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Gekijouban Madoka Magicka: The Battle Pentagram [PCSG00214]
App summary
- App name: Gekijouban Madoka Magicka: The Battle Pentagram
- App serial: PCSG00214
- App version: 1.00
Vita3K summary
- Version: v0.1
- Build number: 1804
- Commit hash: https://github.com/vita3k/vita3k/commit/9230dc8e
Test environment summary
- Tested by: Yeff Scry
- OS: Windows 10
- CPU: AMD Ryzen 3 1300x
- GPU: Nvidia GeForce GTX 1050 Ti
- RAM: 8 GB
Issues
Shows a black screen and an fps counter and plays a loud repeating sound.
Log
Vita3K summary
- Version: v0.1
- Build number: 1875
- Commit hash: https://github.com/Vita3K/Vita3K/commit/4ca67af2
Issue:
- unicorn error after video finished or skiped
- video glitch with jump frame and no have sound
Screenshots:
Log
The game runs at 2 fps max lmao
The game runs at 2 fps max lmao
game is full speed now
The game runs at 2 fps max lmao
game is full speed now
I mean, that's awesome, but the audio during the story parts is still pretty choppy lol, still finally playable
I've also noticed the graphic bugs that make most of the background parts kinda clip through the characters, which can be quite bothersome at times lol
I've also noticed the graphic bugs that make most of the background parts kinda clip through the characters, which can be quite bothersome at times lol
yes no worry, is commun issue on very lot game, transparency issue etc
the game started, the only bug that I noticed is that the game can sometimes hang tightly. madoka hovered in place and began to shake at the end of the mission
pentium e6700 4 gb ram gts 450
screenshot of game
ok, audio issue have been fixed.but graphics bugs is still exist. At least we can run this game almost normally now.
how are y'all getting more FPS than 20 lmao please tell me T_T
having a good pc, thats it.
Whenever I enable scaling or not, some screen effects (arrow effects, explode effects, etc) render only on 1/4 of the screen (OpenGL)
Madoka's arrow effects are cut off to the top-left of the screen (OpenGL):
It renders correctly with Vulkan, which should look like this:
Homura's rocket launcher explosion effects are scaled to the top-left of the screen:
Vulkan renders correctly:
The weird screen filter effect when Madoka drops Quebey is also scaled:
What's more, shadows can't be rendered normally neither with OpenGL nor with Vulkan (see the screenshots above)
Also I have another problem every time I try to use homura the screen remains completely and does not show me the character when instead I use it as a partner the 3d model of Homura is not seen if the character does not exist How can I solve the rest everything is fine for the rest attacks you hear the voice is but and like a @haojiezhe12345 Maybe it will be the fault of my version is damaged that you can send me the download link fo I want to clarify it happens to me only with homura
r the fixed versions tell me please.I need your helpI can do everything but obviously I don't see anything i am using the emulator of course
I want to clarify it happens to me only with homura
I didn't face any problems when playing on the latest vita3k update
the game runs great until the last stage of the prologue (Walpurgis' Barrier), where most of the screen becomes gray (does not freeze).
the game runs great until the last stage of the prologue (Walpurgis' Barrier), where most of the screen becomes gray (does not freeze).
When you used akemi homura it will be gray screen(vulkan mode) The only way to solved this is run game in opengl mode
the game runs great until the last stage of the prologue (Walpurgis' Barrier), where most of the screen becomes gray (does not freeze).
When you used akemi homura it will be gray screen(vulkan mode) The only way to solved this is run game in opengl mode
oh, nice! thanks for the advice!
Hi! I am on Windows 11 and running the latest version of Vita3K. I am running the translation patch of this game (It was finished a few months ago) and it's getting stuck right after opening the game. This error repeats continuously. Log files attached.
[19:11:53.402] |C| [ArmDynarmicCallback::MemoryRead]: PC is 0x0 [19:11:53.403] |E| [ArmDynarmicCallback::MemoryRead]: Invalid read of uint32_t at address: 0x8 PC: 0x00000000, SP: 0x00122000, LR: 0x000e1001 r0 : 0x00000000 r6 : 0x00000000 r1 : 0x00000000 r7 : 0x00000000 r2 : 0x00000000 r8 : 0x00000000 r3 : 0x00000000 r9 : 0x00000000
r4 : 0x00000000 r10: 0x00000000 r5 : 0x00000000 r11: 0x00000000 r12: 0x00000000 Thumb: false
Any help would be greatly appreciated as I've waited a few years to play this game. Thanks!
Wait... It worked in a previous version? Do you know in which one? Also, if you don't mind to share. How did you make the patch work? I want to learn as well :)). Also, thanks a lot, it's working!
Wait... It worked in a previous version? Do you know in which one? Also, if you don't mind to share. How did you make the patch work? I want to learn as well :)). Also, thanks a lot!
The translation patcher assumes that the eboot.bin is decrypted, but not decompressed (this is the case when you decrypt eboot.bin using FAGDec from real Vita, and also, the previous version of Vita3K), so it will try to decompress it first using vita-unmake-fself.exe
, then change those Japanese strings, then apply patches using vita-elf-inject.exe
.
But in the later version of Vita3K, when you install the game, the eboot.bin is decrypted, and, decompressed by the emulator. So when the translator decompresses the eboot.bin already decompressed by the emulator, it will result in the file being corrupted.
What I have done was just simply change those strings directly in the decompressed eboot.bin. Note that it can only be used in Vita3K, the real Vita doesn't recognize the decompressed eboot.bin.
Nice. Thanks for the explanation! It makes sense.
getting some errors when trying to play as homura (grey screen with no freezing, it's a rendering problem) on latest vita3k as for 13/2/24
crashed after some time playing which cause my system ui to crash/have black wallpaper,the device i am using is Redmi Note 9s
I use the eng patch version,the part it crashed on is random and doesn't have a pattern..play for a bit(1 stage),saved the file..play another stage and then it crash..
vita3k version used is android 11
Whenever I enable scaling or not, some screen effects (arrow effects, explode effects, etc) render only on 1/4 of the screen (OpenGL)
Madoka's arrow effects are cut off to the top-left of the screen (OpenGL):
It renders correctly with Vulkan, which should look like this:
Homura's rocket launcher explosion effects are scaled to the top-left of the screen:
Vulkan renders correctly:
The weird screen filter effect when Madoka drops Quebey is also scaled:
![]()
What's more, shadows can't be rendered normally neither with OpenGL nor with Vulkan (see the screenshots above)
how did you get homura to render properly in vulkan mode? every time I load a map with her on it in vulkan it turns gray