1942: Joint Strike [NPUB30024] - Printable Version +- RPCS3 Forums (https://forums.rpcs3.net) +-- Forum: PS3 Commercial Games (https://forums.rpcs3.net/forumdisplay.php?fid=4) +--- Forum: Playable (https://forums.rpcs3.net/forumdisplay.php?fid=5) +--- Thread: 1942: Joint Strike [NPUB30024] (/showthread.php?tid=174638) |
RE: 1942: Joint Strike [NPUB30024] - ps0ne - 07-14-2016 This is full game, no demo. Game works nice, came back to halfplayable. Water effects works in opengl. No flickering. Just some textures corrupted. Bullets are invisible. RE: 1942: Joint Strike [NPUB30024] - ps0ne - 10-19-2016 After latest OGL improvements, game now gained: visible bulltes, enemy ships textures, medals and bombs textures, enemy ships destroy counters. Now, lets check for vulcan and dx12. If all corrents, maybe move to playable? RE: 1942: Joint Strike [NPUB30024] - ssshadow - 10-19-2016 Great, also post some screenshots, and for the sake of it a log file. RE: 1942: Joint Strike [NPUB30024] - ps0ne - 10-19-2016 Here you have. RE: 1942: Joint Strike [NPUB30024] - EmuBench - 10-25-2016 I've got some footage, some bullets are missing cos i'm getting hit without noticing, many objects look like placeholders. I guess i could get better speed on recompiler but i didn't want to wait for it to load. RE: 1942: Joint Strike [NPUB30024] - ps0ne - 10-25-2016 nice. im afraid you dont use here nevest version that has some fixes RE: 1942: Joint Strike [NPUB30024] - digitaldude - 02-18-2017 rpcs3-v0.0.1-2017-02-18-22c0f0d6_win64 Bullets are all visible now, no placeholders, everything looks right. it's playable. RE: 1942: Joint Strike [NPUB30024] - tchoutchou - 01-05-2018 If you want to avoid the message: "no profile found", go to options and change the music and sfx volumes. It's a known bug. It doesn't save your progression though (it was designed with the old "arcade spirit"). RE: 1942: Joint Strike [NPUB30024] - digitaldude - 01-05-2018 Strangely enough I believe this bug is also on the actual PS3. RE: 1942: Joint Strike [NPUB30024] - Bavanity - 10-14-2023 Hi.... The sound of the missiles is crazy loud.. I am not over exaggerating, it's terrible and hurts my ears. I have to set sound FX to basically be inaudible vs the music, otherwise I would get a real headache as the missile sound is THAT out of proportion. Luckily I own both the 360 and PS3 versions of this game (bought the 360 one first and realised I hated d pad location so it was so cheap on sale bought the PS3 one too) so can play it in both Xenia and RPCS3. The sound isn't an issue in the original PS3 game from memory, and Xenia replicates the sound correctly for the 360 version. I have sourced a PS3 un emulated video on YT and it sounds correct, whereas most videos playing the PS3 version are in fact also using RPCS3 and show the problem. To put it into perspective, if I set music to say 80 percent, and FX to just 20 percent, the missiles are still like 5x as loud as they should be (as a guesstimate, probably more) but shots and explosions can barely be heard. Does anyone know of any workaround to fix this? I have googled for a good half hour+ and found nothing. I'd appreciate it! And before anyone says "play the 360 version on Xenia": Well, I AM. But it's one of the games that flickers when upscaled on Xenia, so I am stuck to 720P on a 4K panel (yuk), and with RPCS3 I can play it in 4K. I can actually also create custom controller profiles in RPCS3, and so, so easily! For example, I have set the X button in RPCS3 with a "1942 controller profile" to both X and right bumper on the physical gamepad, so I can activate auto fire on right bumper and hold X down when I want to use the power weapon. Trying to do both with one button is a pain as I constantly have to deactivate auto fire and re activate it. I have also created a custom profile for R type dimensions which is better than any of the factory settings (again, THANK YOU RPCS3 team). I have also mapped bombs in 1942 to left bumper rather than the bad position they are by default (triangle). Therefore no delay when I need to use one to dodge a bullet vs my hand leaving the button to jump up to the triangle (or Y with Xbox) with default setup. This multiple binding feature to one controller input of RPCS3 is *BRILLIANT*, and really helps an old fart like me with shooters and the like as my hands get stuck in position very quickly otherwise (arthritis and more). Both emulators play it fine at 120 FPS which is *really* nice, as this game, especially on PS3, has some input lag, and it's quite nasty at 60 FPS on RPCS3. Xenia again is much tighter in that regard, but I think it's just this game, as RPCS3 latency is normally fantastic. At 120 FPS it feels much better lag wise. I do still have my 360 console in my game room as I am getting games off of it asap, but I got all my PS3 games off my PS3 and finished it months back and it's been put away in a box. I don't have the space for it anyway nor the inputs, the 360 is a very temporary thing just so I can get the Xbox live stuff and my bought download games which I idiotically did for a few of them rather than buy the disc version - luckily not TOO many of those multi gigabyte monsters, but I have bought a bucket load of arcade games and the like. Lots. Any help appreciated. Cheers |