Welcome, Guest. Please login or register.
Did you miss your activation email?
August 20, 2008, 10:02:44 AM
Home Help Search Login Register
News:

+  Tales of Forum
|-+  Phantasian Productions Projects
| |-+  Tales of Phantasia
| | |-+  Patcher test: PSP sprites
« previous next »
Pages: 1 2 3 4 5 6 [7] Print
Author Topic: Patcher test: PSP sprites  (Read 6292 times)
Gamesoul Master
Jr. Member
**
Posts: 14


The Master of Gamesoul


View Profile WWW

« Reply #96 on: May 16, 2008, 07:02:06 AM »

Ahh... Well, I saw these PS1-on-PSP emulators, but now that I look at them again, I see by the titles that those are not what people were talking about. Sorry for my poor lack of research before asking the (stupid) question. So people *are* using the same emulator as I am... Just different versions. I apologize for the off-topic question and discussion.

Anyway, back on topic... Haven't tried this patch yet. Have been considering it, but after I started to see a whole bunch of people reporting fatal bugs, I reconsidered. I agree with the hope that these sprites make it as an option when the final release comes around. Of course, even if it doesn't, I'll probably be too excited about getting to play this wonderful translation to even notice the option isn't there... ^^
Logged
SlicerSV
Newbie
*
Posts: 2


View Profile
« Reply #97 on: May 16, 2008, 08:43:56 AM »

You may want to try using pSX (which people have reported almost no problems with).  If you think that it's a sound issue, you could also try using the Eternal sound plugin for ePSXe.
Yah, I know it's not related to the patch, I just tried an unpatched iso and it ran with the same issues.  As for Eternal SPU, that's what I use, as far as I know, there's no other way to use SPUasync with ePSXe (which I had to disable for this game anyways, blah).  As for pSX, I heard that that emulator doesn't support plugins, so  I wouldn't be able to use my Pete's OpenGL graphics plugin...  I have the game working tolerably in an emulator that behaves the way I like my emulator to behave, I'm not going to use an emulator that doesn't have the features I like just to avoid a freeze glitch.  I'll just continue doing what I've been doing to evade the glitch. My reason for posting about it was because it sounded to me like someone else may have been experiencing the same thing, and I was telling people how I handled the situation and what I'd noticed about it.  My intentions were definitely not to complain/look for help, although, if anyone HAS had any luck getting the game to run in ePSXe without this glitch, please, by all means, tell me your setup.  I'm not looking for a different emulator, though.
Logged
Cless
Overlord
Administrator
Hero Member
*****
Posts: 1,489



View Profile WWW
« Reply #98 on: May 27, 2008, 05:40:03 PM »

It's highly likely that we are going to abandon this patch format and switch to Xdelta for the release instead, as with the ToD2 project.
Logged

Flamzeron
Jr. Member
**
Posts: 47



View Profile WWW
« Reply #99 on: June 09, 2008, 01:07:51 AM »

It's highly likely that we are going to abandon this patch format and switch to Xdelta for the release instead, as with the ToD2 project.

That's to give you guys more space, right?
Logged

I'm a voice actor. Let me know if you want to use me.
Rhapsody
Jr. Member
**
Posts: 79


View Profile
« Reply #100 on: June 12, 2008, 01:39:41 PM »

That's to give you guys more space, right?
I don't think so. The original idea would've given them all the space needed, but would also require more work. The advantage of Xdelta is that they're now using a tested, pre-existing format that's already cross-platform and open source. Anything that gives the team more time to work on the patch itself rather than the specifics of applying it is good news in my eyes.
Logged
Pages: 1 2 3 4 5 6 [7] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.5 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!