quite good and the graphics

by the way, r2012 nice work and hope this helps
This problem should also be fixed in r2015. The problem was not AMD/ATI specific, but for all graphic cards.
Could you test again with r2015?
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good fix working again with shader generation enabled Wink


Attached Files Thumbnail(s)
   
[Image: 1388267.png]
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should set to 100 maximum method size instead of 50. Since 50 may made the sword swing crazily after the intro of the game though it is faster.
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