Star Ocean: Till the End of Time: Difference between revisions

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|macstatusNTSCJ    =
|macstatusNTSCJ    =
<!-- Windows specs -->
<!-- Windows specs -->
|pcsx2ver          = 0.9.9 r5127
|pcsx2ver          = 1.3.0-20140610102852
|gsname            = GSDX
|gsname            = GSDX
|gsver            = r5125
|gsver            = 20140610102852
|soundname        = SPU2-X
|soundname        = SPU2-X
|soundver          = r5112
|soundver          = 20140505093935
|padname          = LilyPad
|padname          = LilyPad
|padver            = r5112
|padver            = 20140505093935
|dvdplugname      = Linuz Iso CDVD
|dvdplugname      = Linuz Iso CDVD
|dvdplugver        = 0.9.0
|dvdplugver        = 0.9.0
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|comment          = The orginal NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. Older version of GSdx for the director's cut may have speed issue due to the crc is not captured.
|comment          = The orginal NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. Older version of GSdx for the director's cut may have speed issue due to the crc is not captured.
The PAL version also have speed issue because the CRC isn't yet included in GSdx. To fix the abnormal high GPU usage manually add <pre>allowhacks=1</pre> to your GSdx.ini (found inside the "ini" folder of PCSX2 directory), then open GSdx Configuration Window and set the new option "Skipdraw" to 1. This fix works only in newer revisions of GSdx.
The PAL version also have speed issue because the CRC isn't yet included in GSdx. To fix the abnormal high GPU usage manually add <pre>allowhacks=1</pre> to your GSdx.ini (found inside the "ini" folder of PCSX2 directory), then open GSdx Configuration Window and set the new option "Skipdraw" to 1. This fix works only in newer revisions of GSdx.
The "Direct3D10" can erase the black dots on the character's faces.
The "EE Cyclerate" speedhack can break the cutscene.
<!-- Linux specs -->
<!-- Linux specs -->
|linuxpcsx2ver    = untested
|linuxpcsx2ver    = untested
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==Known Issues==
==Known Issues==
===Wrong bloom effect on upscaled resolution===
A bloom effect misplacement issue similar to Tales of the Abyss occurs when running the game at higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).


===Dragon Flute button press problem===
===Dragon Flute button press problem===
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After you are done with this dungeon you can restore the normal setting for L2/whichever key you remapped.
After you are done with this dungeon you can restore the normal setting for L2/whichever key you remapped.
===Savestate errors===
Playing on the Windows version of the emulator (build r3878, plugins also 3878), occasionally when entering battle the emulator will hang. Worse, the player will discover that the last (most recently made) savestate would hang the emulator when loaded, even after restarting - effectively, that savestate is no longer valid. This has been observed to apply especially to savestates made where an enemy is visible onscreen, and on lower spec systems where the emulator shows a framerate drop. If the logging window is open, a slew of errors can be observed (brown-colour text); they mostly compose of "TLB Miss" errors which have been mentioned as issues in some other games. Worst of all ''there appears to be no way to verify whether a savestate is corrupt in this way'' until the game actually hangs.
Oddly, the error only occurs fairly soon after a savestate is made and a battle is attempted. One solution would be to never make savestates except exclusively during peaceful town sequences. Obviously this will not be acceptable to many. Another solution, although there is no 100% guarantee, is to try savestating when no enemies are in the immediate vicinity and the emulator is not experiencing any slowdown in fps. In other words don't savestate when there is a lot going on. If on a battle map try to limit savestates in cleared regions only or face the camera away from any enemies so that there is a minimum of moving things needing to be rendered by the emulator. Another way is press triangle to open the menu and save, I have tried and it work perfectly.
It is strongly advised that players alternate between multiple savestates in order to have backups to rely back on, or keep savestating to a minimum and use the game's actual memcard save function instead. Just be aware that if you reload from a memcard game save you'll have to rebuild your bonus battle gauge.


==Additional comments==
==Additional comments==


An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub.
An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.


==Additional comments 16.04.2012==
==Additional comments 16.04.2012==
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