Unknown W. Brackets

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From the slow issue for Nayuta, we have these buffers: * Main rendering happens to 0x04000000 / 0x04044000 (512x272x2), typical double buffering. * Depth is at 0x04088000 (512x272x2.) * Temp...

I think I added it on Android as "Memory Stick folder" with the current path displayed, which might make sense for PC. I guess it has a separate option to...

I wonder if we want a sequence of letters or abbreviations to fit all this info on the screen within a screenshot, or if we can just fit it all....

Update: you can save now and generally there are some graphical and performance issues, but it seems to run well. I went just to where you brought Alfina to the...

Adventures To Go! (which is nowhere as good as a Persona game) also has the "too dark" issue. -[Unknown]

The lines seem okay on desktop, at least for me, but it's solid if render resolution is set to 2x. How does this look for you now? Software rendering looks...

For me, this makes it look much more correct on all resolutions: ``` c++ void FramebufferManager::SetLineWidth() { #ifndef USING_GLES2 glEnable(GL_LINE_SMOOTH); if (g_Config.iInternalResolution == 0) { glLineWidth(std::max(1.0f, (float)(PSP_CoreParameter().renderWidth / 480.0f)) +...

I haven't tested this, but #15076 may help. -[Unknown]

Well, a bunch of memory errors don't happen when jit is disabled, so I suppose it's jit related. There's a function at 088640E0 that always has the memory errors, in...

Oh, I see, I was looking for a bigger difference. Hmm, it probably is the same cause then... grr... but there's also the invalid address thing. -[Unknown]