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Old September 1st, 2008   #2681 (permalink)
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can anyone make the revision 414 now
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Old September 1st, 2008   #2682 (permalink)
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I'll upload it sometime later.
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Old September 1st, 2008   #2683 (permalink)
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Is any one working on paper mario's fix ? please ?
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Old September 1st, 2008   #2684 (permalink)
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I think the devs has sorted the issue about Paper Mario (this happens with Super Smash Bros Melee as well) don't boot out. It's just need to be compiled, - R417 at least. It's the DSP Audio that won't boot up, and causes a crash right after you start the game? Am I right?
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Old September 1st, 2008   #2685 (permalink)
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No, I think the bug in PM hes refering to is that the doors never open or something, it stops you from getting any furthur in the gameplay...
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Old September 1st, 2008   #2686 (permalink)
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i found something that *may* be interesting for those developing dolphin. as you know, in zelda TP, when getting epona in the first part of the game, the graphics on OGL go crazy: shows double figures + exagerated bloom light.

if you do a save state when graphics are that messed up, dolphin will crash on loading that save state. same heppens when going into the town after that part.

however, if you save in link´s house area (perfect in graphics), the state can be loaded without problems.

hope that helps in some way...
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Old September 1st, 2008   #2687 (permalink)
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Savestate works perfectly for me in R413, just have to assign different slots to different games. Thanks to the developers, this is just what was needed.
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Old September 1st, 2008   #2688 (permalink)
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I figured out something regarding James Bond Nightfire....If you press pause in Paris prelude, then go "Exit to main menu", then you should be able to play other missions. You STILL cannot save a codename, so just use the savestate function. Also, the mission "The Exchange", is all black in game in OGL.

EDIT: HOWEVER!! DirectX plugin seems to render it just fine.
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Old September 1st, 2008   #2689 (permalink)
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Quote:
Originally Posted by jasong View Post
Savestate works perfectly for me in R413, just have to assign different slots to different games. Thanks to the developers, this is just what was needed.
Different slots to different games? Nope, games now have specific savegames. Look in the StateSaves folder, you'll see that the saves are named after their games, so they won't collide. If they do, that's a bug... if so complain
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Old September 1st, 2008   #2690 (permalink)
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ah you're right. i just have to ensure that the settings for each game are configured correctly when I load it. For instance if Mario Sunshine is set to dualcore false, it won't load if I have it set on true.

BTW is it true that my savestates won't work on progressive SVNs?

Last edited by jasong; September 1st, 2008 at 10:56..
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Old September 1st, 2008   #2691 (permalink)
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I would think that happen because of the savestate system is changed, then a savestate saved in an older Dolphin might have different data than what the updated savestate loader is looking for.
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Old September 1st, 2008   #2692 (permalink)
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Originally Posted by jasong View Post
ah you're right. i just have to ensure that the settings for each game are configured correctly when I load it. For instance if Mario Sunshine is set to dualcore false, it won't load if I have it set on true.

BTW is it true that my savestates won't work on progressive SVNs?
They may work on a bunch of successive SVN revisions, but then suddenly break. The reason is that the savestate fileformat is still not finalized, and more things will be saved in the future (for example, right now we ignore audio and pad information in the savestates. It usually works anyway, but it's not a good thing really, especially if we want to add movie recording and so on in the future).
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Old September 1st, 2008   #2693 (permalink)
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I don't see that it's a problem though, as long as you keep the memory card save. So you can always just save onto the memory card and transfer that to the new SVN.
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Old September 1st, 2008   #2694 (permalink)
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Just a suggestion:
How about changing the file extension of the memory cards to something more NGC specific? Like ".NMC" (Nintendo Memory Card)...
But that's peanuts, not important at all:P
CU

PS: Can anyone tell me if Final Fantasy CC runs normally on any SVN or am I the only one who gets stucked right after the select-mode-menu?
thx
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Last edited by Yddrias; September 1st, 2008 at 13:31.. Reason: added PS
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Old September 1st, 2008   #2695 (permalink)
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FFCC doesn't run. It hangs when I try to start a new game...

The save state function doesn't work here since it's implemented. I alway get the message "Couldn't save state" in the upper left corner. What am I doing wrong? Just pressed shift+F1...
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Old September 1st, 2008   #2696 (permalink)
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Hmm, i got a pretty good speed boost in Luigi´s Mansion with R 421.

EDIT: I also managed to SOMEHOW use the flamethrower. For some reason, the L and R trigger functions as one button in this particular game, so L is both vacuum and flame/ice/water thrower. With some good timing, you can use it.

EDIT 2: The slowdowns in TWW, for example the title screen when it pans into the island, seems to be less noticeable, meaning the speed doesn´t take that much of a hit.
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Last edited by EmuFan23; September 1st, 2008 at 13:42..
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Old September 1st, 2008   #2697 (permalink)
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Helles, I had that same problem. Try creating a folder named "states" in the pcsx2 directory, it worked for me!
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Old September 1st, 2008   #2698 (permalink)
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why would that work on Dolphin?
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Old September 1st, 2008   #2699 (permalink)
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Quote:
Originally Posted by jasong View Post
why would that work on Dolphin?
it wont, the name of the folder is StateSaves and not states
lol
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Old September 1st, 2008   #2700 (permalink)
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Okay, thanks, now it works
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