Emuforums.com

Go Back   Emuforums.com > Dreamcast Emulation > nullDC Discussion
About Us Register FAQ Members List Calendar Mark Forums Read

Reply
 
LinkBack Thread Tools Display Modes
Old April 20th, 2008   #81 (permalink)
Registered User
 
Join Date: Apr 2008
Location: crofton
Posts: 2
Exclamation Xbox 360 Controller Issue

After loading a .CDI file specifically Soul Caliber or DOA2 LE through Normal Boot once the Opening menu screen is reached the Xbox 360 Wireless controller continually scrolls through the menu choices without stopping. For some reason there is no control problems at all when playing MVC2 which also starts off at a menu screen as well. I have the latest Microsoft drivers for the wireless controllers and I installed the required version of directx with this version of NullDC 1.6. Check out the attached pictures. Any suggestions? Thanks.


System Specs:
Microsoft Windows XP Professional SP2
Intel Pentium M 750 / 1.60 GHz
2GB Physical Memory
GeForceGo 7800 GTX 256MB
80GB Hard Drive
Attached Images
File Type: jpg NullDCerror.JPG (138.9 KB, 15 views)
File Type: jpg NullDCconfig.JPG (142.5 KB, 16 views)
jwigginjr is offline   Reply With Quote
Old April 20th, 2008   #82 (permalink)
Just another wacko ;)
 
PsyMan's Avatar
 
Join Date: May 2004
Location: In a weird room :\
Posts: 483
It's a calibration issue, blame Microsoft or wait until calibration is implemented in the plugin.
__________________
I'm not insane. YOU are insane... You are all insane!
PsyMan is offline   Reply With Quote
Old April 20th, 2008   #83 (permalink)
Registered User
 
Join Date: Apr 2008
Location: crofton
Posts: 2
calibration issue

Are you sure that is the reason? I set the controller to default calibration using Microsoft's calibration program. Also although it is not working correct now, at first it was working correctly. Later it started doing the random menu thing. When the problem happened I re extracted the Rar file a new copy of the Cdi file when I ran that it worked fine again but a bit later after re opening NullDC a few times the problem started again so it was kind of odd.
jwigginjr is offline   Reply With Quote
Old April 24th, 2008   #84 (permalink)
Registered User
 
Join Date: Apr 2008
Location: Portugal
Posts: 1
Sonic adventure 2 Glitches and crash

First of all, thanks for the great emulator! I am trying to finish Sonic Adventure 2 and the game runs almost flawlessly. Yet I have found a few glitches that that have not been posted yet I think.

Some characters like Dr. Eggman and Maria appear "transparent": for instance one can see through Dr. Eggman's nose and moustache.

Some characters eye's tend to fade out showing more "whiteish" than they should. In the heroes story cutscene where Sonic is trapped by doctor eggman and then shot into space, sonic's eyes are completly white, not showing his pupils at all.

The game crashes with the nulldc default plugins in a Dark Story mode cutscene: the one in which doctor eggman plans the attack on the Military Base. It happens just before Rogue winks her eye. It works fine when I select the Chankast video plugin and the Elsemi's sound plugin though.
AlphaEndgame is offline   Reply With Quote
Old May 16th, 2008   #85 (permalink)
x2amd3800@2600mhz 2g ram
 
Join Date: Feb 2008
Location: Brasil
Posts: 22
The internal mem(dc_flash_wb.bin) with time been corrupted.. and had to be deleted to create a new one fix!

shenmue and zoobies of resident CV are transparent!

Capcom hacker option or similar code like chankast emu to run some capcom games like street alpha 3...

(only inssues i found)
plz.. continue with the amazing job!
abilaunken is offline   Reply With Quote
Old July 4th, 2008   #86 (permalink)
Unregistered User
 
Linktothepast's Avatar
 
Join Date: Jul 2007
Location: Macedonia, Greece
Posts: 512
This is not a bug report, but a suggestion of solving the crash bug with Skies of Arcadia by the Makaron Author

Quote:
The Skies of Arcadia bug is still there, unfortunately. Sometimes I can go in and out the game menu dozens of times (in rapid succession too) and it works. Then I restart the game, and it hangs on the very first try… You know, this might actually be a game bug, it just never manifests itself on Dreamcast due to much tighter corelation in timings on real hardware. Current PCs are faster but all operations exhibit a certain amount of lag (or should I rather call it “processing overhead”) - well, only sometimes, but it happens every now and then and there’s no control over it. It might take just a milisecond somewhere, when OS decides to switch threads at different time to balance CPU usage better for example, and there it goes. So… still looking into it.

