04-08-2009, 02:59 AM
04-08-2009, 02:48 PM
Is the game supposed to be stalling this badly on or just after loading screens? So far, I've had the game hang on the first loading screen, the second loading screen, and the first level loading screen.
04-08-2009, 09:45 PM
NTSC hangs after intro.
04-09-2009, 12:57 PM
Okay, I'm at the first encounter with the aparoids, and the butterfly-looking enemy just disappears after the rocks are thrown. I can't shoot at it, let alone see it, so there is no way to progress.
E: It seems that if I enable Safe Texture Cache then it opens its mouth, which gives me like 5 seconds before it disappears.
Could this be because I've had to use save-states to make progress? The PAL version would just freeze just before loading a video.
E: It seems that if I enable Safe Texture Cache then it opens its mouth, which gives me like 5 seconds before it disappears.
Could this be because I've had to use save-states to make progress? The PAL version would just freeze just before loading a video.
04-12-2009, 04:56 AM
Any progress on fixing Starfox?
04-12-2009, 04:56 AM
No, still not
Necromas
04-14-2009, 08:17 AM
So far I've got...
CPU: T7300 Core 2 Duo (2x 2.0Ghz)
GPU: 256mb 8600m GT
Game: PAL version, ISO format.
Build: SVN 2745
Settings: Native resolution, windowed, dual core mode, everything fancy off.
Results
- Cutscenes are choppy.
- Colors are off in the briefing room.
- Gameplay for first level runs at ~40 fps, slow but playable.
- I can get to the second level, but it's slower at ~30 fps, and so far it has crashed before I finished the second level.
- Save states work but mess up the audio if you load from a save state.
CPU: T7300 Core 2 Duo (2x 2.0Ghz)
GPU: 256mb 8600m GT
Game: PAL version, ISO format.
Build: SVN 2745
Settings: Native resolution, windowed, dual core mode, everything fancy off.
Results
- Cutscenes are choppy.
- Colors are off in the briefing room.
- Gameplay for first level runs at ~40 fps, slow but playable.
- I can get to the second level, but it's slower at ~30 fps, and so far it has crashed before I finished the second level.
- Save states work but mess up the audio if you load from a save state.
04-25-2009, 07:23 AM
game runs at FULL SPEEd on ma asus g50v laptop. but in the second stage when kiling boss buterfly - it just dissepears (its BUG) and u cant see it and even demage it
plz fix this,coz game is extra cool
tnx a lot 4 emulator 
plz fix this,coz game is extra cool
tnx a lot 4 emulator 
05-26-2009, 02:10 PM
I was able to get to the true second level (not the first level second boss [the aparoid bug]) for the on foot mission, the player model was distorted and the rig [skeleton] of the model was stretched out and disjointed all over the place.
I found that adjusting the emulator settings works to a point but you need to find the directory you have your ISO's and adjust the game specific settings in the game properties to clear the first level. I'm still tinkering with the settings to see how to get past the first level for specific options.
I have a decent system build now and the game runs pretty well minus the hanging at the end of the second level.
from what I've done to get it as playable as it is I've turned off the fallowing settings in the game properties.
Enable Idel Skipping
TLB Hack
Force Filtering
Disable Copy to EFB
Enable EFB To Texture
Safe Texture Cache
Use RE0 Fix
for the emulator settings I have similar options, not sure if those are even being used considering they didn't seem to do anything until I messed with the game properties.
EDIT:
after messing with the settings quite a bit I've been able to clear two more missions with the help of save files. I'll note this bug before i move on.
Bug: Saving
there seems to be a problem with saving in this game because when the game saves it hangs immedeatly after the data is written. the data is useable and I can load from it although I recomend making backup copies to prevent the possibility of corrupting it since the game is so unstable at the moment.
I've managed to complete Two more missions past the first level by messing with the settings. from what I've gathered there seems to be a problem with the EFB since this setting appears to be the culprit as to why this game isn't transitioning from map to map correctly, espcehily when the player interrupts the transition [I.E. skipping a cutscene]
Bug: Extended Frame Buffer [EFB] problem
I can assume it is some kind of overflow or leak in how the game is loaded/streamed because the most problems come out of the duration of play and the ammount of skipping I do. it seems like there is a call in a cut scene (background loading/spawing) thats being completely skipped and freezes up the emulator, either when the player skips the event or at the end of the level
I think the first mission bug could be a good example though I'm not sure how because i don't know whats going on behind the scenes in the coding.
I'm not sure how SF Assault handels animation but i think i should point these out since they are still relevant and I can move into this point.
Bug: Distance Alpha Vs Distance Fog
I've managed to correct the problem of purple characters by fiddling around with the game properties and enabling and disabling certain EFB options but this also creates some problems in how the game renders. for instance, on the second mission in the begining cut scene there are clouds in the sky which are floating pieces of geometry with transparency, if you have a certain EFB method selected the alpha is broken and you can clearly make out the planes the cloud textures are applied to.
