View Full Version : Starfox: Armada
Windsor
July 24th, 2008, 22:59
I seem to be having a minor issues with r58, r60, and r70 with SFA.
During scenes with Menus and Com Messages it crawls to a SLOW!
However when they are not on screen I soar to a wonderful 60+fps and 435mhz/435mhz.
Just a note, my mhz tends stays the same during those fps hitches with menus.
I'm just wondering if this is a problem with the latest builds.
EDIT
I'm running on the 64bit build of those listed at the top.
This occurs with all plugins.
EDIT2
Typed Armada instead of Assault.
Xtreme2damax
July 25th, 2008, 01:08
Is armada just another name for Starfox Assault in a different region?
If so no need to report it as they (The Developers) are well aware of the issue and will be fixing it hopefully later on.
The issue has long been reported since the earlier revisions so all we can do is wait.
I anticipate and await any bug fixes and improvements in graphics (Visually) as well as sound hopefully and I'm more than willing to be patient and wait.:D
Windsor
July 25th, 2008, 03:33
Yeah it was a HUGE typo on my part. XD
Well lets hope they do get around to fixing it.
NeoSlider
July 25th, 2008, 09:45
If you disable HLE Audio in the plugin settings, other than the main menu, it gets rid of the slowdown problem.
NeoSlider
August 11th, 2008, 07:29
The slowdown bug in Starfox Assault is now fixed in 177!
Game now plays about full speed for me and the sound is perfect!
Griffin
August 11th, 2008, 11:01
Confirmed! Excellent job ^^
NeoSlider
August 11th, 2008, 15:59
For mission 2 which is on foot, you need to have 'OptimizeQuantizers = False'
Otherwise Fox becomes distorted with long limbs and gets stuck in the floor.
kronoxrox
August 11th, 2008, 17:53
haha it reads so funny. it's a shame i don't have this game
NeoSlider
August 11th, 2008, 18:07
Here's a pic!
http://img224.imageshack.us/img224/6591/sferrordt3.jpg
Xtreme2damax
August 11th, 2008, 18:42
Does that also happen in all the other "on foot" missions or just that one?
NeoSlider
August 11th, 2008, 22:59
The corrupt graphics don't occur in all the on foot missions, but Fox does sink into the floor on all levels when 'OptimizeQuantizers = True'.
It also seems to affect the second boss on the first level, most of the time it's flying half in the ground making it difficult to shoot.
ector
August 12th, 2008, 09:04
Okay, I really need to figure out a way to reliably detect when OptimizeQuantizers isn't gonna work and disable it :/
John Peterson
August 13th, 2008, 02:16
If you disable HLE Audio in the plugin settings, other than the main menu, it gets rid of the slowdown problem.
I never undestood what that meant. I tried both the NULL and HLE plugin. With all different settings. But it never fixed it. And I can't see what eventually fixed it. The revision comments don't say anything about it. And the GameIssue thread abut it has no update. What gives? Just of curiosity, what was the problem and what revision fixed it, was it in revision 174? The 175-177 revision from gigaherz seems to have been unrelated to that.
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I'm getting some *** Assertion (see log)*** errors, with resulting crash. But I couldn't see any logs because the game would work in the DebugFast build. But I made a patch file if you want to play the other levels. As usual you have to rename it to GF7E01.ini and place it in the Patches directory. If there are some cheats you don't want just remove them from the file.
NeoSlider
August 13th, 2008, 07:22
In the old rev, if you used the HLE plugin and unticked 'Enable HLE Audio' in the settings it would switch the sound off and the game wouldn't slow down anymore. You could even toggle it in game, on with sound and slowdown, off with no sound and no slowdown.
Not sure what was done to fix it, but has as been said, when other problems are fixed over time it will start to solve individual game problems.
I've not been getting any problems crashing yet. What levels is it crashing on?
John Peterson
August 13th, 2008, 08:30
I've not been getting any problems crashing yet. What levels is it crashing on?
Second, third and last level. On the second level it was when Pigman arrived. On the third level it was just as I started. On the last level it was during the second stage of the final boss. I used Dual Core, OGL, 64bit.
ector
August 13th, 2008, 10:17
I never undestood what that meant. I tried both the NULL and HLE plugin. With all different settings. But it never fixed it. And I can't see what eventually fixed it. The revision comments don't say anything about it. And the GameIssue thread abut it has no update. What gives? Just of curiosity, what was the problem and what revision fixed it, was it in revision 174? The 175-177 revision from gigaherz seems to have been unrelated to that.
Probably some code got mis-recompiled before, causing slowdowns, and one of my JIT changes just happened to fix it. These issues are insanely hard to track down.
John Peterson
August 14th, 2008, 22:25
I had some problems with nJoy in the 64 bit revision 177 (it immediately closed the emulator if it was used). I also wanted a plugin that used keyboard buttons for the regular digital buttons so I can keep different game configurations in Xpadder. So I modified SimplePad to use the main analog stick from any connected gamepad. If you also like to save your configurations in an external program like Xpadder you may enjoy this plugin. (If you want to try Xpadder I recommend version 4.11, I find that it works very well).
The plugin works great here. It's much better than mapping the analog stick to single buttons in Xpadder, as I had done before. If you want to try it I have attached it here. I also included the source code. I don't know how these copyright rules work, but I hope it's okay that I combined the Microsoft Joystick SDK sample with SimplePad. If there's a problem with that please let me know and I can remove the attached files. And perhaps help someone to make this kind of plugin themselfs.
Update: I removed the posted files. I update nJoy to have the features I wanted instead.
ector
August 14th, 2008, 22:46
I also included the source code. I don't know how these copyright rules work, but I hope it's okay that I combined the Microsoft Joystick SDK sample with SimplePad.
That's totally OK.
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