I’ve came to belive that the same timing problem plagues GD code. It works for me (most of the time) but breaks horribly for other people. I’ve spent some time trying to determine the cause and I found out that SoA usually works, but will almost always crash at boot if I lower SH4 speed to some 150 MIPS. Curious, isn’t it, especially if you consider GD-DMA speed is now tied to SH4 speed - so why does it even matter how fast it goes?
After a while I’ve noticed that in MT mode GD buffer becomes empty every now and then and this causes problems. Now, this is very unscientific explanation but my guess is BIOS booting procedure is kinda broken. Oversimplified. Maybe because it had to be short to fit all the code in cheaper and smaller ROM?
Anyway - a real GD drive isn’t all that fast but once it starts reading, the data is being constantly streamed from disc to it’s internal memory. And from there to Dreamcast main RAM via DMA. Think “hourglass” - constant stream of sand goes through. Now, on a PC it’s more like a guy with shovel loading a truck. He can do way better in terms of quantity of sand moved but it’s no longer a constant stream. If the truck is full it can supply us with all the sand we want but once it’s empty it has to go back to the guy with shovel. If at this point we need more sand we either wait (that’s blocking emulator for the read to complete) or go empty handed (DMA will finish later then usual and this might cause crash).

If you’re smart you already see two ways to fix that. Either wait, as explained above, or… make the truck so big it will never become empty at the wrong time. In other words, make the GD data buffer at least the size of Dreamcast RAM, which is 16MB. And that’s what I did yesterday and that really helped
This method isn’t 100% fool-proof, as a real GD starts streaming data the moment the first read sector lands in its buffer. In our case loading some few MB might take longer and still fail because of that. This however wasn’t a problem so far (or else the whole “offloading to thread” thing would not be possible) and let’s hope it stays that way.
__________________


System Specifications: Athlon64 3200+, 1GB RAM, 9600GT 512MB, 200+250 GB HD, Windows xp sp2
Linktothepast is online now   Reply With Quote
Old July 9th, 2008   #87 (permalink)
Registered User
 
NeoChaos's Avatar
 
Join Date: Jun 2007
Location: San Jose
Posts: 5
Using beta 1.6 with nullPVR v2. Fixed the previous bug in Project Justice at the versus screen, but there's a new bug involving stage textures. Some of the textures in each stage just show up as colored bars, or are barely there. This affects all of the stages, but the most prominent is in the Gorin Dome stage - most of the banners and posters in the stage hardly show up at all.

I've tried all the Paletted Texture, Sort and Modifier Volumes options with the game, and it doesn't seem to fix the issue.
Attached Images
File Type: jpg graphics-bug.jpg (130.5 KB, 19 views)
NeoChaos is offline   Reply With Quote
Old August 15th, 2008   #88 (permalink)
Registered User
 
Join Date: Jan 2007
Location: UK
Posts: 118
Tech Romancer - Has buggy sound on all plug-ins after a while
Virtual On - No Music/Buggy Sound/Few Graphical Bugs
Powerstone 2 - Very few graphical errors
Marvel vs Capcom 2 - Some graphical errors, some backgrounds aren't emulated fully
Space Channel 5 part 2 - Graphical errors and maybe input errors I'm not sure
Propeller Arena - x_x
halomasta is offline   Reply With Quote
Old September 2nd, 2008   #89 (permalink)
Registered User
 
Join Date: Jan 2008
Location: Ireland
Posts: 25
In D2 Swap Disc function is anavailable with any plugin or configuration, game doesn't allow to save at the end of the disc therefore swap disc function needs to be used.
Neo187 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT. The time now is 21:09.

© 2006 - 2008 Emu Forums | About Emu Forums | Legal | A member of the Crowdgather Forum Community


Powered by vBulletin® Version 3.7.0 Release Candidate 3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0 RC5