Is this on Lollipop?beansta wrote:For some reason i was getting weird freezes until i turned on 16 bit rendering. (White 2) havent had a freeze since.
Pokemon black 2 crash
Re: Pokemon black 2 crash
Re: Pokemon black 2 crash
No im running CM11 (Kitkat)Exophase wrote:Is this on Lollipop?beansta wrote:For some reason i was getting weird freezes until i turned on 16 bit rendering. (White 2) havent had a freeze since.
Devices running Android:
- Samsung Galaxy Note 4 (CM12.1, overclocked, undervolted)
- Asus Nexus 7 2013 (Stock Marshmallow...to play Pokemon GO on...)
- Tenfifteen QW09 SmartWatch (Kitkat)
- Fujitsu Lifebook T4410 Touchscreen Laptop (Remix OS 3.0)
- Samsung Galaxy Note 4 (CM12.1, overclocked, undervolted)
- Asus Nexus 7 2013 (Stock Marshmallow...to play Pokemon GO on...)
- Tenfifteen QW09 SmartWatch (Kitkat)
- Fujitsu Lifebook T4410 Touchscreen Laptop (Remix OS 3.0)
Re: Pokemon black 2 crash
Do you know if you're using updated Adreno GPU drivers, or the ones that come with KitKat? We've encountered problems on Lollipop that appear limited to Adreno so probably driver related, and they're related to texture update (16-bit gets around it)beansta wrote:No im running CM11 (Kitkat)
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- Posts: 60
- Joined: Mon Aug 12, 2013 12:22 pm
Re: Pokemon black 2 crash
For me, turning off "ignore gamecard limit" fixed the said problem. I don't know what that option does anyways. Should have left it alone.Exophase wrote:Is auto-trim on? If not try turning it on. Lordus says he can't reproduce this, but I know there have been issues with 512MB ROMs on some devices that are mitigated if you trim.
It's also possible that it's an issue which doesn't happen with a different ROM, either because of some compatibility issue (although I have no idea what would be different between them) or because the ROM is just broken or corrupt.

Re: Pokemon black 2 crash
Yeah, that makes sense.zeroobligation wrote:For me, turning off "ignore gamecard limit" fixed the said problem. I don't know what that option does anyways. Should have left it alone.
What that option does is makes it so that the gamecard accesses don't wrap around based on the gamecard size in the ROM header. This is needed for some ROM hacks that make the game larger than what this value says. But other games use the wrap around to check for older flashcarts and they fail. That's probably what happened for you.
If anyone else has that option on turn it off.
Re: Pokemon black 2 crash
Yeah i am...this would explain y 16 bit rendering just works (and there isnt much of a colour difference, so i can live with it)Exophase wrote:Do you know if you're using updated Adreno GPU drivers, or the ones that come with KitKat? We've encountered problems on Lollipop that appear limited to Adreno so probably driver related, and they're related to texture update (16-bit gets around it)beansta wrote:No im running CM11 (Kitkat)
Devices running Android:
- Samsung Galaxy Note 4 (CM12.1, overclocked, undervolted)
- Asus Nexus 7 2013 (Stock Marshmallow...to play Pokemon GO on...)
- Tenfifteen QW09 SmartWatch (Kitkat)
- Fujitsu Lifebook T4410 Touchscreen Laptop (Remix OS 3.0)
- Samsung Galaxy Note 4 (CM12.1, overclocked, undervolted)
- Asus Nexus 7 2013 (Stock Marshmallow...to play Pokemon GO on...)
- Tenfifteen QW09 SmartWatch (Kitkat)
- Fujitsu Lifebook T4410 Touchscreen Laptop (Remix OS 3.0)
Re: Pokemon black 2 crash
I updated the beta today (build 62), could you please test if that fixes the performance issues for you when using 32-bit rendering?beansta wrote:Yeah i am...this would explain y 16 bit rendering just works (and there isnt much of a colour difference, so i can live with it)Exophase wrote:Do you know if you're using updated Adreno GPU drivers, or the ones that come with KitKat? We've encountered problems on Lollipop that appear limited to Adreno so probably driver related, and they're related to texture update (16-bit gets around it)beansta wrote:No im running CM11 (Kitkat)
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- Posts: 60
- Joined: Mon Aug 12, 2013 12:22 pm
Re: Pokemon black 2 crash
can't vouch for others but in my case, with a device running lollipop with an adreno chip, pokemon black 2 wouldn't even start in build 61 but build 62 seems to be fine so far. thanks.Lordus wrote: I updated the beta today (build 62), could you please test if that fixes the performance issues for you when using 32-bit rendering?
Re: Pokemon black 2 crash
Build 62 seems fine so far (havent tried white 2, but heartgold works just great
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Devices running Android:
- Samsung Galaxy Note 4 (CM12.1, overclocked, undervolted)
- Asus Nexus 7 2013 (Stock Marshmallow...to play Pokemon GO on...)
- Tenfifteen QW09 SmartWatch (Kitkat)
- Fujitsu Lifebook T4410 Touchscreen Laptop (Remix OS 3.0)
- Samsung Galaxy Note 4 (CM12.1, overclocked, undervolted)
- Asus Nexus 7 2013 (Stock Marshmallow...to play Pokemon GO on...)
- Tenfifteen QW09 SmartWatch (Kitkat)
- Fujitsu Lifebook T4410 Touchscreen Laptop (Remix OS 3.0)