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I can run this game on JPCSP r2450 at 60 FPS just fine, the only issue as some people previously had described was that the BGM drops after a minute or so (it's rather just a small issue with the game). Other than that, the game seems to work well, and I haven't encountered any other problems with the game so far.
game font fixed in r2742
you can try Rev 2750 or newer
edit:If you still have font probem,adding the following lines to LogSettings.xml
Code:
<logger name='hle.sceFont'> <level value='debug' /> </logger>
Attach the log,wait dev(gid15) investigate to solve
edit2:Make sure you rename chinese font to jpn0.pgf then copy it to \flash0\font
(09-28-2012, 04:54 PM)191920615 Wrote: [ -> ]I am a Chinese player
I use Chinese version of the game
But we can't play this game normally
Because the font is abnormal and messy code when using the jpcsp2230-2740
I can run the game when using the JPCSP2220 or the older version
but the speed is very slow
Who can help us?

(09-30-2012, 12:18 AM)sum2012 Wrote: [ -> ]game font fixed in r2742
you can try Rev 2750 or newer
edit:If you still have font probem,adding the following lines to LogSettings.xml
Code:
<logger name='hle.sceFont'> <level value='debug' /> </logger>
Attach the log,wait dev(gid15) investigate to solve
edit2:Make sure you rename chinese font to jpn0.pgf then copy it to \flash0\font
(09-28-2012, 04:54 PM)191920615 Wrote: [ -> ]I am a Chinese player
I use Chinese version of the game
But we can't play this game normally
Because the font is abnormal and messy code when using the jpcsp2230-2740
I can run the game when using the JPCSP2220 or the older version
but the speed is very slow
Who can help us?

I tried again
I can run the game when using the r2350 .
After that still have font probem!
(09-22-2012, 04:24 PM)Rune_Darkfire Wrote: [ -> ]Hi Jeremy... awesome that you got it to "run like a dream" -- does that mean the music works for you too (consistently, without stopping after a couple minutes before each track change)?

sorry about that, music still stops on occassion but it comes back on track changes. it doesn't interrupt gameplay, though, so i barely notice.

Quote:I tried messing around with the Java advanced settings in the Launcher, but I'm getting stuck on the rescodecachesize and maxpermsize... any time I try to increase those, I always get a Java error on the console displaying "Could not reserve enough space for object heap." It also doesn't matter how large a value I enter for the "-Xmx size (MB)" field, this message displays regardless. I have 4.00 GB of RAM on my Windows 7 machine. Any thoughts?

Thanks again...
-R.D.

you might want to either scale down rescode and maxpermsize then because I have 8gb.

or you can ensure you close processes and services to give as much memory as possible for the java reservation.

oh, and i barely touch xmx, xms and xss. i just leave everything as is.
(10-04-2012, 02:32 AM)jeremymd Wrote: [ -> ]
(09-22-2012, 04:24 PM)Rune_Darkfire Wrote: [ -> ]Hi Jeremy... awesome that you got it to "run like a dream" -- does that mean the music works for you too (consistently, without stopping after a couple minutes before each track change)?

sorry about that, music still stops on occassion but it comes back on track changes. it doesn't interrupt gameplay, though, so i barely notice.

Quote:I tried messing around with the Java advanced settings in the Launcher, but I'm getting stuck on the rescodecachesize and maxpermsize... any time I try to increase those, I always get a Java error on the console displaying "Could not reserve enough space for object heap." It also doesn't matter how large a value I enter for the "-Xmx size (MB)" field, this message displays regardless. I have 4.00 GB of RAM on my Windows 7 machine. Any thoughts?

Thanks again...
-R.D.

you might want to either scale down rescode and maxpermsize then because I have 8gb.

or you can ensure you close processes and services to give as much memory as possible for the java reservation.

oh, and i barely touch xmx, xms and xss. i just leave everything as is.

Hi,

I tried setting the settings to what you had Jeremy, but I end up getting a Java SE environment error, which points to my local profile. Any help on what might be causing this, and I am a little fuzzy on where to do for the xmx, xms advanced settings you mentioned.

Bux

The exact error is Java™ Platform SE binary has stopped working.
That happens. some of the Java settings are hardware related so just go back to default(lower left part of launcher) and make changes one by one so you can figure out which setting causes the crash. A bit tedious, I know, but that's how I got my jpcsp working great with almost any game, changing some jpcsp settings of course depending on which game.
What is point in changing java settings for this game ?
Does it fix/improve anything ?
Here's my build which doesn't flicker,doesn't lag, and hasn't crashed since I started playing. Although it did freeze up because I left it paused too long.

v.2740
32 bit

video:
vertex cache
shaders
geometry shader
enable saving to GE screen
Enable coding of indexed textures(using clut)
Endable dynamic shader(ati thingy)

memory
ignore invalid memory access

media: The first three are checked

Compiler:
Use compiler

value set at 3000

Edit: The most important thing is to not enable "Only GE Graphics". This is what caused me many problems with the flickering.






I did some debug logging of sceatrac3plus to try help figure out why music is stoping.

Very moment music stops,something shows up which never shows up while music is still playing

Code:
143235 SoundDevice DEBUG hle.sceAtrac3plus sceAtracGetStreamDataInfo atracID=0x1, writeAddr=0x09FB87D4, writableBytesAddr=0x09FB87D8, readOffsetAddr=0x09FB87DC

143238 SoundDevice DEBUG hle.sceAtrac3plus sceAtracGetStreamDataInfo write=0x096B28E0, writableBytes=31856, readOffset=305524, AtracID[id=1, inputBufferAddr=0x096B28E0, inputBufferSize=32272, inputBufferOffset=31856, inputBufferWritableBytes=31856, inputBufferNeededBytes=0]

From that moment onward,once music is stopped,this code never shows up again,altrough it reguraly shows up while music is playing

Code:
143233 SoundDevice DEBUG hle.sceAtrac3plus sceAtracGetRemainFrame atracID=0x1, remainFramesAddr=0x09FB87D0
143234 SoundDevice DEBUG hle.sceAtrac3plus sceAtracGetRemainFrame returning 1, AtracID[id=1, inputBufferAddr=0x096B28E0, inputBufferSize=32272, inputBufferOffset=31856, inputBufferWritableBytes=31856, inputBufferNeededBytes=0]

As for sceaudio,only thing different or unusual I could find is that "taco thread" is sometimes randomly replaced with different threads such as "idle1" "sound device" "CDevSd StreamHandler" "vsync thread" etc...
Here is the log with sceAudio and sceAtrac3plus on debug level.
Its 46mb file,but can be opened in Google Chrome.
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