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Automated and official SVN builds
07-02-2012, 04:02 PM
Post: #111
RE: Automated and official SVN builds
later. compatibility first, the emulator can't even play half of the sounds or correctly encrypt saves yet, those are a priority.
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07-02-2012, 04:02 PM (This post was last modified: 07-02-2012 04:03 PM by bugmenot.)
Post: #112
RE: Automated and official SVN builds
You can't magically "put" speed hack like you type them. Those things need thinking.

Consider it random member.
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07-02-2012, 06:13 PM
Post: #113
RE: Automated and official SVN builds
good ideas but we dont have the magical lamp here. patience is virtue Wink
btw as i know java is easier than other languages . why jpcsp is nt perfect yet?? is psp more complicated than ps2?? any way thumbs up for the devs !!
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07-02-2012, 06:23 PM
Post: #114
RE: Automated and official SVN builds
Read up about hardware to software "reverse engineering".
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07-02-2012, 06:36 PM
Post: #115
RE: Automated and official SVN builds
(07-02-2012 06:23 PM)bugmenot Wrote:  Read up about hardware to software "reverse engineering".

and???
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07-02-2012, 06:37 PM
Post: #116
RE: Automated and official SVN builds
apply some logic.
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07-02-2012, 06:45 PM
Post: #117
RE: Automated and official SVN builds
(07-02-2012 06:37 PM)bugmenot Wrote:  apply some logic.
you know what
logic isnt true all the time .because it is related to the way we think eg of tell sm1 before 500 years about electricity and smart phones in the future he ll say use logic there no such things
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07-02-2012, 08:49 PM
Post: #118
RE: Automated and official SVN builds
Ok.. Im you say compatibility is priority, then make more games playable. MK Unchained isn't fully playable. After few minutes in arcade mode emu block, and in story mode (or whatever it's called) can't pass traning.
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07-02-2012, 09:05 PM (This post was last modified: 07-02-2012 09:08 PM by serio.)
Post: #119
RE: Automated and official SVN builds
where's the log? if you want people to fix the problem, you either
1) record a log of your playthrough/crash and post it.
or
2) buy and send a legitimate copy to the developers so that they can test it/fix problems.

Quote:1. Debug -> Tools -> Logger -> Show Logger -> Select INFO.
2. Load the game then Run. Get to crash.
3. in the Jpcsp directory find log.html
4. compress the log with zip or similar archiver then attach the compressed log to your post.

the devs can't magically fix a crash when you just give them a description of what happens on screen. they need some actual data or the game itself to get that data from it.
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07-03-2012, 06:42 PM (This post was last modified: 07-03-2012 06:47 PM by srdjan045.)
Post: #120
RE: Automated and official SVN builds
Mortal Kombat Unchained:

Arcade mod log file:
.rar  Arcade mode error log.rar (Size: 124.7 KB / Downloads: 8)
Conquest mod log file:
.rar  Conquest mode error log.rar (Size: 29.88 KB / Downloads: 2)

There is also graphic glitch with characters, some weird lines coming out of them..
Here is screenshot:

.bmp  java 2012-07-03 20-39-58-37.bmp (Size: 382.56 KB / Downloads: 11)

Devs, i hope you will fix the crash problem, and fix graphic glitch (i can play with it too if u can't or dont want to fix it Big Grin). Tnx Wink
JPCSP is awesome emulator, just keep up working on it.
One more thing... Can someone tell me how to config jpcsp emu for Final Fantasy Crisis Core?
I have: AMD Athlon 64 x2 3800+ 2,30GHz
NVIDIA GeForce XFX GT 240 512MB DDR5
2GB DDR2 ram memory

Tell me what rev to use, and config to reach atleast 25-30 FPS on my pc (if possible)? Tnx Smile
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