|
Post by kinghanco on Dec 15, 2006 1:10:15 GMT -5
Yes, certainly looks like you have black borders top and bottom in those pictures, kinghanco. It also looks like the borders are not quite as large as in pSX, but since there are no lines showing at the top of your screen, it's likely you have the edges of your picture set outside the visible area. Yes the black boarder is ok on pSX. It just like the tv. But half of it is hidden on tv. I did realize that the game is is cover up on the right side of the screen by half an inch on tv. Ok the game screen part is ok then. Report will be remove from my list on this. error8.png, DCP_0529.JPG and DCP_0530.JPG gone.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 10, 2007 6:59:02 GMT -5
BUMP. 1.7-1.11 scph-1001 winxp SLUS_000.67 I noticed that 1.7 version is absent from the compatibility list, so I'm just here to confirm the same freezing issues with that version as well. I haven't witnessed any speechlag though, just the transition hallway freezes and menu freezes. I'd also note that the menu freezes have never been permanent for me, I just fastforward until it goes by. I can also confirm that the freezing seems less frequent when played from physical disc or mounted image, as well as that the -r switch seems to have a positive effect as well. Or I could have just been super lucky when using the switch?
|
|
|
Post by psicomaniaco on Apr 10, 2007 9:28:55 GMT -5
No matter what version I use, this game NEVER freeze PERMANENTLY for me.
And like I said before, oppening the menu BEFORE going to a new area always helps.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 11, 2007 19:11:57 GMT -5
I tested the 1.11 the most (as I play the game with it) and the permanent freezes occur on the transition room regardless of my settings and game loading methods.
But yeah, since reading this thread I have done the menu opening thing just before entering a new area, and while the occasional menu freeze is annoying, atleast it's not permanent and easily fastforwarded.
Oh, and I forgot to mention that the occasional music not looping is also present in 1.7. I also noticed that sometimes when the music starts (when entering a new area, for example) it stutters just a little, barely audible, but it's there. And that's about it.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 13, 2007 12:20:09 GMT -5
One addition that I forgot to mention.
Sometimes (this is quite rare, only happened twice so far) the controller stops responding mid-game. I initially suspected that it might have something to do with my pad converter, but as it turns out, keyboard controls are dead as well. I can go to the config screen and reconfigure the pad without a problem, but when I get back in-game, it's still dead. Note that the emulation is still running, I can fastforward, quicksave etc. Only way to recover from this, afaik, is to reset the emu.
Also note that this could be a bug (I changed to 1.12wip since the initial report) and not a compatibility issue, but I can't be sure as this is the only game I have been playing lately.
Anyone else seen this happen?
|
|
|
Post by soltis on Apr 22, 2007 17:31:17 GMT -5
Version 1.11, loaded from save points only, no save states.
All sound options enabled, gfx options are all default/auto with vsynch enabled.
Everything else is default.
I experience freezes when I pause the game, or when I transition from one area of the game to the next (via the empty hallway screen). They happen quite randomly, but picking up items and 3D animations (the rotating book case in the library, for example) seem to make it much worse.
I'm using a mounted CCD image, which I ripped myself. I could also try mounting the CD drive directly, with the game disk in it, if you want further verification.
|
|
|
Post by smegforbrain on Apr 23, 2007 0:09:33 GMT -5
The issue of random freezes has been reported with both images and CD, but it never hurts to check again anyways, soltis.
|
|
|
Post by soltis on Apr 23, 2007 22:23:19 GMT -5
Mika:
I can confirm the controller/unresponsive bug in version 1.11.
|
|
|
Post by patrickp on Apr 24, 2007 2:34:57 GMT -5
@mika & soltis: what happens if you do a save state when the controller/keyboard control stops responding, you reset (or even completely restart) the game and then load the savestate? Is it still frozen?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 24, 2007 4:20:44 GMT -5
@mika & soltis: what happens if you do a save state when the controller/keyboard control stops responding, you reset (or even completely restart) the game and then load the savestate? Is it still frozen? Nope, it's not frozen after loading the quicksave. It continues as if nothing was ever wrong.
|
|
|
Post by hermitmaster on Jun 21, 2007 17:01:26 GMT -5
BIOS: scph1001.bin Game ID: SLUS-00067 Name: Castlevania: Symphony of the Night (US-NTSC) OS: Windows Vista Basic Hardware: Pentium 4 3.0 gig., 2 gig. Ram Disc image: ccd and from original disc pSX version: 1.11
I have discovered some work-arounds and indications that you will have a problem. First, always turn on -r switch as it helps with menu transitions and dialogs. Second, turn on the status icons (cd, xa, etc.). If you enter a cd hallway and the status icon is blinking XA you must return to the previous area and try again or you will ALWAYS suffer a permanent hang. Menu transition still has some lag randomly, so just fast forward through it. Loss of control does happen on occasion as previously stated in the thread and to fix that you must do a quick save and reload. The only bug that seemingly can't be fixed is the music looping problem, but hopefully in the next version it will be fixed. I have tested thoroughly for over 12 hours, so my information I find quite accurate. If anyone finds anything else please post results.
P.S. I would also like to say that I tested both disc and ccd image and found no changes in known bugs. The game seems to respond exactly the same either way.
|
|
|
Post by hguols on Jun 21, 2007 23:18:47 GMT -5
I've had the same problems in Castlevania: SOTN with version 1.11, but if you pause the game (Start button) in the CD areas before new areas, before bosses, and other music changes (like the room with the giant clock or Succubus/Nightmare) then it won't lock up.
If you pause it, and it takes a couple seconds to get to the menu, it would have locked up if you didn't pause it.
Oh, and with Richter, if you pull the map up, it does about the same thing. ...you know, since he doesn't have a pause menu.
|
|
|
Post by hermitmaster on Jun 23, 2007 13:29:33 GMT -5
[glow=red,2,300]UPDATE ![/glow] As hguols said if you pause in cd hallways you won't have a problem. I still find it best to use the status icons, but rather than going back to previous area simply pause the game in the hallway and unpause. Pausing stops the game from reading XA data. As for the permanent hangs I have now discovered a workaround. If you suffer a permanent hang simply eject the cd/image from the menu and reinsert it. Your game will pick up in the same spot with no trouble. Now if we could figure out the music looping.
|
|
|
Post by smegforbrain on Jun 24, 2007 17:45:59 GMT -5
Would you guys mind testing these workarounds on a couple of other versions of pSX, like, say, 1.4 and 1.7 or something? Just so we can see some consistency, and I can make one simple entry for this game (somehow).
|
|
|
Post by hermitmaster on Jun 25, 2007 16:30:10 GMT -5
Tested in 1.6 and the bugs seem to be the same. As for the workarounds, if you encounter a hang while changing areas via load room and eject and rainsert image/disc the game will load, but with the tileset from previous area. Everything else seems the same. In 1.7 same bugs, but if you try to eject cd/image pSX crashes. In 1.8 load bug only seems to happen after a boss fight and not in loading hallways. Also it is always recoverable with the eject/reload method. 1.9 appears to do exactly the same as 1.6. Version 1.10 no bugs found, fully playable and the sound even seems to loop correctly. These tests are based on 20 mins. average playing time.
|
|