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Tales of Eternia - ULES00176
#1
Latest re-test @ r2362
Fully playable.
[Image: do7v5e.jpg][Image: i1xvtk.jpg]
[Image: 4nrwz.jpg][Image: r8zdya.jpg]

Tested Game settings
For more info on these settings consult the readme or see this thread
Code:
|Video|
[-] Disable VBO (automatically disabled if not supported)
[X] Only GE graphhics (not recommended for homebrew)
[-] Use vertex cache                                                        
[x] Use shaders (experimental)                                                
[x] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
[-] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
[-] Enable VAO (only relevant when using shaders and vertex cache)
[x] Enable saving GE screen to Textures instead of Memory
[-] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
[-] Enable dynamic shader generation (only relevant when using shaders rec for AMD/ATI)
[-] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
[-] Enable the shader implementation for the "Color Mask" (more accurate but slower)

|Memory|
[-] Ignore invalid memory access
[-] Ignore Unmapped Imports (not recommended)

|Media|
[x] Use Media Engine (Works only with 32bit JPCSP)
[-] Extract media files to tmp folder
[x] Decode audio files with sonic stage (you must have ss installed for this to work)
[x] Use non-native fonts from flash0 folder

|Compiler|
[x] Use compiler (dynarec)
[-] Output profiler into to profiler.txt (only for compiler)
[500] Maximum method size

Legend
[-] = Unchecked
[x] = Checked
[!] = Optional, use at own risk (possibly a speedup, can cause crashes / bugs, disable this first if you run into problems)
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#2
I have played Tales of Eternia on ePSXe Emu for PS1 and I have finished the game, the thing is I want to know if ther is somthing new on the PSP version, like Lunar Silver Star Harmony, Valkirie Profile Leneth and other games.
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#3
@hyakki

what is the point that you just say it playable and put some pictures.
I can see it in playable list too.
why don't you put more details like the svn you use ,the setting, speed ,gliches ,etc
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#4
Actually Problem in Opengl for me except change if enable the option only ge this error does not happen

Exception in thread "Async Display Thread" javax.media.opengl.GLException: java.
lang.NullPointerException
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)

at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.
java:410)
at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
at jpcsp.HLE.pspdisplay$AsyncDisplayThread.run(pspdisplay.java:1377)
Caused by: java.lang.NullPointerException
at jpcsp.HLE.pspdisplay.display(pspdisplay.java:826)
at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78
)
at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1
94)
at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GL
Canvas.java:452)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "GUI" java.lang.NullPointerException
at jpcsp.HLE.pspdisplay.display(pspdisplay.java:826)
at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78
)
at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1
94)
at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.
java:412)
at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
at javax.media.opengl.GLCanvas.paint(GLCanvas.java:277)
at sun.awt.RepaintArea.paintComponent(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

added debug info


Attached Files
.7z   log.7z (Size: 532.15 KB / Downloads: 106)
[Image: 1388267.png]
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#5
added video
http://www.megavideo.com/?v=FHSVWPY0
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#6
Although the error is not new and informed him that no one has reported

Sometimes the game in certain areas does not show well the Sprites, according to the load.

Compatibility used None

But there is no difference even using, Only ge/shaders/vertex cache options..


Attached Files Thumbnail(s)
   
[Image: 1388267.png]
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#7
(09-11-2010, 02:56 PM)MaXiMu Wrote: Although the error is not new and informed him that no one has reported

Sometimes the game in certain areas does not show well the Sprites, according to the load.

Compatibility used None

But there is no difference even using, Only ge/shaders/vertex cache options..

disabling vertex cache used to fix this bug (the messed up blocks) but your right in newer revs is no longer fixes it.
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#8
Yes in old revisions as you say could solve vertex cache no problem if disabling the option, but
the new revisions is not effect or at least not as it should do (Randomly sprite).


Attached Files Thumbnail(s)
           
[Image: 1388267.png]
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#9
another vid

http://www.youtube.com/watch?v=UYNKom5JKpI
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#10
(09-11-2010, 02:56 PM)MaXiMu Wrote: Sometimes the game in certain areas does not show well the Sprites, according to the load.
Is this fixed in r1797?

Thanks for testing!
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