Just fixed it, thanks for the report.
It needs a dynarec (special version for PSP), and that is difficult to make.
Strange, will try to check what's going on.
I'll probably won't make it with the bugfix release I promised earlier, so it's pushed to the next week.
argh, I read that post and noticed the same bug happen in genplusOriginally Posted by carpy View Post
one thing taht bugs me though -
In Dungeons & Dragons - Warriors of the Eternal Sun, when you walk into the cemetary just outside the castle and look at any of the headstones inscriptions, the game gets stuck and you can't move. Teh music continues to play, but you cannot walk away.
I tried to debug and track it down but failed, could you give me some hint ? Vint timing ?
thanks
No, it's only badly coded game. It has an input read routine, which only checks which buttons (of SABC) were just pressed (it ignores buttons held or released). So only first call will 'see' that something was pressed. The routine is called several times per frame, first (if counting from active display start) to check for d-pad buttons, then SABC, so that first call 'eats' SABC, while the game doesn't check for them at that time, it uses later calls for that.
this is indeed a timing issue: updating inputs at the start of vblank (instead start of frame) solved it
thanks a lot
any idea when the patched one will be out notaz?
Thanks!
right about now, see the first post.
Thank you for the update Notaz
Fantastic. Many thanks, Notaz!
Thanks for all your hard work notaz, it really is appreciated.
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