Resolved: [Bug Report] MLB Power Pros 2008 [NTSC-U]
#11
Using a (Software) or Direct3D9 renderer in GSdx? I've only seen "out of memory" errors happen with those in 0.9.8 but never with Direct3D10/11 (Hardware).
Core i5 3570k -- Geforce GTX 670  --  Windows 7 x64

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#12
dx10. However, I'm using the alpha hack, offset hack and skipdraw hack. Could these possibly be hurting me at all? They were graphics hacks I used with my Yakuza 2 disc.
#13
ok just tested - the graphics hacks have nothing to do with the memory leak
#14
how did you test the graphics?
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#15
(05-27-2011, 10:45 AM)refraction Wrote: how did you test the graphics?

How? You mean like, what process did I go through?

I'd basically just load up a game of baseball inside MLB Power Pros as a pitcher in mlb life mode.

Once with graphics hacks, once without.

You can extend the time before a memory crash if you keep everyone from hitting anything. That way the game never has to look at the whole stadium.
#16
Can anyone with this game try with GSdx 0.1.14 and see if the same happens?
http://forums.pcsx2.net/Thread-GSdx
Core i5 3570k -- Geforce GTX 670  --  Windows 7 x64
#17
After some testing we found out r1549 of GSdx started this issue (on other games as well)
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#18
Unfortunately that rev changes several things at once, and they're hard to separate and test :/
#19
(07-05-2011, 09:04 AM)Shadow Lady Wrote: Can anyone with this game try with GSdx 0.1.14 and see if the same happens?
http://forums.pcsx2.net/Thread-GSdx
I had the same Memory hole problem with "Tour de France"(2002), but with the 0.1.14 version of GSdx everything works fine now.


#20
I've managed to play this game without problems with PCSX2 0.9.4 you only need to use GSdx9 (MSVC 14.00, SSE2)0.10.0 with Pixel shader 3.0 and with a check on palettized textures.
Also I played Jikkyou Powerful Pro Yakyuu 14 the japanese version without problems with ZeroGS KOSMOS 0.97.0 on PCSX2 0.9.4.




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