
And yes, the first part if somehow related to groups of collideble triangles, and has many 0xFFFF. All that means that the collision data consist of five parts. Last edited by tubbster 4th-February-2007 at 20:18. The last is zero, so it points TO the header (no idea why, but it is see emulator’s memory in the bottom window). unless it has to do with compatibility issues, please don't bring up the idea of me switching.
#Recompile block too large epsxe how to
But, I know how to use this plugin, and for the most part, I can troubleshoot it. I'm going to say this now: I know I can use opengl, I know it can probably make better graphics. heatblazer: Yeah, the few glitches are no real issue.

GFX card: NVIDIA Quadro4 700 GoGL (Dell Mobile) 8 bit textures helps a lot in odin sphere on dx9 from 33-37 in some places to 70-85 without any speedhacks, the only way to get almost that much fps is using EE x3 + IOP x2 + waitcycles sync that gets 65-73 without EE x3 that speed is like 33-37. all my characters in Final Fantasy tactics have infinite hp, but they ditch my team after every battle, which did not happen on the console version).ĮPSXe 1.6.0, with -noauto added to the target line its database is lacking, and whenever i go to add codes, (pecedit, manually, in the text file) they all come with crippling side affects (i.e. wHEN running the file sends me this message : ePSXe (error) recompile block too large (28673) (28672) I could use some help please. they all appear as 7Z on my file searcher (.


its getting really irritating when it starts to sound like people are just plugging PEC. epsxe 1.9.25 when running isos (ePSXe (error) recompile block too large (28673) (28672) Im' not sure if its the format of the isos. PEC has been the forefront of many problems for me, but this has been the biggest problem of yet. I've been emulating psx games since day 5. Let me clearify this: I've been emulating fulltime for 2 years.
