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Crisis Core: Final Fantasy VII - ULUS10336 - Printable Version

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+----- Thread: Crisis Core: Final Fantasy VII - ULUS10336 (/showthread.php?tid=976)



RE: CRISIS COFINAL FANTASY VII - ULUS10336 - bubaboy - 03-10-2011

(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.


RE: CRISIS COFINAL FANTASY VII - ULUS10336 - Darth1701 - 03-10-2011

(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.


RE: CRISIS COFINAL FANTASY VII - ULUS10336 - joy3636 - 03-10-2011

It works perfectly now. Thank You. You are my hero.


RE: CRISIS CORE:FINAL FANTASY VII - ULUS10336 - shakirmole - 03-10-2011

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


RE: CRISIS CORE:FINAL FANTASY VII - ULUS10336 - MaXiMu - 03-11-2011

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


RE: CRISIS CORE:FINAL FANTASY VII - ULUS10336 - theball - 03-11-2011

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 ?


RE: CRISIS CORE:FINAL FANTASY VII - ULUS10336 - Navren - 03-12-2011

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


RE: CRISIS COFINAL FANTASY VII - ULUS10336 - gid15 - 03-12-2011

(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?


RE: CRISIS COFINAL FANTASY VII - ULUS10336 - MaXiMu - 03-12-2011

good fix working again with shader generation enabled Wink


RE: CRISIS CORE:FINAL FANTASY VII - ULUS10336 - jakeslogan - 03-13-2011

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.