Author Topic: Chrono Cross 60FPS hang's culprit  (Read 7680 times)

Marcelo20XX

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Chrono Cross 60FPS hang's culprit
« on: November 01, 2022, 10:11:07 pm »
Lately I started to play the game on RetroArch using the Beetle PSX HW core and by upping the clock to 240% the game mostly plays at 60FPS with some quirks here and there...

But there is a problem from time to time where you get a hang and by looking at the code I found the culprit. There is an opcode command in the game script file that is responsible for the hang...

The opcode is 09 XX YY where, accordingly to the Fieldscripts notes, it Runs a script belonging to the specified entity in blocking mode, where XX is the entity and YY, that of the script under that entity to be run...

Is there anything we can do to avoid this, maybe using another instruction, has someone took a dive to the game's script code and fixed this issue?

ZeaLitY

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Re: Chrono Cross 60FPS hang's culprit
« Reply #1 on: November 20, 2022, 12:25:11 am »
Added to https://www.chronocompendium.com/wiki/index.php/Chrono_Cross_Fieldscript_Notes . I'll make a note in the current site update as well, in hopes it gets more visibility.