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Harukanaru Toki no Naka de 5 Kazahanaki - JPN - ULJM06025
04-15-2014, 04:18 PM
Post: #21
RE: Harukanaru Toki no Naka de 5 Kazahanaki - JPN - ULJM06025
(04-14-2014 01:07 PM)sum2012 Wrote:  r3488 no help
This has been improved in r3493. Could you recheck?

Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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04-15-2014, 11:34 PM
Post: #22
RE: Harukanaru Toki no Naka de 5 Kazahanaki - JPN - ULJM06025
Well done ,can move to half-playable.

Left a problem
Enable saving GE screen to textures instead of memory
Sometime goods
   
Sometime bad
(Attach profiler of each case)
   


Attached File(s)
.7z  good.7z (Size: 49.94 KB / Downloads: 1)
.7z  bad.7z (Size: 50.28 KB / Downloads: 1)
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04-16-2014, 08:11 AM
Post: #23
RE: Harukanaru Toki no Naka de 5 Kazahanaki - JPN - ULJM06025
Good news Smile

This game seems to use very simple 2D graphics with frequent trxkick commands. This should be a typical example where the external software renderer can do a better job. How does it perform here?
Code:
GE list duration: 3976ms, average 1.6ms per GE list, max FPS is 640.4
prim: called 287041 times, average 112.7 per GE list
trxkick: called 10776 times, average 4.2 per GE list

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04-16-2014, 02:14 PM
Post: #24
RE: Harukanaru Toki no Naka de 5 Kazahanaki - JPN - ULJM06025
2x screen have problem (SSE41 version)
0:23-0:25
https://drive.google.com/file/d/0B3OaSde...sp=sharing


Attached File(s)
.txt  log.txt (Size: 22.58 KB / Downloads: 2)
.zip  profiler.zip (Size: 67.87 KB / Downloads: 1)
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