(07-07-2009, 03:54 AM)ReaL Wrote: [ -> ]Hi Gabest
Please make a new version of GSDX with the Frameskip Mod for Fixing the Blinking Error in Dragonball Z Budokai Tenkaichi 3 because the old gsdx with Frameskip mod make a not so good performance !
BestWishes
ReaL_DX
No idea what this frame skip mod is, use the ntsc version.
(07-07-2009, 01:50 AM)shadow0000 Wrote: [ -> ]Wild Arms 3 [U]
Really minimal, there are lines or weird borders on the title screen, and text can be seen over objects that are actually on top, not sure if it's another z buffer issue. I am not sure if any of these are affecting other parts in the game.
Could you also include the bmp in the future? It's hard to recignize which gs is which after a while
The menu is a dx9 z buffer problem, dx10 looks ok.
(07-07-2009, 10:34 AM)Gabest Wrote: [ -> ] (07-07-2009, 03:54 AM)ReaL Wrote: [ -> ]Hi Gabest
Please make a new version of GSDX with the Frameskip Mod for Fixing the Blinking Error in Dragonball Z Budokai Tenkaichi 3 because the old gsdx with Frameskip mod make a not so good performance !
BestWishes
ReaL_DX
No idea what this frame skip mod is, use the ntsc version.
The Blinking Error is back since r14xx, even with NTSC version (which I use). It begans with a bloom error since r1341 et now it's a blinking problems. Do you want a video of the problem ?
I checked the files. It's not a CRC problem.
I was testing dbzbt3 a few days ago, rarely half of the screen is blended wrong (but there is no black-only picture anywhere), is that you mean?
(07-07-2009, 01:50 AM)shadow0000 Wrote: [ -> ]Wild Arms 3 [U]
Really minimal, there are lines or weird borders on the title screen, and text can be seen over objects that are actually on top, not sure if it's another z buffer issue. I am not sure if any of these are affecting other parts in the game.
The fix for true love story 3 makes those lines... The image is mapped from 0-257 (texture) to 0-256 (screen) with wrap around mode, last pixel should be read from something like (int)255.999... but with that fix it just jumps to 256 which wraps to 0. I don't know why they couldn't just map that damned image 1:1.
Yeah .. Guys you Right .. This Screen Blinking error is not good for my eyes ... and in your GSDX version 1.4 the Blinking error is fixing .. have you any idea to do this again ? because i can buy the NTSC verison i have only Pal Version ....
PS : sorry for my very bad English xD i come from Germany
Hi everybody,
just wanted to ask if recording/capturing using F12 is currently disabled? I used GSdx (rev 1076) to record some scenes and everything worked fine. But in later builds (current SVN) when pressing F12 no output dialog appears and I'm unable to start recording.
Thanks in advance for your reply
It's been broken since gsdx started using key events from pcsx2 (the way it should be), but only f5-f7 are sent to the gs. One solution would be to create an on screen menu, the three function keys are too few.
I have a problem with the newest version. After i tried to start ico the pcsx2 crashes after the "playstation 2" screen.
It worked fine with the last version i used. (1467)
(07-07-2009, 01:10 PM)Gabest Wrote: [ -> ]I was testing dbzbt3 a few days ago, rarely half of the screen is blended wrong (but there is no black-only picture anywhere), is that you mean?
I'll send tonight a video of the problem. Maybe this is because I don't have a genuine NTSC version but only a converted PAL.
So in some previous versions of gsdx, I wasn't being able to take screen shots with F8. With 1.15 that was fixed and I can do so, which is great. Thanks for that!
However, now the problem is F5 won't work for changing interlacing options while the emu is running. Any ideas?