PSP error - can anyone help?

cdub30

New member
So, I am new to OpenBOR and Chrono Crash. I downloaded the 6412 build for the PSP. I put a pak in and when I start the game, it has a black screen with "loading" at the bottom and it eventually shuts my PSP off. Can anyone help me resolve this and get it working right?
 
Also on a side note, I can't get the photo of letters to show up for verification when trying to make a post - anyone know a fix? It took me forever to understand what letters were being said in the voiceover. Thanks in advance!
 
C-Dub30

That game is not optimised to work with anything other then the Windows OpoenBOR build it was downloaded with.  I could make this game work with PSP but Merso X has not  permitted me to do so sorry but you can only play that game on Windows.
 
While I don't know much about it, I think the PSP version of OpenBOR can play the same stuff that the Wii version can. Some games that I'm pretty sure work on Wii's OpenBOR include Battletoads, Hyper Final Fight and Final Fight DC.

From my experience most games that don't work are usually ones that are really large (e.g. 250 MBs for example) and/or take a lot of RAM, like games that use lots of .png format pictures. TMNT Rescue-Palooza uses a lot of .png files for it's graphics in addition to high-quality sound effects.
 
There's no rock solid way to know which modules will work and which ones won't without trying them, because that's up to the creator.

Some of us (myself for instance), just don't give a rat's behind about consoles and prefer to make larger, more ambitious modules. Others are very conscious toward portability and try to keep things simpler so their work plays on any supported platform. Others take a middle ground and make multiple versions of their module. Usually a mainline for more powerful platforms, and a "light" version with some features cut for maximum portability.

Which modules are you trying to load? We don't have a perfect list of compatibility, but there are some that we know have 0 chance of working on the PSP. At 32MB, the original PSP is a very memory starved platform.

SonicStorm said:
like games that use lots of .png format pictures. TMNT Rescue-Palooza uses a lot of .png files in addition to high-quality sound effects.

SonicStorm Image format has absolutely nothing to do with compatibility. When used properly the .png format has ~20% better compression than .gif, and both are automatically optimized by the engine on load anyway.

It's the volume of images that matters, along with number of (and yes quality) of sounds, scripts, stage sizes, how the creator chooses to arrange "know" vs. "load", and a lot of other factors.

It's logical to assume bigger modules will use more memory because they are probably more ambitious in general, but the sheer size of a module on disk does not directly affect memory use. The module might be bloated up with material it doesn't actually load, or as is often the case, it has oversized music tracks. That's a common mistake, but doesn't use more memory. Music is streamed and doesn't load into RAM.

DC
 
Damon Caskey said:
SonicStorm Image format has absolutely nothing to do with compatibility. When used properly the .png format has ~20% better compression than .gif, and both are automatically optimized by the engine on load anyway.

It's the volume of images that matters, along with number of (and yes quality) of sounds, scripts, stage sizes, how the creator chooses to arrange "know" vs. "load", and a lot of other factors.

It's logical to assume bigger modules will use more memory because they are probably more ambitious in general, but the sheer size of a module on disk does not directly affect memory use. The module might be bloated up with material it doesn't actually load, or as is often the case, it has oversized music tracks. That's a common mistake, but doesn't use more memory. Music is streamed and doesn't load into RAM.

DC
I thought I heard somewhere that .png (on Wii and PSP) used more memory due to it using an older decompiler? Oops! Thanks for clearing all of this up for me though. I actually didn't know that music files didn't count towards OpenBOR's memory limit. I think I understand how OpenBOR's memory works better now. :)
 
There is a wii compatibility list on the wiki page and  the psp original or 1000 model has 32mb for homebrew but any other model has 50mb and wii has about 60mb
 
SonicStorm said:
I thought I heard somewhere that .png (on Wii and PSP) used more memory due to it using an older decompiler? Oops! Thanks for clearing all of this up for me though. I actually didn't know that music files didn't count towards OpenBOR's memory limit. I think I understand how OpenBOR's memory works better now. :)

What you probably saw is an issue with loading speed. The old .png decoder in current releases is slightly slower per file and it can add up to to noticeably longer load times if you have tons of sprites. But .png is still the newer, superior, smaller format. So it came down to personal preference.

But now the code-base has an all new encoder thanks to Plombo that loads as fast or faster than .gif does. On top of that, he recently released a new version of his palette tool that makes the most of .png's better compression potential, so there's no reason at all to use .gif unless you just want to be stubborn.  :D

DC
 
When I last tested between gif and png they had different file sizes (png being smaller) but they took the same amount of memory in the engine.

Another issue was if a png was using anything less then 256 colour palette it would crash the engine I hope that has been addressed with the new decoder.
 
msmalik681 said:
When I last tested between gif and png they had different file sizes (png being smaller) but they took the same amount of memory in the engine.

I've already explained this over and over - even in this same thread. The engine optimizes files internally, including trimming them down to the closest possible pixels. The main advantage of .png is smaller size on disk. This can be quite significant for download speeds (remember a lot of users here are still on low bandwidth) and low end Android users without a lot of storage.

Another issue was if a png was using anything less then 256 colour palette it would crash the engine I hope that has been addressed with the new decoder.

First I've ever heard of this and I've used .png for years. In any case, it's off topic and Plombo's new app would be crashing the engine if it wasn't (corrected).

DC
 
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