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Tomodachi ga Sukunai Boku Portable - various issues #4100

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kirous opened this issue Oct 10, 2013 · 8 comments · Fixed by #6922
Closed

Tomodachi ga Sukunai Boku Portable - various issues #4100

kirous opened this issue Oct 10, 2013 · 8 comments · Fixed by #6922

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@kirous
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kirous commented Oct 10, 2013

Some time ago I put a game ISSUES has Tomodachi ga Sukunai Boku Portable , but I closed it .

Now I re- open the last BUILDS not yet had improvements in this game, ie not hear the sound , and some small graphics problems .

As is the graph . There is interference with VIDEO ENTER when the silhouettes out . In an original PSP just appears and disappears like a fading and no interference with the VIDEO INTRO .

This comes in RENDERING BUFFERED settings . However in framebuffers CPU and GPU , it fades a bit normally, but a very little looks the VIDEO interfered .

Another is , when I arrive at the beach and go to the next level . In the DEBUG CONSOLE , just to leave the syntax: Test Thread W [ MM] : MemmapFunctions.cpp : 93 ReadFromHardware : Invalid address XXXXXXXX . there are times when the game crashes or goes on until it comes back , it hangs again.

Here I made some screenshots if these images are useful:

Here with GE for the graphic :

ge01

ge02

ge03

ge04

Like the DEBUG CONSOLE

debug01

debug02

debug03

debug04

debug05

Those who say " UNSUPPORTED " I guess it's the video .

Here 's a LINK for proper operation as the actual game on a PSP:

http://www.youtube.com/watch?v=CDYyyDO5hTE

I hope they fix these BUG's .... Sorry my Bad English!! XD

@unknownbrackets
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Has the fading improved with default settings (retain changed textures and lazy texture hashing off)?

Is it still generating Invalid address errors in the latest build?

I'm not sure I understand the rest, unfortunately... the screenshots look okay to me, outside the invalid address errors and the sceMp4 (not yet supported, could be breaking things, not sure.)

-[Unknown]

@kirous
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kirous commented Jan 26, 2014

Rather in version 8.1 the game was fair, but now with the latest BUILDS already have a crash at the start of the game. Now just to wait for support to improve sceMp4, as you say ... waiting for improvement.

@unknownbrackets
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Try disabling "fast memory" in options.

-[Unknown]

@kirous
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kirous commented Feb 18, 2014

Thank you!. works almost perfectly but the only thing missing is renderisacion adjust video modes (because each character is presented flashes) and it works 100% perfect.

Thanks anyway ... waiting for the next version improved ...

@unknownbrackets
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I'm not 100% sure I understand what's still wrong. But, I think you're saying that the characters flicker when they come on screen (e.g. showing something else or black momentarily.)

Does "simulate block transfer" in the latest git build help?

-[Unknown]

@daniel229
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simulate block transfer does not help.Read framebuffer to memory would help a bit.

buffered rendering (wrong)
01

read framebuffer to memory (right)
02

So seem to with buffered rendering,the following buffer is not copied to the momery.
03

@unknownbrackets
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Is a breakpoint at 0x04154000 with size 0x1000 hit? It's drawing the girl to 0x04088000, so something must be copying it over, I guess?

-[Unknown]

@daniel229
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Yes,it hit.
01

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3 participants