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Thread: problems with Virtua Striker 2 and Sports Jam

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    Talking problems with Virtua Striker 2 and Sports Jam

    Hi Guys
    Im new here to the forums.

    I have been running these two games virtua striker 2 and sports jam on Nulldc 104_r136 (I assume its the latest version). I have those games on my dreamcast console but I always wanted to play them at Higher quality than what the dreamcast offers as much as as I can , and I assumed that can only be done on nulldc. The problem is that both games get a bit laggy (tried both cdi and gdi). my settings on nulldc:

    Resolution: maximum supported (highest quality)
    Aspect Ratio: strech
    Paletted Textures: Dynamic,Full
    Sort: triangle
    Modifier Volumes: Normal and Clip(slowest,highest accuracy)
    Zbuffer mode D24fs8 (fast when available , best precision)
    texture cache mode: delete old

    and I play the games on full screen with my laptop hooked to my 42 inch hd tv.

    for my laptop , its a macbook pro with windows 7 ultimate 64 bit installed on the boot camp. with a processor 2.66 GHz , 8 GB ram.

    I dont know if the problem is from the laptop, nulldc, or the games themselves.
    please if someone can point out in case if there is a better null dc version to play those games, or are there better copies for the games.

    thanks alot

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    It's your system specs that is the problem and no that is not the latest version of NullDC but upgrading the version will not help you

    If you run in VGA mode it will look very nice on a large screen anyway I run my Dreamcast on a 43 inch TV via VGA, you do not need to make it run any higher than 640x480

    Buy a VGA cable or box for the Dreamcast or mod your dreamcast to have a VGA port and enjoy

    Some games will need patching for VGA mode to work and there are 16 english games that don't have VGA supported

    nullDC v1.04 r150.zip is the latest version, I obviously did not compile that one though, I did not re pack it either with respect to the guy that actually compiled it from the official NullDC source files

    The games have nothing to do with it specially as you tested a GD-Rom dump as well, there are some games made into Mil-CD aka selfboot in the past that had issues due to the build of disc but that is in the past if you grab newer builds

    Revision notes:-..There are some speed boosts so you may get lucky in the newer revisions.

    r150 [Memleaks and misc patches by mathew1800. Closes Issue 477. Closes Issue 478. Thanks. =)] Mar 9, 2013
    r149 [audio:nullaica doesn't play nice with the configurable high precision timer(Revert & todo: fixed global timing to 50(PAL)/60(NTSC) ~ 20/16.7ms/frame)] Feb 11, 2013
    r148 [release-build-conf:Disable STL exceptions/Disable FPU exceptions/Disable vertifications/Align POD/Struct data/Disable FP generation for a speedup of 10-15%] Feb 9, 2013
    r147 stable [renderer:Moved testing code to separate branch renderer:All stable optimization changes have been integrated to the stable branch renderer-naomi:Protect texture cache from unknown/unsupported formats (Fixes crashes in few games)] 2013
    r146 [Revert back a mindless change in pvrlock] Feb 1, 2013
    r145 [renderer:Prevent textures for being updated more than once per pass. renderer:Rm/ unused code Emitter:Some temporary cleanups/fixes as an excuse for it 'screaming' for a complete rewrite] Feb 1, 2013
    r144 [+Impl/ ImgReader MDS/MDF Support] Jan 31, 2013
    r143 [*Render state cache : Do not reset single pass states *Texture cache : Do not destroy textures if S0(w,h,bpp) match S1(w,h,bpp) (where S stands for state) but update them. *Do not map/unmap already mapped/unmapped codeblocks +Impl/ sequential_stream] Jan 30, 2013
    r142 [+New texture cache manager w/ O(1) find() method +Impl/ render state manager +Impl/ faster sorting method for alpha/z-ordered poly renderer -Removed/Replaced (unused)code *Optimizations for streaming textures *Optimized emu main loop *Tons of fixes/opts] Jan 27, 2013
    r141 [Missing return statement in ioctl code ! Fix issue 432 (thanks for reporting !)] Apr 10, 2012
    r140 [chd: support for newer format chds arm: read rotates for unaligned, force alignment (fixes audio in some games)] Mar 20, 2012
    r139 [pvr/threading tweaked the render timing a bit, further 2-3% speedup on 3d heavy scenes for multicores ..] Sep 13, 2011
    r138 [nullAICA/audiosteam: --Improved the way audio sync works, editing some code that called to win32 way too often --moving 1 line around: +10% on speed (from 440 to 485% on my pc ..)] Sep 13, 2011
    r137 [(Very) primitive d3d11 renderer: Sets up stuff, draws geometry, nothing much more ..] Sep 13, 2011
    r136 [Updated SDL binary. drkMaple: -. Re enable LG LCD (VMU) support by default, again.] Aug 21, 2011
    Last edited by Zorlon; 27th-May-2013 at 21:23.

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