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Resolved [Bug Report] Final Fantasy XII [NTSC-J]
#1
Hi everyone. I met some problems with the game movies in Final Fantasy XII. Thank you all in advance.

# PCSX2 version: Official Beta 1888, Official v0.9.6 release
# CPU options: EErec on, VUrec0 and VUrec1 on, MTGS on, microVU0 on, microVU1 on.
# Plugins used:GSdx 1873(MSVC 15.00, SSE41)0.1.15 DX9, GSdx 1873(MSVC 15.00, SSE3)0.1.15 DX9, GSdx 1873(MSVC 15.00, SSE2)0.1.15 DX 9, ZeroGS 0.97.1
Sound plugins:tried all plugins and it seems that there's nothing to do with the bug.
CD/DVD plugins: same as above.

OS: Windows Xp sp3
CPU: Intel E8400
display card: Nvidia GTS 250


# Description: The movies lag but I get a high FPS. When I start the game, the opening movie blink and lags for every 1 or 2 seconds. And the movie sound lags too when the CG blink and lags. And I got the bug messages from the dos window as below till the movie ends:

sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
sceMpegGetPiture is aborted
   

Lin

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#2
I'm pretty sure I had the same problem. I believe I played around with the speed hacks and one of them was making it really bad. To get it perfect though, I had to run in software mode.
#3
I have the international version and English verison, both work fine in dx10 hardware mode. I don't see any blinking or slow down under native or non native mode. I use the same version with same setting except I use dx10.
AMD Athlon II 245 @ 3.55ghz, 9600GT @730mhz 1115mhz, vista sp2 32bit
#4
Almost all FMVs in all games become somewhat glitchy with the EEx1.5 speedhack enabled. Most become very glitchy with EEx2 and/or VU cycle Steal x2. This is why they're speedhacks, and not default behavior. Wink
Jake Stine (Air) - Programmer - PCSX2 Dev Team
#5
Also the peops spu2 plugin will cause this problem. It should work on ZeroSPU2 or SPU2-x.
#6
Thank you for your report.
This bug report has now been marked as Resolved since it has been fixed on our code base.

This thread will now be closed and moved to the resolved bug reports subforum.
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