With the new version I can't load or start a new game (starting a new game reproduces the issue that happened in the PSP 1000 https://sourceforge.net/p/zeldat3/discussion/1755854/thread/871648c5/ ).
I already tried with no plugins enabled (but v1 worked fine under the same configuration with plugins).
I've looked at the source changes and I've seen that you changed a lot more from v1 to v2 than just the fish list controls.
Maybe the problem is at main.c? I'm not really sure about how those attributes work.
ps: tested on PSPGo with 6.20 ME 2.2 with permapatch
EDIT: I have recompiled the V2 source with my own pspsdk setup and it works fine.
By the way, could you explain why you changed the PSP_HEAP_SIZE_KB and PSP_MAIN_THREAD_STACK_SIZE_KB attributes?
And out of curiosity, what is the purpose of graphics.cpp and changing all sdl functions?
EDIT2: I changed the time for the casino minigame (as I wrote in the fish list bug thread) and recompile, this time the behavior is the same as with your uploaded eboot.
EDIT3: maybe the problem is in the makefile, it has PSP_LARGE_MEMORY=0. Maybe you have that source from when trying to make it run in a phat psp and made the no sound eboot?
Last edit: suloku 2014-08-11
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I used a backup of the source code that probably still had the PSP Phat changes in it, with the exception of the sound still being enabled, so I think that's were the heap size differences came from. From what I recall, one of the levels would crash when sound was enabled and the memory settings were set so low for the stack. The heap setting needs to always be adjusted inversely to the stack settings by using a negative value to allocate all but the amount reserved i.e. 2800KB.
As far as the addition of graphics.cpp, I was going to replace the SDL graphics routines to deal with the slowdown that you get when in the lost woods (which is due to the software transparency routines being so slow for the fog).
I couldn't reproduce the issues you were having, but I did make the changes to the heap and makefile and am in the process of uploading the new files, so hopefully no one else will have any issues. The PSP Phat people are out of luck, since I don't believe there has been enough downloads to justify a new version for them (and I have no way of testing, since I don't own a PSP Phat).
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I don't know why I had those problems, as I said the first time I compiled the v2 source it loaded my savefile just fine, but then it froze. Then rebooted and tried starting a new game and froze again.
I've been reading about the PSP_LARGE_MEMORY flag and it seems that it being enabled only affects malloc and the Phat psp should still work... But as you said there aren't many downloads and less for phat psp. Still, I have access to a phat, but as you say I don't think it is worth the effort.
Right now I'm playing with a V1 source code with the modification for the fish list bug AND the modification for the casino minigame "bug" (I worte about that in the fish list bug thread). No problems so far, and I've been entering all maps and dungeons looking for a power gem I'm missing.
The newest version of Zelda - Time to Triumph is available for download. It fixes an issue with bringing up the dialog of the fish you caught.
With the new version I can't load or start a new game (starting a new game reproduces the issue that happened in the PSP 1000 https://sourceforge.net/p/zeldat3/discussion/1755854/thread/871648c5/ ).
I already tried with no plugins enabled (but v1 worked fine under the same configuration with plugins).
I've looked at the source changes and I've seen that you changed a lot more from v1 to v2 than just the fish list controls.
Maybe the problem is at main.c? I'm not really sure about how those attributes work.
V2:
PSP_HEAP_SIZE_KB(-1024);
PSP_MAIN_THREAD_STACK_SIZE_KB(512)
V1:
PSP_HEAP_SIZE_KB(-2800);
PSP_MAIN_THREAD_STACK_SIZE_KB(1024);
ps: tested on PSPGo with 6.20 ME 2.2 with permapatch
EDIT: I have recompiled the V2 source with my own pspsdk setup and it works fine.
By the way, could you explain why you changed the PSP_HEAP_SIZE_KB and PSP_MAIN_THREAD_STACK_SIZE_KB attributes?
And out of curiosity, what is the purpose of graphics.cpp and changing all sdl functions?
EDIT2: I changed the time for the casino minigame (as I wrote in the fish list bug thread) and recompile, this time the behavior is the same as with your uploaded eboot.
EDIT3: maybe the problem is in the makefile, it has PSP_LARGE_MEMORY=0. Maybe you have that source from when trying to make it run in a phat psp and made the no sound eboot?
Last edit: suloku 2014-08-11
I used a backup of the source code that probably still had the PSP Phat changes in it, with the exception of the sound still being enabled, so I think that's were the heap size differences came from. From what I recall, one of the levels would crash when sound was enabled and the memory settings were set so low for the stack. The heap setting needs to always be adjusted inversely to the stack settings by using a negative value to allocate all but the amount reserved i.e. 2800KB.
As far as the addition of graphics.cpp, I was going to replace the SDL graphics routines to deal with the slowdown that you get when in the lost woods (which is due to the software transparency routines being so slow for the fog).
I couldn't reproduce the issues you were having, but I did make the changes to the heap and makefile and am in the process of uploading the new files, so hopefully no one else will have any issues. The PSP Phat people are out of luck, since I don't believe there has been enough downloads to justify a new version for them (and I have no way of testing, since I don't own a PSP Phat).
I don't know why I had those problems, as I said the first time I compiled the v2 source it loaded my savefile just fine, but then it froze. Then rebooted and tried starting a new game and froze again.
I've been reading about the PSP_LARGE_MEMORY flag and it seems that it being enabled only affects malloc and the Phat psp should still work... But as you said there aren't many downloads and less for phat psp. Still, I have access to a phat, but as you say I don't think it is worth the effort.
Right now I'm playing with a V1 source code with the modification for the fish list bug AND the modification for the casino minigame "bug" (I worte about that in the fish list bug thread). No problems so far, and I've been entering all maps and dungeons looking for a power gem I'm missing.
Here's the edited v1 source + compiled eboot I've been using, it also has the time for the casino minigame changed from 21 to 26 so it can be actually done in a psp (since the game runs a little slower): https://www.dropbox.com/s/dzlz6uogk5cpvla/Zelda_3T_Src_eboot_V1_2.zip