I'm not sure which EFB i had selected however this seems to be what causes the issue with the flickering ships in the beginning of the first mission and the disappearing apparoid at the end of the first mission. its like open GL is substituting working distance alpha, or rather alpha transparency in general, with a distance fog to envelope all the rendered objects.
under different circumstances (I.E. flight vs on-foot missions) the game needs to render farther to envelope the models however during on foot missions the game needs to display more objects when they come into view. which seems to cause the issues with loading
Bug: Animation
I'm not sure how the developers animated their characters but judging by how some scenes work and some don't such as cutscens vs. game play there seems to be some data lost during scripted motion.
for one, during the briefing scenes the characters have full body animation however the facial animation seems to be lost somewhere. I think that the facial animation might be done threw some kind of Vertex programing for lip syncing that's not being loaded correctly.
second, as everyone has noticed on the aparoid at the end of the first mission where it either becomes positioned wrong or the wings are wildly stretched and disconnected this seems to be an issue with how the game attaches objects to its root skeleton. the character its self is still going threw its simple root [primary] skeleton animations but the translation data is somehow corrupted.
the same can be said for the player character during the on-foot missions.
I suspect this has something to do with animation blending since the animation is still occurring but it doesn't seem to be registering the full stop on joints and applies all the starting positions of the animations to the root skeleton instead of waiting for the animation scripting to call them and then blend them together.
on the apparoid there seem to be at least 2 skeletons at work on that model, the main body and the wings of the character (since they are distorted) if the geometry stored in the EFB is corrupted or improperly loaded this could cause this problem at least in my own deductions.
I found that adjusting the emulator settings works to a point but you need to find the directory you have your ISO's and adjust the game specific settings in the game properties to clear the first level. I'm still tinkering with the settings to see how to get past the first level for specific options.
I have a decent system build now and the game runs pretty well minus the hanging at the end of the second level.
from what I've done to get it as playable as it is I've turned off the fallowing settings in the game properties.
Enable Idel Skipping
TLB Hack
Force Filtering
Disable Copy to EFB
Enable EFB To Texture
Safe Texture Cache
Use RE0 Fix
for the emulator settings I have similar options, not sure if those are even being used considering they didn't seem to do anything until I messed with the game properties.
EDIT:
after messing with the settings quite a bit I've been able to clear two more missions with the help of save files. I'll note this bug before i move on.
Bug: Saving
there seems to be a problem with saving in this game because when the game saves it hangs immedeatly after the data is written. the data is useable and I can load from it although I recomend making backup copies to prevent the possibility of corrupting it since the game is so unstable at the moment.
I've managed to complete Two more missions past the first level by messing with the settings. from what I've gathered there seems to be a problem with the EFB since this setting appears to be the culprit as to why this game isn't transitioning from map to map correctly, espcehily when the player interrupts the transition [I.E. skipping a cutscene]
Bug: Extended Frame Buffer [EFB] problem
I can assume it is some kind of overflow or leak in how the game is loaded/streamed because the most problems come out of the duration of play and the ammount of skipping I do. it seems like there is a call in a cut scene (background loading/spawing) thats being completely skipped and freezes up the emulator, either when the player skips the event or at the end of the level
I think the first mission bug could be a good example though I'm not sure how because i don't know whats going on behind the scenes in the coding.
I'm not sure how SF Assault handels animation but i think i should point these out since they are still relevant and I can move into this point.
Bug: Distance Alpha Vs Distance Fog
I've managed to correct the problem of purple characters by fiddling around with the game properties and enabling and disabling certain EFB options but this also creates some problems in how the game renders. for instance, on the second mission in the begining cut scene there are clouds in the sky which are floating pieces of geometry with transparency, if you have a certain EFB method selected the alpha is broken and you can clearly make out the planes the cloud textures are applied to.
I'm not sure which EFB i had selected however this seems to be what causes the issue with the flickering ships in the beginning of the first mission and the disappearing apparoid at the end of the first mission. its like open GL is substituting working distance alpha, or rather alpha transparency in general, with a distance fog to envelope all the rendered objects.
under different circumstances (I.E. flight vs on-foot missions) the game needs to render farther to envelope the models however during on foot missions the game needs to display more objects when they come into view. which seems to cause the issues with loading
Bug: Animation
I'm not sure how the developers animated their characters but judging by how some scenes work and some don't such as cutscens vs. game play there seems to be some data lost during scripted motion.
for one, during the briefing scenes the characters have full body animation however the facial animation seems to be lost somewhere. I think that the facial animation might be done threw some kind of Vertex programing for lip syncing that's not being loaded correctly.
second, as everyone has noticed on the aparoid at the end of the first mission where it either becomes positioned wrong or the wings are wildly stretched and disconnected this seems to be an issue with how the game attaches objects to its root skeleton. the character its self is still going threw its simple root [primary] skeleton animations but the translation data is somehow corrupted.
the same can be said for the player character during the on-foot missions.
I suspect this has something to do with animation blending since the animation is still occurring but it doesn't seem to be registering the full stop on joints and applies all the starting positions of the animations to the root skeleton instead of waiting for the animation scripting to call them and then blend them together.
on the apparoid there seem to be at least 2 skeletons at work on that model, the main body and the wings of the character (since they are distorted) if the geometry stored in the EFB is corrupted or improperly loaded this could cause this problem at least in my own deductions.