squall_leonhart
The Great Gunblade Wielder
Set RSP CPU Method to Interpreter (in debugging menu). It can get in game, though the easiest way is to save state with Jabos then load state.
Pokemon Snap works well in 1.6 with the RSPrecomp plugin, still core issues though.
Not tested any of the others on the list, but that method should work for a few more that get that error.
Trotterwatch, with (edited)Battle for Naboo(edited), the only way to even get to the N-Logo is to have it in interpreter mode.
and it still crashes... and thats with Jabo's plugin.. so i think the issue is with this version of the rom and PJ 64 1.7
hmm
rom name 'Battle for Naboo'
key 'res_x' value 1024
key 'res_y' value 768
key 'fs_res_x' value 1024
key 'fs_res_y' value 768
key 'hires_fb' value 1
key 'force_swap' value 0
key 'no_npot_fbos' value 1
key 'fb_info' value 0
key 'threaded' value 1
key 'async' value 0
section 'ZELDA MAJORA'S MASK'
section 'MAJORA'S MASK'
section 'Banjo-Kazooie'
section 'BANJO KAZOOIE 2'
section 'BANJO TOOIE'
section 'MARIOKART64'
section 'ZELDA MASTER QUEST'
section 'THE LEGEND OF ZELDA'
section 'Beetle Adventure Rac'
section 'Stunt Racer 64'
section 'Perfect Dark'
section 'Resident Evil II'
section 'rogue squadron'
section 'MarioGolf64'
section 'Blast Corps'
viewportOffset 20
fix hend
fix hend
creating fbo 71b800 320x239 (1024x1024) fmt 0
Creating depth buffer 0 1024 x 1024
creating fbo 5f6000 320x239 (1024x1024) fmt 0
Creating depth buffer 71b800 1024 x 1024
creating fbo 61b800 320x239 (1024x1024) fmt 0
creating fbo 6b3000 640x479 (2048x2048) fmt 0
Creating depth buffer 71b800 2048 x 2048
creating fbo 749000 640x479 (1024x1024) fmt 0
Redimensionning buffer
creating fbo 6b3000 640x479 (1024x1024) fmt 0
creating fbo 6ad800 400x447 (1024x1024) fmt 0
creating fbo 556000 400x447 (1024x1024) fmt 0
Creating depth buffer 6ad800 1024 x 1024
creating fbo 5ad800 400x447 (1024x1024) fmt 0
z64 assert failed (rgl.cpp : 1278) : nbChunks < MAX_RENDER_CHUNKS
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